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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Do you have Blueshift installed? If so then you should be using fusion pellets instead of propellium. In any case you need a gravitic generator and it has a slot for either the fusion reactor or the SAFER reactor to power it.
  2. EVA Repairs is designed to be much simpler than BARIS, with only a few bells and whistles. If you want to upgrade reliability, you can do that through the game difficulties menu: MTBF does improve with future generations.
  3. It works like a launchpad with a spawn point some distance away from the printer. It'll work by moving the spawn point away from the "ready" position (when you deploy it from its stowed position, it'll be at the ready). The printer doesn't require kerbals to function, making it like the NASA 3D habitat printer concepts. The sand caster design was inspired by and
  4. Most of the major detailing is done: Hopefully this weekend I'll have the paneling done. Then I can get into the wear and tear marks.
  5. That line should be @PART[]ISRU]:NEEDS[!WildBlueTools,!FarFutureTechnologies]
  6. The nuclear gyro should be plenty to drive the electric props. The regular gyro should not. There's already a module manager patch to switch between Hooligan Labs and the built-in static lift module.
  7. Right, no OP electrics. I'd expect a single GTG-250-H Gas Turbine Generator to produce enough lift for a single WB-50 "Jet Stream" Electric Prop or a single WB-51 "Monsoon" Ducted Fan. A single GTG-250-H Gas Turbine Generator should be enough for 4 WB-21 "Tornado" Ducted Fans or 2 WB-25 "Twister" Electric Props. Yeah, I am aiming for something like how it floats now. The problem I have is that 1) the airship bobs up and down as its lift capacity changes with altitude for the current envelope volume, and 2) trim is horrible. I want something that'll fly straight and level. So, like a submarine, I may end up with lift envelopes and trim envelopes.
  8. The ropes vanished due to changes in KSP itself, and I haven't got an alternative yet. Maybe I can ping @IgorZ and ask how the winch cables are done, and I can do something similar for the elevator. For the electric engines, I don't have much time right now to tune them, so if you'd like to take a look, play with the numbers, and post results, then I can update the release and credit your changes. Meanwhile, I'm slowly working on a self-contained static lift module based on plugin code I wrote for Kerbal Flying Saucers and SunkWorks. Once completed you won't need Hooligan Labs, but that will remain supported. I've got something that realistically works but from a game play perspective it's no fun and too hard to control. No ETA, but expect it sometime by Spring.
  9. Make sure that the resource mode on the stand-alone gravitic engines is set to the proper resource. The latest update should help. KFS 0.6.7 is now available: - WBIGraviticEngineGenerator now has a defaultMode field that's used when you have more than one RESOURCE_MODE. - The GND-00 "Beta" Gravitic Engine and GND-02 "Quantum" Gravitic Engine default to Fusion Pellets if Blueshift is installed. - The GND-00 "Beta" Gravitic Engine and GND-02 "Quantum" Gravitic Engine now support Liquid Deuterium if Far Future Technologies (FFT) is installed. It is the default resource mode when FFT is installed, even if Blueshift is installed. - The Gravitic Fusion Reactor can now be stored in stock inventories. - The Gravitic Fusion Reactor replaces its Propellium requirement with Fusion Pellets when Blueshift is installed. - The Gravitic Fusion Reactor replaces its Propellium requirement with Liquid Deuterium when Far Future Technologies is installed. This happens even if Blueshift is installed. - Added support for Community Category Kit.
  10. (Catching up on the conversation...) Blueshift adds Graviolium extractors to the stock drills via the Blueshift/Patches/StockParts.cfg Module Manager patch. By itself, the Blueshift mod doesn't have or use resources for PreciousMetals. As such, the parts in Blueshift store Graviolium exclusively (in the graviolium tanks), or Graviolium and Fusion Pellets (in the FTL propellant tanks). When you add Wild Blue Tools, those parts switch to supporting Omni Storage, which lets you configure the tanks to hold any resources. Wild Blue Tools also defines the Equipment resource, which is required for various configurations. When you use Classic Stock Resources, you get things like Precious Metals, and when you add Pathfinder, the stock drills gain the ability to harvest all resources in the biome, and lose their heat generation function (because stock heating causes issues- especially if you leave drills running and come back to the vessel after several days). Technically, Wild Blue Tools has the universal resource mining functionality in the form of WBIModuleResourceHarvester and WBIGoldStrikeDrill, so I could move the drill patch from Pathfinder to Wild Blue Tools. But I've left that patch in Pathfinder since not everyone who uses Wild Blue Tools wants the universal drill functionality. What I should probably do is support B9PartSwitch in Blueshift- something I'm doing in Sandcastle. Below is from Sandcastle, but I could update the Blueshift storage parts to work similarly: For Omni Storage: Finally, if desired, you can remove the resource requirements check when you reconfigure a part. To do that you just uncheck the option in the Difficulties menu: NOTE: The above only applies if you have Wild Blue Tools installed.
  11. This project is currently on hold. I have made the keels and partly made the bow, but nothing else for ship parts. My focus is currently on finishing Sandcastle, then I have another project to work on.
  12. Yup! On Earth the slag floats to the top and gets skimmed off, so I figured that in microgravity the smelter would use centrifugal force in place of gravity.
  13. This is just about done. I just have to rig it up in game and set up the drum animation.
  14. DSEV 3.10.0 is now available: - Added Size 2 (2.5m) Saddle Truss parts. - The Storage Shield now has a removable back plate to accommodate longer engines and parts. - Fixed some bugs in Wild Blue Tools. - Science experiments now default their resource requirements to the entire vessel instead of defaulting to the science lab part.
  15. Does your Mobile Processing Lab have Glykerol in it? Based on the experiment definition, it looks like the lab itself needs to have Glykerol in the part itself to count the experiment as completed. That's something I added years ago and forgot about; it's probably not an intuitive requirement and should be removed. Meanwhile, you could try patching the 000WildBlueTools/Experiments/DeepFreezeExperiments.cfg, and wherever you see "requiredResources =" in the experiment definition, find the entry for Glykerol, and append ",true" to the end of the line. For instance, WBILongTermCryogenicStudy has requiredResources = LabTime,100;ElectricCharge,300;Glykerol,10. Change that to requiredResources = LabTime,100;ElectricCharge,300;Glykerol,10,true See if that clears up the issue.
  16. Interestingly enough, Dr, Harold White did manage to create a tiny warp bubble recently. He stressed that we are still far away from a practical working warp engine, and it isn’t clear that such a thing is possible. The developers already said that there would be no warp technology in the stock game, but there is wiggle room in mods for something like Blueshift to appear in KSP 2. It would take a complete rewrite of the plugin and retooling of the artwork to accomplish.
  17. There is likely a mod conflict somewhere, I'm afraid. At this point though, I've switched over to EVA Repairs; BARIS is simply too complicated for most players, and is difficult too maintain. In January I'll be retiring this thread (locking it) and discontinuing it in favor of EVA Repairs. I mentioned this back in September, so this is a heads up that unless someone wants to take over development, BARIS will be shutting its doors in about 3 days on Jan 1, 2022.
  18. Just starting to work on this one... I'm aiming for a Restock-alike look akin to the Restocked ISRU.
  19. That open frame cylinder thingy is a space dock from Mark One Laboratory Extensions.
  20. You get more science and reliability improvements when parts fail than when they succeed. So, if the SRBs ignite successfully, you won't see much in the way of improvements.
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