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PickledTripod

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Everything posted by PickledTripod

  1. That's the easy but dirty solution, and you have to do it for every other mod that includes Tweakscale configs. And redo it again every time you update Tweakscale or any other mod. Any idea how to disable these patches with Module Manager?
  2. Option 1 would be interesting because of the structural "tail" and side bits on the F-22 as seen on EdussaconBR's photo above, you could attach stuff to it which would make it a bit more interesting than two engines attached to a bicoupler. If you do make a 1.25m version I don't see why you should scrap the twin design, you already have several textures and model that can be used as a basis for it and as you said it won't require much more memory. But I wouldn't bother with the single version at all since there's this new Panther fighter engine coming in stock. The twin design would really be worth adding to the game because of the unique attachement options.
  3. tbh there's nothing special to the Mk2 turbojet, it's just two stock jets and the Mk2 pants mashed together into a single part, and it will look even less unique with Porkjet's new jet engine models coming up in 1.1. Now if it had that sweet F-22 look... Yeah I'd be very favorable to a redesign of the Mk2 turbojet instead of an entirely new part.
  4. That's very nice looking, I have no need for 7.5m tanks and engines but I'll probably end up taking several of the more reasonable parts from SpaceY extended, like that engine.
  5. I second the 3.75m to 2x 2.5m adapter request, it could be quite useful even without interstage fairings like the 5m to 4x 2.5m adapter. A 5m to 2x 3.75m would be sweet too, I'd love to be able to put two of Nertea's Mars engines under a 5m tank without clipping... And while we're on the subject of structural adapters, why are there two different versions of the 2.5 to 1.25m interstage adapter? Can't you make a single one with two bottom nodes for the short and long fairings, like for some of your engines? Finally I agree that your custom sounds are pretty bad. Compare them with those in KW, they sound realistic and powerful but also high quality, yours sound like I'm listening to a tape record of a ICBM launch from the 1950's. No offense.
  6. Maybe parts will stop randomly overheating when I dock ships to my space station now... thanks a lot for this update, ferram!
  7. I've avoided this mod as well as most procedural stuff since I started playing KSP because I don't really like how it goes against the "Lego blocks" philosophy of the game but I really want to try Infernal Robotics. I'd like to write a Module Manager patch that would disable the Tweakscale configs of all stock and mod parts except IR, how can I do that?
  8. Just after I unlocked it in career... I don't feel like playing tonight anymore.
  9. I think at this point it's safe to assume that it won't be until after 1.1 which might be less than two weeks away. And since Nertea is really busy at the moment and will likely have to make big updates to all of his mods it might take months... Nert, can you first release a 1.0.4 version of Heat Control even if 1.1 is right around the corner? Many important mods will take very long to update thanks to Unity 5 so a lot of people will most likely keep playing 1.0.4 for a while, I'd be really grateful if you did!
  10. Those 7.5m rocket parts are so huge I don't think I'll ever find a use for them... except that heatshield. I'll use it for aerobrake capture at Eve and protect my entire lander with a single part.
  11. It has everything Firespitter has and more. The modules have the same names except that they start with "Interstellar" rather than "FS", so it's very simple to switch. Here's an exemple of how Necrobones wrote his fuel switching patch for Color Coded Canisters to support both IFS and Firespitter, with compatibility with Cryogenic Engines as a bonus: @PART[Size3LargeTank]:FOR[ColorCodedCans]:NEEDS[!InterstellarFuelSwitch|InterstellarFuelSwitch&!CryoEngines] { MODULE { name:NEEDS[!InterstellarFuelSwitch&!CryoEngines] = FSfuelSwitch //ColorCodedCans fuel switching disables itself if Cryogenic Engines is installed to ensure compatibility name:NEEDS[InterstellarFuelSwitch&!CryoEngines] = InterstellarFuelSwitch resourceGui:NEEDS[InterstellarFuelSwitch] = LiquidFuel+Oxidizer;LiquidFuel;Oxidizer //resourceGui is exclusive to IFS, it adds a fuel type indicator in the tweakable menu resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 6480,7920;12960;15840 basePartMass = 9 }
  12. Hey Quiznoz, would you consider replacing Firespitter with Interstellar Fuel Switch in the next update, or even allowing to use either of these like Color-Coded Canister does? IFS is properly maintained and has more functionality, most high-profile modders like Nertea have made the switch. Your mod is now the only one in my fairly large list that depends on Firespitter, I'd really like to get rid of it and I'm sure I'm not the only one.
  13. I actually do have them installed together, I use Firespitter for BahamutoD's Adjustable Landing Gear... Since CCC prefers Interstellar Fuel Switch I think everything should be fine, I'll test it for you I guess. EDIT: Everything seems to work fine with Color Coded Canisters, Fuel Tanks Plus, Cryogenic Engines, Firespitter and Interstellar Fuel Switch on the same save. Now all I need is alternate styles for the SpaceY 5m tanks!
  14. That issue is caused by overkill torque, that's why it's usually encountered when piloting a ship that consists of a capsule and maybe a few other parts. A good add-on fix is to install Tweakable Everything, it lets you set the amount of torque in every axis in the VAB/SPH (from zero kN to twice the stock value) and adds a force percent slider available in flight. I can confirm, this is an extremely annoying issue. It happens both with very low mass parts (notably making octogonal struts very dangerous to use) and clipped parts. It can be triggered by physical and on-rail timewarp, ship loading, docking, etc. It caused major issues for me when I was building a very large space station because I clipped RCS tanks inside a structural parts on my RCS tugs, lots of stuff would randomly explode when docking modules or even loading the station. KIS/KAS doesn't like this bug either, parts attached with it seem to be very susceptible to these overheating issues. With all the frustration this bug caused for me I've been trying to find a fix but there doesn't seem to be aything other than not using cubic octogonal struts and never clipping stuff inside other parts.
  15. Nice update, but I'd just like to know how the fuel switching behaves if Nertea's Cryogenic Engines is installed. Which patch will be applied, yours, the cryo engines one, or both of them? Nertea's patch should obviously be prioritized since it has LqdHydrogen setups.
  16. Hey NecroBones, I have a few things to say: The new 3.75m SRBs are awesome. I prefered the quad nozzle though. You added a bunch of really cool new parts in the last few updates, maybe you should update the pictures in the first post. Suggestion for a future update, or rather a separate pack: a collaboration with Nertea to bring us 5m Cryogenic Engines! You could simply reuse his textures and base model to make clusters of the 2.5m engines. And as a little extra you could bundle it with a cryogenic orange foam texture for the SpaceY 5m tanks, that could be switched with Interstellar Fuel Switch or Firespitter.
  17. I've been looking for this mod since forever, and I only realized when I saw it on reddit tonight. I really love the stockalike looks and I dig those IVAs, this is all very high quality. Now I have to restart my career since I don't add new part halfway though, but it'll be totally worth it!
  18. Nice to see this updated! When you update the mini-packs could you index them on CKAN? And maybe make a mini-pack for that huge russian-like plane system please?
  19. Awesome! There has been a few situations where the biggest 1.875m booster wasn't enough but 2.5m were overkill for me. Also maybe add a double-lenght 0.625m SRB? I love them, but they're a bit underpowered IMO.
  20. I also think that this would be the best solution. Another idea would be to increase the dry mass of the NFP tanks if you put oxidizer in them, making it close to the stock tanks, so you can keep all the aesthetic possibilities while having good balance. - - - Updated - - - Also maybe, just maybe, increasing the NTR's ISP a little bit? According to Wikipedia solid-core NTRs running on liquid hydrogen typically achieved ISPs of 850 to 1000s, while the LV-N is only 800s in vacuum. 900s would be reasonable I think.
  21. Is this mod dead? I wanted to use it to filter out stuff I don't want for a new modded career like BDArmory...
  22. I think it would still be better to put KSPAPIe in its own folder, installing duplicates of mods because of internal structure like that is an issue you can also run into when installing mods manually. Having a separate folder in GameData for every included dependency is simply a good practice.
  23. I really hope there's nothing interesting in 1.1 other than Unity 5, I've been waiting so long for all my essential mods to come back for 1.0 so I can start my modded career...
  24. Is it possible to use IntestellarMeshSwitch to switch between welded models? (like these: http://forum.kerbalspaceprogram.com/threads/34013?p=454874&viewfull=1#post454874) If yes, how?
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