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ThatOneBritishGuy...

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Posts posted by ThatOneBritishGuy...

  1. Hi. I know it says on the installation guide on the wiki that the stock planet overhaul will eventually be optional. This is directly contradicted however on the bottom of the planned features page where it is implied this cannot be done without compromising the character of the mod and suggesting it ought to be made optional is an insult to the developers. I mean no disrespect but I really love the feel of the stock system and would absolutely use this mod if the overhaul of the stock bodies was optional. I simply want to know which text is correct. Is the vanilla planet overhaul planned to become optional?

  2. Let me just start off by saying I love this mod and everything that it does by itself. Thank you so much for making it. I've tried all the parts failure mods around and I like the experience that BARIS the most by far. That being said I play with KCT which I also love, and I love that this mod integrates with it but I do have one tiny thing that irks me about it. I may be alone in this but I truly hope you consider this as an alternative integration option.

    I feel like KCT integrates with BARIS in a way that makes the integration feature of BARIS unnecessarily dichotomic with the construction aspect of KCT thus removing a feature of this mod I rather enjoy and simply replacing it with what I feel is a slightly different feature in KCT. In my eyes, integration and construction do not necessarily have to be mutually exclusive. I rather enjoy the option of investing additional time into a rocket to make it more reliable and I simply do not have that option in KCT. I also do not have the option of paying workers which not only makes multiple event cards meaningless in my save but also removes another valuable functionality of the mod as an additional resource sink. In my mind the perfect integration between the mods would be rather than making the user choose between only one or the other method, to simply append integration after KCT does the construction phase. To be more specific my view of integration would have KCT complete construction, then allow the option of undergoing integration instead of rolling out to the launch pad while the craft is in KCT's 'storage'. Integration would function as it does in BARIS without KCT except that after integration is completed the rocket would be returned to KCT storage with the reliability points altered as needed. If it is rolled out before integration is done, then it would instead function as if integration was not done. 

    I understand this would probably require a complete rewrite of the KCT-BARIS interactions but I do feel it'd be a much welcome touch if only because I feel that KCT's time factor is more necessary as in building the rocket, while BARIS' time factor is separate and optional akin to stress-testing it and ensuring it functions as intended. Again thank you for making this amazing mod and for considering my humble suggestion for potential improvements.

    EDIT: Also not sure if you're aware of this, but when KRASH is used with BARIS installed, KRASH simulations are always treated as if the vessel had not undergone integration which makes it difficult to use.

  3. 1 hour ago, garwel said:

    Which ones do you mean specifically? There are five USI_Nuke_xxx reactors and two PDUs, all of which have radioactivity configs (see KHMKS.cfg patch). By contrast, Plutonium-based reactors don't have such configs by design for reasons I explained in the previous page.

     

    The Nuke_xxx reactors are the ones I was referring to and it looks like they're not being recognized by module manager because the part is referenced in the config as USI_Nuke_xxx when they are in actuality called simply Nuke_xxx.

  4. Hey, @garwel quick FYI about the OKS/MKS configs. There are 3 nuclear reactors in the USI mod suite which come included with MKS, but none of them emit radiation for the purposes of this mod. I checked and there definitely aren't configs for them to do so. I'm going to implement my own patch in the meantime but I thought you'd want to know for the next release so you can add them yourself.

  5. On 7/30/2018 at 7:52 PM, CJagd said:

    ah... ok
    Your new base is even better, and more compact. Your should really offert them to the public. They are amazing.

    I second this motion. @damonvv Would love it if you posted the configs for those. They're beautiful I don't know if I can make something that great on my own.

  6. On 3/29/2017 at 6:50 PM, Nertea said:

    It doesn't currently work in 1.2, mind you. I am trying to finish off some of my other mods so I have time to come back to this, hopefully around 1.3.

    Hate to revive this thread @Nertea but I wanted to ask if this was still the plan. There still isn't a dedicated mod for simulating radiation in KSP and I honestly think this is one of the few remaining pillars of spaceflight that KSP mods do not model yet to any significant degree.

  7. 4 hours ago, Whitecat106 said:

    Hmm maybe a KK issue? Im not sure, but I will investigate.

    Here is a tester link to 1.3.0, this is a pre release missing some more features, but if you could see if you're having the same issue @ThatOneBritishGuy... that would be a great help since your issue is the most regular (I have only had this blackscreen happen about 3 times ever).

    Github

    Whitecat106

     

    Edit: 21:47

    Any luck? :)

    With the download you posted, the black screen no longer occurs at all.

  8.  

    So after playing with @RoverDude's Otter Submarine mod (which you should definitely check out if you haven't) for a while, I noticed a few things. One: It's very fun to drive a sub all over Kerbin, and two: that the stock underwater effects are extremely unaccomodating. Not only is it impossible to see the sea floor beyond  a certain depth, and the surface of the water at all, but the fog does little to create an illusion of depth, with it's ridiculous lighting effects which look more like the souposphere of pre-0.90 than water. In short, while the mod is extremely fun to play with the way stock handles being underwater, while obviously far better than olden days, is still terribad. In short, what I would like to ask is whether or not it is feasible to ovveride the stock Water System with a better one. I believe @Fengist was working of something of the sort before he left the forums, but I haven't a clue about the specifics of it. 

     

    Screenshots for emphasis: 

    Spoiler

    Spoiler

     

     

     

     

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