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komodo

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Everything posted by komodo

  1. Oh, don't get me wrong. I boggled at the art that the spreadsheet is, and bow before you for thinking such a thing up (I don't think it would have occurred to me!), I was mostly dumping on Office 2004 for mac. (*grumblecursegrumble*) Agree on the apple store. Thank goodness for (relatively) painless backups, though.
  2. Yuck, hardware issues. Get well soon, computer! I started to work on Tantares pack for my own install, but its a bit of a hackjob honestly. Not to add to the mayhem, but maybe to the back of the line, if it suits your interest to look into it. (The spreadsheet nearly brought down my old copy of Excel for OSX ><. If I get anything serviceable, i'll send it in, but i'm in a similar boat timewise as you are, so no worries from me!)
  3. Castores? Pod Mk2? Kore 2 Duo? BlackCone? Miata? (Tiny two seater fun-mobile) ...It's rather late at night, my brain is struggling to come up with other suggestions... I'll be back later on
  4. If we give you a cookie, would you share the MM configs at your convenience?
  5. *shrug* I trust the guy with the modeling experience. Besides; i'm willing to suspend some belief in a game about launching little green men into orbit typically whilst grinning/screaming in terror.
  6. Is this maybe the 'helpful' windows feature of disabling foreign DLL file execution from the program files domain? Try moving KSP_win out onto your desktop and running it from there, and see if the situation changes.
  7. Max x64 doesn't exist yet though I blame unity Did you guys see these antennas yet? I know there was some talk about antenna models a few pages back(?), so maybe they might help that situation. I think tantares modpack added a new 'big' RT antenna too.
  8. Excellent, and unique! The proportions give a little pause at first, but after that initial moment, the utility of the pod/SM comes through. That it's modular is icing on the cake!
  9. I think the plan is to refine the existing craft... Tantares rocket pack is building a Voskhod, I think in the 1.25m range.
  10. Derik's a busy guy, I wouldn't bug him I am a chemist and I wouldn't know how to begin... If ever I get a free chance, I might look into it. All... ok, some of the data is available. I wrote a paper on it once, though; conflagrate is a useful word. Detonate is another good one...
  11. Random KSP bug; nothing that can be fixed here....
  12. Sounds good! Only thing I can think of is the horrified faces on the (n-Jeb) kerbals as they hurtle towards mother kerbin unabated. This though, I see *as* a feature, so in other words, I'm pretty psyched as it is. Action groups open up the possibility for aiding the remotetech flight computer doing remote landings, though. Oooh.
  13. I rather like the spud, at least for starting out. Lightweight can't be beat, ! I'm probably not the best to judge textures, as i've got to run on 1/4 textures to get the game to not crash, but they work for it I think. (And it does make a good lander, too. Hrm... I should see what I can do with the new engines from RLA )
  14. I haven't a trouble with the pack in .25 yet, although I need to check the landertrons still. I've never felt the soyjuice was an odd size for 1.875 parts, it seemed to be... hrm, a good, if cramped fit below the squad 3 man pod (the name eludes me at the moment). The style as well, i've seen as pretty stocklike as far as that goes; hell, its HGR styled, and that's nothing if not a good thing! Also, lately i've been using the soyjuice service module with the radish. It works... surprisingly well, actually. If I can get my new save up and running, i'll send in some more screencaps. I've had an idea of using the soyjuice as a station part, and i'm looking to experiment with that
  15. In 6.4x Kerbal RSS though, stock sizes are good to go. The dV requirements go up, but that might make this balance out if they have high dV. The only thing holding me back is finding the time to bash together some patches for realfuels for your pack. (BIG FLASHING SIGN: NOT A REQUEST.) When/if I have the time, i'll try to send in whatever I come up with though. Also, just a really cool modset overall, I like it a lot! EDIT with a bug report: The TAC MM config doesn't seem to be applying, for some reason. Example, the Vega_Crew_A is intended to have 1110.373 O2 per the MM patch, but only gives 111.1 in game. Actually, all of the values are off by a factor of 10. WTF. I'll... poke around some more, but that was a weird one I thought i'd toss your guys' (The thread as a whole) way.
  16. ...No, I think one should "do it all" as it were. An omni, at least on my networks will link to any/all stations within the signal sphere.
  17. ... I run into this too, and it never occurred to me to see if the MASS of the craft was changing. Maybe it's a realfuels thing, I see it most severely when using LH2/LOx combo on the launch stage.
  18. Cool patches! I'm a TAC sorta guy for the first one, so I can't comment, but the RT2 config I will certainly give a try (if/when I get a chance to get my KSP on again ) Using the Spud as a (heavy) satellite core is an interesting option... I can now imagine it unmanned but crammed with science equipment.
  19. Not stupid or insulting at all, it just took me this long to get back to you. It is missing the resources both in the VAB and on the pad. I've installed a minimal set of mods as a proof of concept and to aid the log reading. The log may be found here. https://www.dropbox.com/s/9kczey1svfttgzo/Player.log?dl=0 I can upload some screenshots I took as well, but they show pretty much what you would expect, empty real fuel service module tanks which offers an auto configure for the engine type as mounted. (LV909b in this case.) Like I said, it's more weird than bug. And thanks for the refresher on the MM order of operation; that's about how I understood it. It's probably some edge case of mod collisions, but I thought you guys would like to know about it. Thanks!
  20. Maybe roll up some patches/configs and send them in, perhaps? Also, i've not had any trouble with the BD animated modules, perhaps that's been resolved on their side?
  21. Hi folks, awesome mod. Are there any TAC LS and SDHI users in the crowd? I've been having a peculiar problem where some MM patches don't seem to be applying in the right order (perhaps). I'll quote myself from the SDHI thread for brevity. The relevant patches are tacked on here as well. From SDHI @PART[Mark1-2Pod]:NEEDS[TacLifeSupport]:FINAL { // Remove MFT support !MODULE[ModuleFuelTanks] {} // Use replace (%) rather than edit (@), to ensure that the following values are loaded regardless of the presence/absence of MFT/RealFuels %RESOURCE[Food] { %amount = 8.776 %maxAmount = 8.776 } %RESOURCE[Water] { %amount = 2.175 %maxAmount = 2.175 } %RESOURCE[Oxygen] { %amount = 333.114 %maxAmount = 333.114 } %RESOURCE[CarbonDioxide] { %amount = 0 %maxAmount = 287.739 } %RESOURCE[Waste] { %amount = 0 %maxAmount = 0.8 } %RESOURCE[WasteWater] { %amount = 0 %maxAmount = 2.772 } } // Modifies the SDHI SM to provide an additional five Kerbal days of Water and Oxygen, the equivalent in WasteWater and CarbonDioxide storage, and built-in Carbon Extractors / Water Purifiers / Fuel Cell @PART[SDHI_2.5_ServiceModule]:NEEDS[TacLifeSupport]:FINAL { // Here, we *don't* apply a MM patch to remove MFT/Real Fuels, since: // - MFT/Real Fuels is needed to allow users to have reconfigurable fuel tanks or non-stock fuels // - The TAC LS patch that uses MFT/RealFuels doesn't cater for the unusual situation where a Service Module is used to hold life support provisions RESOURCE { name = Water amount = 3.625 maxAmount = 3.625 } RESOURCE { name = Oxygen amount = 555.19 maxAmount = 555.19 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4.62 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 479.565 } // Standard TAC-LS Carbon Extractor using the Bosch process MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8.16 inputResources = CarbonDioxide, 0.001703210064733, ElectricCharge, 0.039783051310155 outputResources = Oxygen, 0.001713537562385, false, Waste, 0.000001209166498, true } // Standard TAC-LS Water Purifier MODULE { name = TacGenericConverter converterName = Water Purifier conversionRate = 8.16 inputResources = WasteWater, 0.000014247685185, ElectricCharge, 0.007123842592593 outputResources = Water, 0.000012822916667, false, Waste, 0.000001994675926, true } } // Modifies the SDHI Avionics Ring to only have the built-in Carbon Extractors / Water Purifiers / Fuel Cell @PART[SDHI_2.5_AvionicsRing]:NEEDS[TacLifeSupport]:FINAL { // Standard TAC-LS Carbon Extractor using the Bosch process MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8.16 inputResources = CarbonDioxide, 0.001703210064733, ElectricCharge, 0.039783051310155 outputResources = Oxygen, 0.001713537562385, false, Waste, 0.000001209166498, true } // Standard TAC-LS Water Purifier MODULE { name = TacGenericConverter converterName = Water Purifier conversionRate = 8.16 inputResources = WasteWater, 0.000014247685185, ElectricCharge, 0.007123842592593 outputResources = Water, 0.000012822916667, false, Waste, 0.000001994675926, true } } and from RF: @PART[SDHI_2.5_ServiceModule] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 4510 type = ServiceModule } } While TAC LS does this: @TANK_DEFINITION[ServiceModule]:FOR[TacLifeSupport]:NEEDS[RealFuels] { TANK { name = Food amount = 0.0 maxAmount = 0.0 } TANK { name = Water amount = 0.0 maxAmount = 0.0 //mass = 0.00001 } TANK { name = Oxygen amount = 0.0 maxAmount = 0.0 utilization = 221.1347 //mass = 0.00001 note = (pressurized) } TANK { name = Waste amount = 0.0 maxAmount = 0.0 fillable = false } TANK { name = WasteWater amount = 0.0 maxAmount = 0.0 //mass = 0.00001 fillable = false } TANK { name = CarbonDioxide amount = 0.0 maxAmount = 0.0 utilization = 476.2173 //mass = 0.00001 note = (pressurized) fillable = false } } Sorry for the apparent wall of text, ack. So much for brevity. My guess it that the problem is in the SDHI component, but i'm uncertain. Is someone more versed in MM-fu than I able to see what might be clashing here? I thought the FINAL tag would override prior patches, but it's likely i'm mistaken. In any case, thanks for reading this far (and for the mod, much more interesting than just LFO tanks )
  22. The stockalike configs Raptor has compiled have been the best fit i've found so far. It's impressive how much of the modscape is covered between RF and the configs... *boggle*
  23. They were procedural yes. There should have been plenty of space, as the fairings were encapsulating the entire upper stage, (the fairings were 1.25m in other words), but i've had some whacky-ness before with such things. (The survivor panel is sorta the thing that drives me crazy; why won't they both fly off?! ) I'll try to post some photos when I get home later. The antenna was mounted on top of the box frame, I may move it to the side to see if there is a difference. (But as you say, CoM offsets ) I will try to slow my accent, but there's a limit to how slow one can go in 6.4x... if you don't start getting some serious horizontal motion early, you're going to have Fun. Also, thanks for the quick replies, i'm really enjoying the mod, like I said.
  24. I'll play around with it a bit. One of the niceties of 6.4x is that for the most part, stock size parts will still 'work'. (By that I mean without the soft dependency on Realism Overhaul resizing/rebalancing for full up RSS.) The tiny size is appealing, due to the size of the boosters required; when you're looking at 8-9k dV or so to make orbit, every gram counts
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