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Sahadara
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Everything posted by Sahadara
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Thanks. And any part that can be moved around in space can be attached to others? So I could actually build things in orbit piece by piece without needing docking ports? If so that's awesome. Edit: Oh also, does the weight of a container increase when parts are stored in it?
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What determines which parts can and cannot be stored in the containers? Is it list based or what? Also, for parts that are large, like the trusses in the pictures, do the Kerbals actually carry them around in their own inventory?
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Exactly that. I've been considering hacking some parts like that together using parts from other mods. As I have no idea how to create new models or parts from scratch, I was just gonna add modules to other parts to make them fulfill that functionality. But If you were to do it, It'd be so much better. Another component to the same idea that would make it more realistic would be making the engines dependent on a external reactor part. I wouldn't expect you to make those new parts, so maybe there could be optional 3rd party support for like Near Future Electrical, and the aero nuclear engines would have to be dependent on heat from the reactor if that extra was enabled. The same could be done for standard non atmospheric nuclear engines. This would essentially turn what are now nuclear engines into just nozzles, with the the reactor actually doing the work. Well those are just my ideas. Until you incorporate it, if you do at all, I'll just be using my hacked together parts which shoddily achieve the same function.
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Thanks for the help. I suspected it had something to do with the mass staying the same, but I wasn't sure how to fix it. I'll go and set all the correct geeasl parameters and let the game take care of mass.
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I'm experiencing a problem that I don't think is a bug, but is rather a product of the config file editing I did. Some help with fixing it would be appreciated. I halved the size of planets in this config because I didn't want to use RO. I find that decreasing the planet size actually increased orbital velocity up to 10 km/s at the same altitude above the Earth. This seems very strange and unintuitive to me and I'm pretty sure this isn't how it works IRL. Any help with an explanation and a solution would be great. Thanks in advance.
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This pack is awesome. I think a cool addition would be dual mode nuclear engines. Nuclear engines that use intake atmosphere while in atmosphere, and can swap to function like regular nuclear engines out of atmo. This exists in KSPI, but I want a more stock a like version that's less complex. Seeing your parts, I think you would be the best person to add these in. A VTOL version would also be very cool.
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Oh OK. I just remember when I was setting up my save with RSS and Kopernicus that people said it was best to use Kopernicus to add in new bodies and RSS to modify them and existing ones. So if I just want to scale up the stock system, I don't even need RSS? I could just use Kopernicus?
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Does the new Kopernicus enable for the changing of size of stock bodies?
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So I read the RSS will be making the swap to using Kopernicus so that all bodies can better be represented in the game. What about the RSS plugin itself though, for just re scaling planets. Will that be updated for use in 1.0? If so, will that come any sooner than the full package with all the planets?
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KSP Interstellar Extended Continued Development Thread
Sahadara replied to FreeThinker's topic in KSP1 Mod Development
I was trying to produce power using the small Electric Generator with an OMEGA Fusion reactor, but I'm always given the message "Fusion plasma heating cannot be guaranteed, reducing power is recommended," and the generator produces no power. Using the reactor to power other things, like the turbojet seems to work fine, and the generator will work fine with fission reactors, so why is it not working with the fusion one? -
Thanks very much, this was very useful.
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How do command stations work? What is the special part that is required and how many Kerbals are necessary? Also can I change the number of Kerbals required? I can't find any documentation anywhere.
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KSP Interstellar Extended Continued Development Thread
Sahadara replied to FreeThinker's topic in KSP1 Mod Development
Oh ok, I misremembered using fusion reactors for breeding. Much thanks for the help. -
KSP Interstellar Extended Continued Development Thread
Sahadara replied to FreeThinker's topic in KSP1 Mod Development
The option to breed Tritium from Lithium isn't on the fusion reactors for me. Am I doing something wrong? -
I can't know what it is specifically, but it's probably a mistake in the RSS config file. The way it works, if there's even a tiny formatting error, it just doesn't load anything and doesn't give a report. I recommend looking at the format of the default RSS config and make sure yours matches in terms of formatting.
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Sahadara replied to Angelo Kerman's topic in KSP1 Mod Releases
That was it. Literally fixed it right before seeing this message. Thanks though. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Sahadara replied to Angelo Kerman's topic in KSP1 Mod Releases
I did all the things you suggested and still have the same problems. I tried a complete clean re-install of the mods, and tried running it with no other mods except the necessary ones, but to no avail. I'm currently trying a clean re-install of KSP to see if that works. Where can I find the logs? Edit: Back, and a complete clean re-install of KSP with only the essential mods did not fix the issues. Other than what you suggested I try, are there any other dependencies? -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Sahadara replied to Angelo Kerman's topic in KSP1 Mod Releases
I can't seem to access the M.O.M menu to configure the parts. Also, the inflatable homestead unit automatically inflates itself in the VAB and doesn't give me an option to deflate it. Already tried complete re install of MKS/OKS and MCM. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Sahadara replied to KillAshley's topic in KSP1 Mod Releases
There's already support for EVE with plenty of unique, beautiful clouds for this pack. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Sahadara replied to KillAshley's topic in KSP1 Mod Releases
I'm going to be making a 6x config for this soon, with OPM installed. I'll upload it if you want. Going with 6x because 6.4x is a bit too much for stock parts, and 5x is a bit too small for the right level of challenge. - - - Updated - - - Is Eeloo supposed to orbit Vanor? It's description says it is, but its current orbit around the Sun looks like it's right. -
I have a few question about your Stella expansion pack. Does Stella produce its own light? Can that light power solar panels. When around Stella, is Kerbol's light visible? Finally, how can I make Stella work with the newer KopernicusTech? I've tried it, but it seems that the plugin doesn't recognize the format used by Stella. When I try it, it doesn't show up and the other planets I've added in also cease to show up. Help is much appreciated. Thanks.