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AetherGoddess

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Everything posted by AetherGoddess

  1. oh the assembled packrat is a rock. i've hopped that thing over a dune and into a cliff and it just bounces off like it's nothing, but the front and back bumpers seem to explode if you breath on them too hard before attaching them. the Chassis parts are a little more durable, and the science crates seem fine. it's weird that the only parts that seem to be affected are the packrat parts. over to the KAS team then.
  2. Any possibility of making the rover parts, less, you know, explody? i'm now scheduling my 4th auxiliary minimus packrat drop. three of those have been because dropped parts blew up after falling from the height of half a kerbal during assembly (on minimus, so <1 m/s). (the 2nd was because of the part resize and the node attachment of framerate doom thing). i'm not sure if this is a KAS thing or what, but 1) i'm running the rehabilitated 0.4.8, which is supposed to fix all those explody grabables problems and 2) other KAS parts (even third party KAS parts, like Universal storage) seem to survive the same treatment, so? also, did you know the flats on minimus have like, zero traction? i wish i'd known that before putting my minimus science base in the middle of the greater flats. on the other hand, all of my packrats are now RCS rocket powered rovers, how cool is that?
  3. i thought that was canon. Unreleated quick note: this mod has made my engineering and flight much more fun. between this mod and Final Frontier, i finally have a roster of rounded, qualified kerbonauts. I stuck the orange suit crew on science station 1 in LKO because i felt sorry for them sitting at the top of the roster every launch and always getting passed.
  4. There are known incompatibilities between the version of ORS used in the last WarpPlugin version (KSPi .11) and the current version of MKS/Karbonite. Wave has done the hard work of rectifying this (in KSPi Light .12). this is one of the things Roverdude was looking to link up with Fractal on a few posts back, hoping to get Fractal up to speed with the ORS/CRP changes that have occurred, so Fractal could jump back in and we could have more net awesomeness.
  5. Fractal has stated that he doesn't have a lot of time or motivation, also. i think that's still being worked out. Fortunately, it seems to be friendly, so more awesomeness looks likely
  6. YAY! Peace in our time through self-depreciation! my English ancestry says "Haruph" and "Children these days, Incorrigible" and then grudgingly approves in a sedate and dignified manner befitting The Empire.
  7. You're turbojet is in IntakeATM mode, and i can see from your resource panel that you have no IntakeATM. i think you're CRP or ORS installs are meltered. short term fix, toggle propellant to intakeAir (which you have 2.00 of according to the resource panel). Long term fix, delete your CRP, ORS and Interstellar folders and reisntall the latest versions to make sure you don't have any weird-ness-ess. this is common if you still have chunks of the WarpPluggin version laying about.
  8. wow, that looks hard. i guess i don't feel too bad about the Winx64 issues, since all i have to do is right-click and drag the zip into the KSP folder, then click extract.
  9. that's exactly one of the criticisms of the space shuttle, that for all it's recovery planning and "space truck" design ethos, it took months of rebuild between flights. the Dragon is exceptional in that it only needs this type of serious overhaul every 10 flights (if you believe the CEO). a fully reusable space plane is a long way from dragon. the dragon is 6.1 m x 3.7 m (dia), but it sits atop the Falcon 9, 68.4 m x 3.7 m (dia) for which a PARTIALLY reusable version is in development. best case, dragon will be reusing 1/8th of the whole system stack. the near future reusable space program doesn't look like your car. the reusable space program looks like a single shot target rifle; you can recover the bullet, and maybe the casing, and put it into a new rifle fresh from the assembly facility and fire a second time.
  10. This is something that would be nice, rather the "next fuel"/"last fuel", how about jump buttons "monoprop"/"LFO"/"LQD"/"QVP"? there might be issues with ORS/CRP versioning, as new resources are added or removed, but maybe the plugin could detect the right fuels and only present those buttons? i really don't know how this works, so speculation for everyone? Maybe this only makes sense for action groups, but the ability to force all 5 thermal turbos into high thrust mode for the last push into orbit with an action group would be nice.
  11. Deleting the mod will delete the MM Config; therefore, no issue. stop hunting for ways to pick apart decisions someone else has made as part of their universe, and be thankful they put all the hard work in and then are willing to share a piece of it with you. Probably, but i don't think Ferram is in the business of creating and balancing parts, he's his hands full making aerodynamic simulators with massive maths. thou, given this conversation, i can see how high-v rocksalt might be a consideration. This is the correct method. note that this person has no interest in dictating back to BAC9, Tav, Ferram, or anyone else who donated time to making the game better what they can and cannot do with that time. see similar discussion on KSPi ("don't change my thing!" vs "Here's a MM patch to put it back for those who want it".) In Conclusion, please be respectful of the work that went into all mods, and remember, here, as everywhere.
  12. if you really must have it in defiance of the law, click source, then releases. Github isn't subject to the privacy politics of kerbin local space.
  13. this mod only supports Ferram's FAR or NEAR, both of which replace the soupy submarine stock atmospheric model that the stock engines that are designed for with a much more accurate and realistic drag model. the stock drag model isn't supported at all by the B9 parts, and unpredictable behavior may result. the stock engines are WAY overpowered for FAR (which is NOT a parts mod so doesn't change or add any parts), and this mod adds lots of new engines that are in-line with FAR, so they just ModuleManager patch the stock parts to match their B9 equivalents. no files are changed, and if it really means that much to you, modulemanager configs are plain text, so you can go edit them out.
  14. I support this. Specialization breeds excellence, and (as RoverDude has proven in this very thread) there are plenty of excellent modders out there doing things they are excellent at. KSPi has always been one among many in my mod list, and i look forward to seeing what laser (PUNS!) focus will do for it.
  15. i'm just going to put This Right Here, in the inbox marked "mods what need a home" and put a cross reference card in the boxes marked "CreativeCommons 4.0" and "interesting things to do with a telescope"
  16. omg this is now my new favorite website. i'd like to throw up an alternative datapoint (because anecdotes) (also fallacies). my KSP works beautifully in x64, right up until i install mods, then i get the type of behavior wave was talking about (random crashes, mostly on scene changes, almost always with a write error, etc). i was super excited about x64, because i use a lot of mods, mostly part and concept packs (ahem.) which eat memory. i did extensive testing (because >science girl<, duh) to try to rule in which mods would work with x64 and which would fail, but whenever i started to get more then 1 or 2 mods in, the processes would crash unpredictably. i eventually had to either declare x64 unstable and go back to 32-bit, or conclude that nothing works or makes sense and give up on logic. guess which one?
  17. I can confirm this works, no part editing required. I have a thermal turbojet based SSTO hanging off my LKO science station right now.
  18. Is there any chance of getting a stand-alone version check executable? i spent the last hour wandering about updating various mods, only to start KSP, wait 2 minutes for ATM to populate it's texture cache, and get update alert from AVC on Universal Storage. This is AVC working exactly as intended, but i'd like to be able to run a "everything ready?" pass before starting KSP's longer then average loading process.
  19. Yes, and it works. just tested it myself with my new minimus packrat about 2 days ago. did you know the flats on minimus have basically zero friction? had to use RCS to get to another biome.
  20. i wonder how much of the "i liked it before" is people used to fidelity and (arguably illusiory) accuracy and how much is this: (XKCD, offering nerds vicarious smugness since 2005)
  21. Have you considered reversing the way precoolers work, i.e. making them affect attached engines rather then attached intakes? B9 (and SpacePlanePlus, for that matter) have a lot of surface attached intakes that are intended to attach to wings or non-circular body segments that are not suitable for precoolers, where as almost every engine is a circular in-line mount.
  22. Crosslinking for fun an prophet. Wave has a vision, and personally i think it's a good one. i don't think there's going to be a optional patch for Fractal's vision. This is probably a good thing. if and when Fractal get's back, there will be two people intimately familiar with this mod, and it's internal complications, each with a slightly different vision. we'll either get one big KSPi with all the coolness turned up to 11, or we'll get two versions that share coolness making utilities between them. B9 is back, and bigger then ever, KospY returned for KAS, and KSPi has a new captain. This is a good time to be a little green astronaut.
  23. it took me a little while to figure out the various implications of generator/reactor issues, but i never found any of it annoying. in fact, i'm a little bit annoyed to learn that the multiple generator modes were disabled in lite, as i always liked the idea of direct conversion for power and the thermal for thrust. as for confinement power, this makes sense in light of current fusion research; the NIF requires something like 2 MJ of laser input, and is still a long way from breaking even. given the generator/reactor split, it makes sense that the part should be focused on it's primary goal (i.e. electricity and D/T/H3 to excess thermal + charged baryons) so as to not sacrifice the weight of a "built-in" generator for self-sustaining operation. now the annoying thing was that i couldn't start fusion on the launchpad using kerbin power. maybe mod the launch clamps to provide MJ also? while i'm not one of the realism for realism's sake crowd, this does raise the question of how star trek you want KSPi (and by extension, Interstellar light) to be? one end of the spectrum is a single part that can produce every type energy from whatever's lying around without side effects and the deletion of waste heat, and the other end is further into the realism then where Fractal's KSPi was, i.e. separate parts for each type of conversion, separate losses for each step, strong overhead like radiation poisoning and fusion confinement, and firm restrictions on what was allowed to pipe what type of power to what. I personally think there is a happy middle ground where we can build starships like legos that could, at least conceivably, actually work.
  24. I THINK I get your comment, but i'm going to rephrase, for the grammar dependent, such as myself: one of the issues with the ElectricCharge resource is that it doesn't get used like a resource in the real world, i.e. in order to move any sufficient quantity, it must be first created and stored, and only after can it be retrieved and consumed. I can't find any links to back it up, but I believe this is one of the reasons why FractalUK started using the MegaJoules resource in the first place, in order to allow expensive systems to draw huge power directly from the generator without requiring it to be stored in batteries first. the fix for this, as is implied above, is to have enough batteries that you can store enough energy that the microwave transmitter sees a constant supply from the batteries. the plug-in fix might be to replace (ModuleManager) the stock EC solar module with an improved version that operates holistically across all of the panels on a ship in the same way as the generators do, i.e. creates MJs directly if the total solar input is GTE 1kec/s
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