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Sahadara

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Everything posted by Sahadara

  1. I noticed there are upgrades for the Daedalus engine available before the engine itself is available. Is this intended? Edit: I've realized this isn't the right thread for this question. Disregard.
  2. Really minor thing I noticed. In the toolbar the button to bring up the FAR menu is there, but it doesn't have its icon, it's just black. Tiny issue so I'm not sure if I need to post logs or anything because it doesn't affect gameplay at all, it's just kind of annoying. If logs are needed I can post them. If this is just the way it is I can deal with it but I was curious if there was an easy fix. (Tried installing through CKAN as well as manually).
  3. How might I go about modifying the parameters to stock contracts? Specifically I want to increase the minimum altitude at which rescue contracts will spawn Kerbals. I'm playing with RSS and the last rescue mission I accepted spawned a Kerbal in orbit within the atmosphere. Any help on how to tweak this setting? Additionally, would it be possible to tweak which parts the rescue missions can spawn a Kerbal in? Some of the modded parts I have can contain Kerbals but don't have an EVA hatch, so the Kerbal can't get out when that's the only part. Is there a way to make these contracts only pick from parts that have hatches? Thanks in advance for any help.
  4. Thank you! I'm still new to module manager and this is very helpful.
  5. Hmm. I had read posts by others saying that the density was something like 5 times higher than RP-1. I believed that they'd used the tank volume rather than the arbitrary ksp unit. But I might have misread. I'll have to check myself. If I do want to change it, how do I go about targeting the resource? Would I have to do anything differently because it's a stock resource rather than a mod introduced one? Also would I be able to do something like mass*=.2 to reduce it by a factor of 5? Thanks for the help!
  6. In line with what I previously asked, is there a way to change the mass of a stock resource? I'm trying to get realistic mass fractions with a combination of SMURFF and my own configs. SMURFF changes the mass tanks but doesn't touch the mass of the fuel which is also way too heavy. Is it possible to make Liquidfuel lighter with module manager? If not is there another mod that allows this? Thanks in advance.
  7. Thank you! I'll try this as soon as I can. My PC is out of commission right now and I'm waiting on repairs.
  8. Oh that's weird it didn't quote like I meant it to. I haven't found one yet I'll have to look. But thank you for the help! I'm just trying to figure out how to apply a patch to every part from a mod.
  9. So if I found a common identifier in all the parts, how would I then target all parts with that identifier? Sorry I'm very new to creating patches.
  10. Is there a way to edit all parts from a given mod? Say I wanted to scale up every part from one mod, how might I write a patch that scales them all by the same factor? Is this possible or would I need to specify each part in the patch? Sorry if this is in the wiki. I looked and couldn't seem to find it. Thanks for any help.
  11. Will do. My PC is currently out of commission due to some faulty RAM but I'll be trying that as soon as I get it back.
  12. Hmm. This is what I did but I will try again with a cleaner install to see if it was interference from another mod. Thanks for the quick reply.
  13. How would I go about changing/removing tech limits? I tried changing the max diameter allowed at each upgrade tier as well as making the upgrades available at sooner tech nodes (need those big parts earlier in RSS) but it seems to have no effect. Actually it seemingly worked for the tanks but not any of the other procedural parts. Help would be appreciated. Note: I'm playing with RSS but not RO so I don't have those configs interfering.
  14. So as I understand it, the only parts that the mod enables to rotate by default are the docking ports? I'm thinking of VTOL planes and that docking ports might not be strong enough for this purpose. How about an optional part that has a stronger connection and can rotate, for making VTOLS?
  15. Is 0.8 compatible with Sigma Dimensions? I recall someone mentioning a while back that 0.8 would bring such compatibility but when I tried it, it did not work. It may have been an error on my part, but I wanted to check if it ought to be working before I waste time trying to fix it.
  16. I do have Heat Control installed, which is by Nertea but I'm not sure if it counts as a Near Future mod. Also, I tested without Heat Control installed and nothing changed.
  17. It seems this might be the case as well for me... Do you know if it's intended? If so then I'm not sure how we're supposed to use the helper, I remember in the past it being very possible with a reasonable number of radiators to get the numbers in the green. Now it seems very difficult, though it appears the craft can still perform even when in the red. How are we supposed to read the helper, how do we use it effectively. Also, I'm a bit confused as to whether the helper is telling us about the stock heat that parts produce or the waste heat. It appears we have to deal with both of them and I'm not sure which one the thermal helper is trying to help with. Thanks anyone for any help.
  18. I wasn't using end game reactors. I was testing with the earliest ones available, and I was using the early radiators. The thing that's so odd is that the numbers the thermal management window give me do not even remotely match up with what the stats on the part are as listed in the part window.
  19. I seem to be having a problem with radiators. They seem to be no where near effective enough to realistically use reactors, and their performance is not matching up with what the stats say on the part info. I'm looking at parts that say they provide tens or hundred of MW of cooling, but when attached the Thermal Helper only reports a couple MW at best. I have a completely new and clean install. I reinstalled KSP to be sure and only installed Interstellar and the dependencies as described in the post. I'm at a loss here because I don't know what I could have done wrong. Any help will be greatly appreciated.
  20. When using a few other mods, the game crashes on startup, apparently an access violation. Not sure which one is causing it, will post mods and logs. I made sure to use the correct KJR, which makes this work when the other mods aren't installed. error.log Mods Thanks for any help!
  21. Heisenberg by Angel-125 should do the trick. It adds derigibles and a whole suite of parts that will allow you to build a floating runway and aircraft carrier and much more.
  22. This is realistic. Venus' atmosphere has a pressure of ~90 bars. For reference the Saturn V F-1 engines had a combustion chamber pressure of 70 bars. The engine would develop no thrust in the Venusian atmosphere because the outside pressure would be greater.
  23. Go right ahead I'd love to see a Bear/Coyote analogue in the game.
  24. Has anyone here read Coyote by Allen Steele? It follows the journey of the first interstellar mission to 47 Ursae Majoris, where they colonize the eponymous moon of a gas giant named Bear. Once there they face the many hardships of colonizing a habitable but harsh alien world. The moon Coyote is a largely land covered planet, but has many networks of rivers, including a large "Great Equatorial River". I think a planet/moon system based on Bear and Coyote would be a very cool addition to the pack, if you have any interest in making it of course. Here's a map of Coyote for reference.
  25. I'm envisioning a floating derigible base using the Heisenberg parts pack. It'll have a runway to land a VTOL fusion plane capable of reaching orbit around a scaled up (5 - 6.4x) gas giant with a payload of He3.
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