caipi
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Everything posted by caipi
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I just now noticed @JadeOfMaar's awesome Skybox. I kinda want to use them all. And not just his. There are way too many beautiful skyboxes out there. I guess what I'm asking is: Is there a chance we could get an automatic skybox rotation (if it isn't already in there)? Like with Windows background wallpapers, changing the background every x minutes. That'd be sooooo awesome.
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Maybe Microsoft is secretly trying to push down or slowly silence all space-travel-related projects, so that people don't start fleeing earth, escaping their grasp - or at the very least delay it a couple of years. The more humans they can keep earth bound and the longer they can do it, the more profit they make. Okay, enough crazy tinfoil-hat theories. Somebody might actually start believing it. xD I actually found it pretty quick by going to LGG's github repositories page: https://github.com/linuxgurugamer?tab=repositories
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https://github.com/linuxgurugamer/SpaceDockReBoxed/releases/latest
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If you go into the settings (while in a game) and then into the difficulty options -> Kerbalism (1), you can deactivate lifetime radiation. Meaning they are completely healed after you recovered them on Kerbin. I don't think there is an option or mod to reduce it slowly. It's either all or nothing, keep it (lifetime radiation) or don't. Though such a treatment facility would be a great mod idea. As for the radiation itself: It might be safe to go to the Mun without shielding in theory, but Kerbin has a radiation belt as well. Press [numpad] 1-3 to see the different belts., 0 to deactivate it again If you keep your Kerbals for too long in such a radiation belt -for example if you launched it straight into such an orbit and then let them make a few rounds- they might accumulate more than on a regular, direct trip. So don't launch them too high, especially on JNSQ. The belt is somewhat tight. I think I usually start with a 110-120km orbit, which is rather safe. /edit: So I guess your Jeb is making for a fine lightbulb now. Is he glowing already? Are his fellow astronauts describing him as "radiant" already?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
caipi replied to RoverDude's topic in KSP1 Mod Releases
Have you tried the following? -
Thank you very much, that's the answer I've been looking for. I wasn't aware of Kronometer at all. I read something about it in the initial post (now compatible with Alarm Clock -which I'm not using yet- and the sunrise at KSC requiring it, as well as it being removed from the JNSQ pack), but I wasn't aware it is integral for the correct time keeping with JNSQ. Might I suggest to add Kronometer to the Recommended Mods list?
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I had a similar issue in KSP 1.12.3. But it only happens with "Blizzy's" Toolbar. If I use the stock toolbar to launch SOC, I can open and close it without any issues, so I only use the stock applauncher. I was too lazy to follow the issue any further since this easy workaround works perfectly.
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I've run into a similar issue as Graploos, but with Kerbalism and Simplex Kerbalism. Simplex Kerbalism clearly states that it uses the 12 hour day: We know that JNSQ changes a Kerbin day from 6 hours to 12 hours: The game continues to use and display the old Kerbin-time, 6 hours a day. Kerbalism however starts using the 12 hour rotation as one day. So a resource of 5.0 units with a consumption of 0.167/hour (~29.94 hours) is shown as 2 days 5 hours (the 0.94 are probably rounded down) instead of 5 days 5(.94) hours which it actually lasts. It's using the "real" JNSQ Kerbin day. I assume Graploos Alarm Clock issue relates to the same issue. Alternatively, I can switch to 24 hour days display in KSP settings, but that doesn't change the Kerbalism readout. Is there a way to switch the ingame day to a 12 hour day instead of 6 or 24 hours? I searched the JNSQ readme but found no answer. Or is the game supposed to use a 12 hour day already and there is just something wrong with Graploos' and my install?
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
caipi replied to JadeOfMaar's topic in KSP1 Mod Releases
I've been wondering: Would it be possible to change the OPT_Reconfig\CRP\OPT_CryoEngine.cfg so that instead of replacing the LF-modes with LH2 Fuel modes, it adds the LH2 Fuel Modes with a B9Part Switch? I really like the OPT engines in both variants. And I love the whole cryo engines concept. But when I build spaceplanes, I definitely prefer LiquidFuel over LH2 because the lower density means that I have to use A LOT of tanks, which just makes my planes much bigger than I want it or need it to be. So for Spaceplanes, I use mainly LF engines. But for rockets and, well, non-spaceplane-constructions -I wouldn't exactly call them rockets- LH2 is my favorite choice. I've looked into it and tested around a bit, but I'm no modder and module manager most certainly just isn't my friend (I never really bothered trying to understand it entirely, though). Right now I'm running into issues with the atmospherecurve. Hardcoding (as in providing a value in the switch instead of a multiplier - similar to the ISP switches for SAGE and others) is certainly an option, but that means that each engine would require it separate lines/patches instead of bundling them (unless they have the same ISP, of course). I mean I could probably create something like it with lots of effort, which might work, but it would be a rather dirty patch. It's just an idea. I fully understand if it's unwelcome, especially given the effort that probably has to be put in. Right now, unfortunately, I'm playing with that patch deactivated since LF is just much more sensible for spaceplanes in my opinion. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
caipi replied to JadeOfMaar's topic in KSP1 Mod Releases
I just found an oddity and I was wondering if this is done on purpose. I kinda doubt it though. The "Bubble" Tilt Engine (name = opt_vtol_bubble1) has two fuel options with two modes each. Using CryoEngines seems to have messed it up a bit. Fuel Option 1 LH2+Air: Airbreathing mode uses LH2 + Air (as intended), Closed Cycle suddenly needs Liquid Fuel + Oxidizer instead of LH2/O Fuel Option 2 LH2O+Atm: Airbreathing mode uses LH2 + O + Atm (as intended), Closed Cycle needs LFO instead of LH2/O I find it strange that the closed cycle modes aren't using LH2. -
[1.10.X] Capsule Corp. KKP - Kerbal Kolonization Program
caipi replied to Gabu's topic in KSP1 Mod Releases
Looks very nice and intriguing. Definitely gonna give it a try the next few days. Just out of curiosity (as I haven't looked into the files yet), since it says "Shielded Planet Colony", does it support Kerbalism (shielded as in against radiation, possibly life support and living space and whatnot)?- 33 replies
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
caipi replied to JadeOfMaar's topic in KSP1 Mod Releases
I'm just gonna leave this message here in case anybody else runs into the same issue, so they don't have to chase down the error for an hour or more. There is no further need for assistance and this was completely my fault! My issue was, that several OPT-parts, such as cockpits etc., had multiple (two, to be exact) ModuleCryoTank nodes. This paired with Dynamic Battery Storage (part of Nertea's Cryogenic Engines) created NREs en masse: "Multiple ModuleCryoTank nodes found with identical or no moduleName" This was caused when I updated from OPT Reconfig 2.1 (or any previous version) to 2.2. I foolishly made the mistake to just unzip the new files into the GameData directory without deleting the old OPT Reconfig folder first. I did it, oh well, because I was lazy. With Reconfig 2.2, the OPT_Reconfig\CRP\OPT_B9PS_Cryo.cfg changed to OPT_Reconfig\CRP\OPT_B9PS_CryoTanks.cfg, so now two similar patches existed which did similar things, adding the CryoTanks modules twice. -.-' Lesson learned. Always make a clean install with new patches, no matter how insignificant the patch seems and how excited one seems and how annoying it is to navigate to the game folder to delete the old folder. I'm sure I'll remember it. At least for a month or so. I promise. Well, okay, let's say at least two weeks. I mean, it's not like I didn't know it before... -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
caipi replied to Nertea's topic in KSP1 Mod Releases
Or just go for Opt (Legacy/Reconfig/Main). They have large out of the box wings, which are great for lift and big crafts. I don't like to add many 'tiny' wing parts either. If you don't like the rest of the parts, just keep the wings. Also, I find RCS Build Aid quite helpful when designing airplanes because it has the option to display the DCoM, the Dry Center of Mass. That way, I don't have to empty all tanks and then fill 'em again. I more than once forgot to refill a tank... -.-' Just a friendly advice from a fellow plane enthusiast. -
I'm currently using it in 1.10.1 and it's working fine for me. Did you install it correctly with all its dependencies? Did you try it on a clean install?
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[1.8.1 - 1.12.2] KSP Interstellar Extended 1.29.5 Release Thread
caipi replied to FreeThinker's topic in KSP1 Mod Releases
You mean: Hail HAL? Or just "HA(i)L", to make it more efficient, more machine-like. Let's not waste bits and bytes. I finally have a reason to use it (in Kerbalism, that is) -
$#!t. Just did a clean install, seems like you are right. I'll investigate further later today (tomorrow for you, get some sleep - evil frog gods and their priests need sleep too) and see if I can find the culprit. I'll keep you aprised. I was really hoping it were just a Kerbalism <-> Kopernicus (<->JNSQ) issue, especially after I had deactivated that Kopernicus Solarpanel patch. Edit a few hours later: After over an hour of installing mod by mod and checking the game for the issue, I came up empty. I was unable to recreate the issue despite having all the same mods installed as before. I still don't know what caused the issue initially. I can only assume that it must have been a human error on my part. I am happy though that the error is gone now! Sorry for bothering you with it! If anybody else encounters the same issue (which seems doubtful at this point), the only advice I could give, is: do a clean reinstall. *shrugging my shoulder in disbelief about myself*
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I am using the stock Kerbalism config. I'm also using a lot of different mods though and first thought KSPIE (interstellar expended) might be the culprit. Maybe, and I realize I'm walking on thin ice here because I never really bothered familiarizing myself with MM patches, maybe it's because the Kopernicus patch comes first with a :FINAL and the kerbalism patch comes later, but is ignored because of the final? idk... If you want me to, I'll do a clean install later* with only Kopernicus, maybe JNSQ, Kerbalism, and all of their dependencies to see if I still get the issue or if there's some other mod interfering somewhere. But if you are using both (which I actually knew because you recently wrote (bragged ) it somewhere else ), you should already see it in the VAB. Just use any pod, add any deployable solar panel and check the Kerbalism planner at the bottom to see if you have a power generator or not. *currently working (sort of, don't tell my boss, i.e. ME, that I'm hanging around in some video game forum chatting - again!) Oh, and about my soul: it ain't worth much, so that's a bad bet to begin with. But it also already belongs to somebody else, so I can't really bet with it anymore. Also that's not really a fair bet, now is it? I stated that I just started using Kerbalism and you're an experienced Kerbalism player. That's quite a devilish bet you proposed there. KUDOS!
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edit: Never mind. Turns out a clean install fixed the original issue (see spoiler). I still don't know what caused it. But it must have been some kind of error during my initial install. Kopernicus and Kerbalism are still compatible.
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I'm using JSNQ and Kopernicus BE Release 27 in KSP 1.10.1 and it's working just fine. If you are interested, this (in the spoiler) is the list of mods I'm currently using. All I had to do is delete the MiniAVC.dlls (they cause a freeze and I'm too lazy to debug/search for the cause and/or fix, I don't use it anyway) and the CommandCenterDome in WarpPlugin\Parts\Command (the FNHabitat-module for Kerbalism is causing some weird freeze. I could also just delete the module, but than the part would be less useful, so I went for the mighty eraser).
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Are you using Clickthroughblocker? I had the same issue the first time I started Kopernicus (Bleeding Edge), too. I thought(!) it was related to Clickthroughblocker - but I was meddling around with a bunch of other mods as well. I deleted it. Got JNSQ working, at some point I reinstalled Clickthroughblocker, and it all worked again. I am using KSP 1.10.1 though. Don't know which version you are using. Hope it helps. Otherwise I'm out. Sorry.
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Hi @bcink I just came back to Kerbal after skipping 1.9 and I am using your great mod again. Still loving it! I do however have a comment about the engines - again - if that is alright. You incorporated Jade's mass and thrust balance, but you left out his ISP suggestions. Was that on purpose or did you just miss it? I think the ISP suggestions are an important part of his balance equation. Right now, all three engines have the same ISPs, which result in the Hellas engine being overpowered again as it is lighter than the stage 1 engine (MIRA LM20) and still having 50% more power without any disadvantages. I believe JadeOfMaar purposely gave it worse ISP values as a trade-off.
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[1.9.x] OSE Workshop Reworked - KIS Addon
caipi replied to linuxgurugamer's topic in KSP1 Mod Releases
@capi3101 I see you are using MechJeb as well. The part you tried to print is a command part (or includes a MJ module), isn't it? If so you might want to try a development version of MJ2. Any version after 926 should fix it. For more information see this post, three above yours -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
caipi replied to linuxgurugamer's topic in KSP1 Mod Releases
If I understand your intent correctly and if KRND and Tweakscale work/patch the way I think they do and if you are able to write or edit your own MM patches: Couldn't you just tweak tweakscale (baddum tish) so that it only tweaks structural parts? Just filter out anything with an engine or a resource or some kind of module and all that's left are structurals. Or simply confine tweakscale to parts that have category = structural. With tweakscale out of the way, KRND would then work for all other regular parts again. Just a thought. Apologies if it's unhelpful and if I just wasted your time -
I gotta hand it to you, you really know how to speak to your audience and sell your products! Sold! Let's wreck this son of a sun.