Jump to content

PocketBrotector

Members
  • Posts

    394
  • Joined

  • Last visited

Everything posted by PocketBrotector

  1. This is really a question for the CryoTanks thread, I think. Stock tanks have boil-off and can be refrigerated with EC, but it is toggled off by default; you can enable it in the right-click menu. This sounds like one set of converters is from CryoTanks and uses stock Ore, and the other is from RationalResources and uses Water or similar. The outputs might be the same but the inputs are likely different.
  2. @OhioBob Thanks! I've now updated the launch window planner to include all bodies in GEP_JNSQ. Initial comparisons to the Transfer Window Planner mod shows fairly consistent results (~15k dV for Kerbin -> Grannus/Nodens in 60-70 years; ~40k dV for Nodens -> Taranis in 7 days; etc.)
  3. @OhioBob, I'm interested in adding GEP_JNSQ to the Launch Window Planner for JNSQ. I'm able to get most of the needed body/orbit parameters from the config files or CelestialBodies pdf (thanks for including that, by the way), but there are a couple of derived stats that I think might be changed indirectly when the planets get resized for JNSQ. I don't know enough orbital mechanics to calculate them confidently myself... do you have these in a spreadsheet somewhere, or maybe there's a formula you can share? The stats in question are, for each body in GEP: Sidereal rotation period Mass The stats I already have from GEP_Bodies, modified by GEP_forJNSQ: Semi-Major Axis Eccentricity Inclination Longitude of Ascending Node Argument of Periapsis Mean Anomaly at Epoch Thanks!
  4. I've been playing with and enjoying WaterfallRestock (thanks again for another great mod!) The only potential issue that I've noticed is that the Twin-Boar (and possibly other engines) no longer generates any ground effect, those puffs of dust that show up under the launchpad. I'm guessing that's because that effect is scaled according to some component of the stock engine plumes, which have been replaced.
  5. I suspect that FFT will be finding its way into my GameData folder at almost exactly the same time as Grannus Expansion Pack. I sort of assume that the use cases for better-than-Kerbal-Atomics-or-Near-Future-Propulsion engines are getting to very distant locations in a reasonable timeframe, whether that's another star altogether or simply the outer edges of the local solar system (e.g. Nara in JNSQ.) Looking forward to it either way.
  6. Great, thanks. This is a different aspect ratio than before - any advice as to how the game handles this? Should we expect distortion on certain decals or planted flags, etc.?
  7. Running KSP 1.10.1. All mods I have installed should be the latest according to CKAN. Here's the contents of my GameData:
  8. Some results... (excuse the formatting; pasting from Excel doesn't seem to work nicely with the forums) System Restock? Diam Pod Ablator Apoapsis Periapsis Outcome JNSQ Yes 2.5m Mk1-3 800 Mun (89Mm) 37.4km Success; 329 ablator remaining JNSQ Yes 1.875m Mk2 500 Mun (89Mm) 40.3km Success; 176 ablator remaining JNSQ Yes 1.25m Mk1 200 Mun (89Mm) 40.2km Success; 78 ablator remaining JNSQ Yes 0.625m Experiment Storage 50 Mun (89Mm) 40.1km Success; 21 ablator remaining JNSQ Yes 2.5m (NFT) Pandora 800 Mun (89Mm) 38.4km Failure; pod exploded edit: to clarify, I don’t have FAR installed; I see that some of the folks having issues do have FAR
  9. There are some already-suspected potential issues with Restock heat shields here and here. It would not surprise me if bugs with heat shields and reentry heating become evident only at JNSQ scale or larger, regardless of whether they originate in stock, Restock, or elsewhere. Stock-scale reentry heating is so tame that it can be frequently ignored altogether, unless a craft is coming in from an interplanetary trajectory or something. I may do some more testing here (I have several missions returning from the Mun and I'm hoping the conquering heroes don't meet an ignominious end of spontaneous combustion.) I'll report back with any results.
  10. There are some balance questions regarding the SSPX parts currently - I believe a fix is pending. The only one that's likely to cause the problem you're describing is that the SSPX cupolas don't provide recuperation at the moment, so use a stock cupola instead. Generally, achieving very long or even indefinite habitation durations (suitable for interplanetary trips) involves combining parts to minimize the negative factors, maximize the positive ones, then add a cupola for recuperation. Stress: ensure that a kerbal is fully trained for all vessels they will inhabit on a mission (you can initiate training in the VAB/SPH). Max training level is capped by your Astronaut Complex level. Stress can be reduced from -2HP/day (untrained) to -0.3HP/day (best case). Confinement: have some combination of plenty of living space and at least one lounge to reduce this penalty to low levels. Loneliness: eliminate this by sending at least two kerbals, or by sending a single kerbal with the hidden "BadS" flag (Jeb and Val both have this, and regular kerbals have a 1/10 chance of having it.) Or mitigate it by 50% by attaching a cupola. Microgravity: attach a centrifuge from SSPX or ensure that crew are landed on a body with >0.1g local gravity. This would be the hardest thing to mitigate with just stock parts. EVA: avoid long EVAs - a few minutes to gather samples and plant a flag is fine, but days or more can be deadly. So use pressurized rovers instead of command chairs, for example. Connected: Make sure you have a connection to CommNet (set up relays as needed). Enhance this with "broadband internet" by attaching a fast direct antenna for a small bonus. Recuperation: if you've done everything else right, adding a cupola will allow HP to stabilize at some level above exhaustion. Radiation: not necessarily an immediate concern like the other factors, but too much accumulation will semi-permanently reduce max HP; try to make sure habitable parts and heat shields are filled with RadShielding before launch. If that's not enough shielding, add some structural parts with additional RadShielding capacity, or use an SSPX container to ship Lead, or use a mod that lets you produce Water in-situ. Or you can post your current vessel and we should be able to provide feedback on what's missing.
  11. Is there a good way to detect cloned parts with FE and filter for them effectively? For example, Rational Resources has a number of parts that are cloned from stock (variant nuclear engines etc.). If I set up filters based on directory to organize parts by mod, FE thinks that these are from the Squad folder and not the RationalResources or RationalResourcesParts folders.
  12. I've noticed that my kerbals are not actually consuming Snacks. After 1-2 weeks on a Mun mission, traveling between a command module, space station, lander, etc., all parts are still fully stocked with Snacks (and empty of Soil). No ISRU has been involved, and snack levels remain constant on all craft regardless of whether recyclers are present or running. Do I have something set up wrong, or is this a bug? Logs and persistent.sfs Settings:
  13. Yup, this worked! I don't think a change to the TechRequired value would break craft in flight. Since KSP stores the names of unlocked parts in the SFS file, it probably won't even prevent players from launching new craft using those parts, as long as they're on a savegame that has already unlocked them. I think the issue only shows up when a tech node is populated solely by TechHidden parts. Anything that Squad has deprecated likely exists in a node that's still got visible parts in it.
  14. In that case the culprit would likely be the deprecated engines from Near Future Launch Vehicles, in my case.
  15. I'm not sure whether or how the issues might be related, but the fixes submitted are here and here. And the catch-all fix that I created for my personal use is here, which seems to have quashed the cost-related issue I was experiencing (but I'm still getting the visible line from the hidden node.)
  16. I'm using Kopernicus BE and JNSQ with MyRocksAreBiggerThanYours on KSP 1.10.1 and have been able to interact normally with surface features on Kerbin and the Mun, without any apparent issues.
  17. @linuxgurugamer , while looking through the playlists.cfg file and associated documentation on Github, I noticed a couple of things that appear to be missing: the admin building lacks a playlist, and "Sneaky Adventure" from the stock soundtrack isn't included in the Construction playlist. I should be able to submit a PR for these if you want. I'm off now to test my own playlists of MacLeod tracks; I'll share these on GitHub if it turns out well... Edit: actually, it looks like the admin building plays its own music on top of any Soundtrack Editor playlist.
  18. Did you have any luck with this? I have started using Soundtrack Editor myself and it looks like all of the published playlists for it completely replace the playlists.cfg file. If we can target this with ModuleManager instead, then it would be possible for music from multiple sources to coexist - e.g., one could have the stock soundtrack + Soundtrack Editor's tracks + TransferWindows + some custom curation of other Kevin MacLeod tracks, all shuffled together in the appropriate scenes.
  19. I'm encountering the same behavior (on 1.10.1). QuickHide Config Player.log
  20. I'm not quite sure where to report this bug, but I'm hoping folks here may be able to point me in the right direction, as I think this is a tech-tree related issue. I've notice some weird behavior with the costs associated "Purchase [All] Parts" button in R&D. (This button only appears with the "No Entry Purchase Required on Research" option unchecked, typically on Moderate or higher difficulties.) Here, you can see that I have three parts left to purchase in High-Performance Fuel Systems, which should cost a total of $875k per the display. I should be able to afford that with my current bank of $1.39M, so I press the button, and my funds drop to $-325k! I have a single wild-eyed guess about what might be causing this... I have a number of fine mods from Nertea installed, including Restock/Restock Plus and Near Future Launch Vehicles; also, I have Making History. This means that a number of duplicative parts from RS+ and MH are hidden via ModuleManager, but maybe their unlock costs are getting added to purchase-all-parts-in-this-node behavior, leading to higher total costs than anticipated. If that's the case, this could well be a stock bug that's only seen with a certain combination of settings and mods. Anyway, here's a log.
  21. Here's a minor bug: Gigantic Rocketry is hidden correctly since it has no parts associated with it, but it still generates a line from its would-be position to Exotic Nuclear Propulsion. Here's the HETTN.TechTree file. I can provide a list of mods as well, or let me know of any other logs needed here. Edit: Here's a log
  22. Couple of semi-technical questions about how to achieve stock-alike results... Is it possible to create custom normal maps that will be used by the suit picker? Does it matter whether the texture is saved with some level of transparency?
  23. Are custom flag images still limited to 256x160 pixels in size? Images this small show a lot of visual artifacts (pixelation, blurriness, etc.) when used for the larger versions of the new flag decals. Here's an example from the VAB: this is the largest decal available, showing the stock NASA emblem. The texture quality at this scale is plainly worse than everything else in the game.
  24. Glad to hear it worked! I hadn’t tested it comprehensively (just did spot checks for QC) so it’s good to know that I set things up correctly. here’s the link for anyone who’s on mobile or otherwise unable to see signatures: https://louisb3.github.io/ksp-lwp-jnsq/
  25. Check my signature for a browser-based JNSQ transfer planner
×
×
  • Create New...