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WolfS

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Everything posted by WolfS

  1. @JadeOfMaar Okay, so now the converter is producing heat, but the nuke still does not: Mod-List: Any ideas? Regards
  2. Hi guys, I would like to upgrade my gaming experience a bit and have tried SystemHeat. Unfortunately, I can't get anything to work here: The following mods are installed: As a test, I have installed a fresh KSP version 1.12.5.3190 with all DLCs: If I now open the info site of parts, there is no hint that this part is used for the mod: And also if I use the part there is no symbol of the heat mod on it: Also the parts don't generate any heat. This is what it looks like for another test and I only get the mod symbols on radiators: What am I doing wrong? Regards
  3. Hey I have the same issue over and over again...in every KSP-version. 1) Actuall I have a fresh KSP-install v1.11 2) Installed the mod "KSP Recall" 3) Installed the mod "tweackScale" 4)... 5) No profit I still can not change many items, like the robotic stock parts or antennas or...or...or. What can I do to at least can make the robotic parts bigger?
  4. Hey mabdi36! I miss VTOL parts a lot! So, to be precise, the rotating parts that can handle huge engine clusters.
  5. Hey @Nils277! I love your mod! Actual I am playing around with Kerbalism. Unfortunately I think I found a bug? I use KSP 1.7.3; I have module manager 4.0.3; I use your mod v1.6.9. In the file "KPBS_MM_Kerbalism_Habitation" (PlanetaryBaseInc/ModSupport/Config/Kerbalism) I can find for the deployable "Habitat MK2 (KKAOSS_Habitat_MK2_g) a volume of 16,56 and a surface of 23,29. However in the game this part has only a volume of 2,62 m3 with a surface of 31,48 m2. That seems a little bit to low if you compare it with the volume of the MK2 crew cabine of 2,35m3 with a surface of 7,42m2. It seems that your mod somehow mix the correct values which gives me a hard time. And that is also true for all others parts with living space in it. In which file can I change the right volume? Thx for your help
  6. Hello community! I am trying to get into Kerbalism. I am a sucker for long range vessels. With my actual life support mod (TAC) this is pretty simple. You fly to a other planet, you land, you mine ore, you convert ore into liquid fuel. Now you have a vessel with unlimited range. 1) How do I process liquid fuel in Kerbalism, or, to be more precise: what parts do I need for an autonomous, long range vessel? 2) "Normal" when I use the "Convert O Tron" I see the thermal heat production. How can I see thermal production of an part in Kerbalism to take the right amount of thermal control units? Kind regards
  7. @Sir Mortimer First off all: this mod is absolute a unit! Actually, I am using TAC-Life mod. But even if I dont have much time to play KSP I would like to have some more challenges. This was the reasons I found your mod. And boy, this mod offers a lot of challenges! And THAT is the also reasons I can not use it (but I want parts of it!). I really would like to have the "radiation" and "living room" aspects in my game but your resources circle is way to complex FOR ME. Now my question: is there a possibility to have a "option panel" where I could choose which parts of your awesome mod I could use? For example: Activating: *) habitats, *) radiation and *) psychological needs Deactivating: *) resources (and use TAC), *) reliability That would help me and maybe also other players to learn and get into your wonderful (but for me a little too complex) mod. Keep up the great work!
  8. @Rudolf Meier Hey! I love this mod so much! But unfortunately at some point the "IR Rotatron MK2" got out of the part list. For me this is the most used part because it can handel quite heavy parts needed for my VTOLs. Is there a possibility to add this part again? Thx for your great work
  9. Hi @linuxgurugamer! First off all: thank you sooo much for your work with all the mods. You helped out a lot of players! I am using KSP 1.7.2. The reason is, that some for me essential mods are not running with KSP 1.8+ versions. So, the QuantumStruts are essential for my VTOLs. But unfortunaltely I can not make the mod work. I am using the mod-version 1.7.5.1 and tryed following your instructions. I am using Windows and thereofre was looking to find the requested "Windows_CopyTextures.bat". But not even your master files I can find the file "Windows_CopyTextures.bat". And therefore I am not able to use the struts. What am I donig wrong? Kind regards
  10. Hey! I love this mod so much! But unfortunately at some point the "IR Rotatron MK2" got out of the part list. This is the most used part for me because it can handel quite heavy parts. Is there a possibility to add this part again? Thx for your great work
  11. I f**king love your mod! This should be in the game, no joking! One question: can you make that work with the following mod: Deep Space Exploration Vessels In this mod there is a massive rotating habitat (and research) ring (Nautilus Ring). Unfortunately you mod does not see the living space nor can I shield this ring. That would be awesome! Thx for your time and great work!
  12. THAT is what I wanted! I thank you soooo much! I will name my first colony ship after you ;-)
  13. Hmmm....soooo...how is the chance you are willing to make a bigger habitat ring :-D
  14. Hey, this mod is such a beauty! Is it possible to make this mod work with tweekscale everything? I would need a bigger rotating habitat ring. Unfortunately there is no mod with such rings in different sizes :-(
  15. What a cool mod! Thx for that...one question: where can I find the "VTOL Engine + Landing Leg"? I really, really, really need that engine^^
  16. Hello! First off all...this mod would be great, if I would be able to run it. I am running on KSP 1.0.4...because some mods I use are still not updated. Everytime I try to install your toolbar-mod I got a message that the mod is not compatible with my KSP-version. Even if I am using a fresh copy of KSP 1.0.4 (see pic below): Note: I installed the mod via ckan, because I can not find the mod for KSP 1.0.4 somewhere. It would be nice if the mod creators put also the older versions available. So, how can I get a workable version of toolbar for KSP 1.0.4? Kind regards
  17. Hey RoverDude! This mod is sooooo awesome! I would be so happy if I would be able to start up the props. I have used a fresh KSP_v1.0.4 No other mods. I installed your mod via ckan (and the others mods needed to run this one). Than I stacked together: ´Honeybadger´ Command Pod ´Honeybadger´ VTOL Atmospheric Engine ´Honeybadger´ Cargo Pod (with 15.000 Karbonite, just in case) ´Honeybadger´ Nuclear Reactor Then I went off to the landing stripe, started the nuclear reactor, throttled up, hit the space bar aaaaaand....nothing. (This pic is from my "working KSP"...but the results are the same: TWR:0.00): Is there anything I am doing wrong? PS: I actuall downloaded the old version 0.4.1 and with this it works great. Kind regards
  18. @ seanth and Roboto I have to say "thank you"...your work is just great and awesome! I would not be able to make a popup screen saying "Hello World" in this game^^ ckan is just a "nice to have"...at the beginning I also was not really convinced if this is a good thing or not...but now I find ckan very convenient because it is really very handy for finding and installing some mods. "Any suggestions on how to best get players to learn how the systems interconnect?" That is a great question^^ I just can tell you what would had helped me at the beginning. First of all I think gamers installing such an mod are willing to gather some information also without any tutorials. Otherwise I would install just another life support mod with just two resources or similar. Your mod is for sure for gamers which loves challenges. So there are two ways for supporting gamers at the beginning. 1) Just make a simple popup screen at the beginning (witch a check box "show hint again"). There you describe just in a very simple way what to do. Like: On the difficulty level "Easy" a Kerbal needs 1 units of oxygen (I do not know how much they really needs), at lest 0,7 units of water and 1 units of food to survive a single day. So for this you must find the right modules producing the needed resources. Be aware all modules need other resources to function well. Attention: The amount of the different resources which you can produce depends on the difficulty level of BioMass. Easy: Oxygen, CO2, Water, Food... Classic: ... Moderate: ... Masochist: ... 2) For more information visit our homepage. (And there you can put some diagrams showing how all the modules works together. Just KISS) For me you should actual not focus on the way to present the information but on the "internal" functions of the mod. Also just for me speaking it would just be perfect if you point out all the produced units of the resources in just one measurement systems ..e.g. Units/second. That would be great. And also, even if this is not your business, it would be great if I could read in this popup screen the resources a Kerbal does really need per day. @Animation of growing plants in the Greenhouse: Expand-O-Matic Maybe I was not that clear. I do not really care about the animation of a growing plant. I just would be happy if the module itself just extend the panels and shine in the night^^ My ships will look that awesome with your great and shiny modules. I am just waiting on the edge of my chair for the next update of your mod to test the hell out of it :-D Your mod will be soooo awesome to create my generation ship^^
  19. Hello Everyone! I really would like to have this mod in my KSP...so here are my test results. First off all: I could not downloaded the mod via "ckan". KSP-Configuration: 1) Clean KSP-v1.0.4 2) BioMass-Mod: "KSP 1.0.4 compatible TESTER VERSION" 3) No other mods! KSP-Settings: "Normal" and "Sandbox" These are my experiences so far: The module-manager tells me that there are 30 modules changed...so lets find them^^ After the fist start I clicked the new BioMass-icons which tells me that the BioMass-settings are on "masochist". So fist I changed that to "easy" and reloaded the data base with "alt+F11". 1 (!): If I reload the database I see, sometimes, an gigantic red wheel turning over the horizon. No idea what that is. This red wheel stays also after the data bank was reloaded. BioMass-mode: Easy I first went into the space plane hangar so couple all the new modules. 2 (!): No BioMass-icon in the "advanced mode" of the modules. First modules found in the "Utility-section". *) Mk1-2 Command Pod: BioMess Test Fuel Tank I BioMess Test Fuel Tank II Bioreactor Gas Compressor Greenhouse: BioMass Greenhouse: Food Greenhouse: Oxygen MicroBiome Module Snack Container Snack Container: Flat Snack Container: Triple Size Supply Tank: Compressed CO2, Long Supply Tank: Compressed CO2, Round Supply Tank: H2O Supply Tank: O2, Long Supply Tank: O2, Round More modules found in the "science-section". Bio Containment Study Biological Systems Study EBC-1 All modules clipped well in the assembly hangar. Real-Life-Test: If I open the resource monitor also those resources pop up they can not produced in the easy mode. That was very confusing at the beginning and I tryed some hours to find out where I can produce seeds or biocake and so on^^ Greenhouse: BioMass; Greenhouse: Food; Greenhouse: Oxygen: 3 (!): Here I found two times the options "extend panels". I could not fount out what the differences are between those two "extend panels-options". 4 (!): If I do not extend the panels but switch on the lights than I have "light: 1" in the Greenhouse BioMass and Greenhouse Food but not in the Greenhouse Oxygen (even if there is the a light effect during the night). 5 (!): If I turn on the lights on the ECB-1-sicence module these have no effects. 6 (!): If you run out of electricity the light (the shiny effects) are still "on". 7 (!): If I exit the hangar the "BioMass Difficulty Setting Swith" always jumps to "Masochist" but the big red wheel disappears^^ BioMass-mode: Classic (reload dadabase with "alt+F11): First modules found in the "Utility-section". *) Mk1-2 Command Pod: BioMass Station Hub BioMass Station Hub (same name but whit Kethane) BioMess Test Fuel Tank I BioMess Test Fuel Tank II No more modules here...I found ALL other modules in the "Science-section". Bio Containment Study Biological Systems Study Bioreactor CO2-Supply tank (40 Units) CO2-Supply tank (same name but 80 units, even if this one is smaler!) EBC-1 Gas Compressor Greenhouse: BioMass Greenhouse: Food Greenhouse: Oxygen H2O Supply Tank MicroBiome Module Oxygen Supply Tank (40 Units) Oxygen Supply Tank (same name but 80 units, even if this one is smaler!) 8 (!): So in the name of the tanks differ from the easy mode, the units are not correct, the modules are not in the correct section (science), the clipping of the Station Hubs are not working (especially the top and bottom node). Real-Life-Test: If I open the resource monitor also those resources pop up they can not produced in the easy mode. Greenhouse: BioMass; Greenhouse: Food; Greenhouse: Oxygen: 9 (!): Here I found two times the options "lights: on". I could not fount out what the differences are and there was no option "extend panels". Greenhouse: BioMass: 10 (!): If I switch on the "first" light button the menu says "artificial lights 100%" but has no "real" effect. Lights still on 0. 11 (!): If I switch on the "second" light button the menu says "artificial lights 100%" but has no "real" effect. Lights still on 0. Even I found some line twice in the menu. If I switch on both light buttons the menu says "artificial lights 100%" but has no "real" effect. Lights still on 0. BioMass Station Hub, BioMass Station Hub (same name but whit Kethane): I just can find an option "Toggle"...but the only thing this option do is to turn on some lights...even if there is a status line: locked. BioMass-mode: Moderate (reloaded the database and again the big red wheel) First modules found in the "Utility-section". *) Mk1-2 Command Pod: BioMess Test Fuel Tank I BioMess Test Fuel Tank II Bioreactor Cryogenic Atmospheric Separator-L Cryogenic Atmospheric Separator-R Gas Compressor: Carbon Dioxide Gas Compressor: Hydrogen Gas Compressor: Kethane Gas Compressor: Oxygen Gas release value Greenhouse Greenhouse: Aquatic Greenhouse: Expand-O-Matic (the "top side" is on the "left side".) Greenhouse: Experimental Greenhouse: Experimental, mk.2 (but has the same size than the Greenhouse: Experimental) Inflatable Gas Storage (Large) (has no attachment node on the "rear end") Inflatable Gas Storage (Medium) Inflatable Gas Storage (Small) Kylent Maker MicroBiome Module Seed Bank Snack Container Snack Container: Flat Snack Container: Triple Size Supply Tank: Compressed CO2, Long Supply Tank: Compressed CO2, Round Supply Tank: H2O Supply Tank: O2, Long Supply Tank: O2, Round I found the last module in the "science-section". EBC-1 Real-Life test: Greenhouse: Aquatic 12 (!): There are two "light: on" options...but only one lights counts...not more than "lights: 1" possible. Greenhouse: Expand-O-Matic 13 (!): it is nearly impossible to read all lines in the drop down menu. 14 (!): two "lights: on" options with no plus effect. Not more than "lights: 1" possible. Even if I start all processes and turn on all lights the module does not extract like on your advertisement photo which is just beautiful! Your Mod-Homepage: Reality: Greenhouse: Experimental 15 (!): has no "lights: on" option like the Greenhouse: Experimental, mk.2 has. Greenhouse: Experimental, mk.2 16 (!): has two times the options "extend panels". I could not fount out what the differences are between those two "extend panels-options". So the most menus here have way to much lines. What is the worth of an information if I can not read it? BioMass-mode: Masochist (reloaded the database with "alt+F11) First modules found in the "Utility-section". *) Mk1-2 Command Pod: BioMess Test Fuel Tank I BioMess Test Fuel Tank II Bioreactor Cryogenic Atmospheric Separator-L Cryogenic Atmospheric Separator-R Gas Compressor: Carbon Dioxide Gas Compressor: Hydrogen Gas Compressor: Kethane Gas Compressor: Oxygen Gas release value Greenhouse Greenhouse: Aquatic Greenhouse: Expand-O-Matic (the "top side" is on the "left side".) Greenhouse: Experimental (wrong size) Greenhouse: Experimental, mk.2 (but has the same size than the Greenhouse: Experimental) Inflatable Gas Storage (Large) (has no attachment node on the "rear end") Inflatable Gas Storage (Medium) Inflatable Gas Storage (Small) Kylent Maker MicroBiome Module Seed Bank Snack Container Snack Container: Flat Snack Container: Triple Size Supply Tank: Compressed CO2, Long Supply Tank: Compressed CO2, Round Supply Tank: H2O Supply Tank: O2, Long Supply Tank: O2, Round I found the last module in the "science-section". EBC-1 Real-Life test (for photo see above): 17 (!): So, what is the difference between the mode "Moderate" and "Masochist"? Why do we have here less science modules? Greenhouse: Aquatic 18 (!): There are two "light: on" options...but only one lights counts...not more than "lights: 1" possible. Greenhouse: Expand-O-Matic 19 (!): it is nearly impossible to read all lines in the pop down menu. 20 (!): two "lights: on" options with no plus effect. Not more than "lights: 1" possible. Greenhouse: Experimental 21 (!): has no "lights: on" option like the Greenhouse: Experimental, mk.2 has. Greenhouse: Experimental, mk.2 22 (!): has two times the options "extend panels". I could not fount out what the differences are between those two "extend panels-options". So the most menus here have way to much lines. What is the worth of an information if I can not read it? Miscellaneous: Switch from "Masochist" mode to "Easy": Now I have still some modules on my "experimental construction which are normally not in the Easy-mode. Sometimes the Greenhouse: Expand-O-Matic has no texture and is just white...white over white. So please fix this because your mode is awesome!
  20. Hey community! I have still a lot of problems with KSP, beside it makes a lot of fun. Here is the actual problem: After building some smaller rockets I tried to do something bigger (300+ parts). The building was not the problem, the problem started at the launch pad. The rocked exploded because of the gravity impact and the game was not play able. So I opened with "alt + F12" the performance tool. And I had "fix" 25 fps. What to I mean with "fix" 25 fps? Well, if you do a normal performance check you will have some up- and down spikes. But this line was laser-light-beam-straight. No "ups" nor "downs". The first step: Blame the others! Due to the fact that I was using some part mods I thought that maybe one mod was destroying my gaming performance like China was destroying all hope for Tibet. So I decided to open a big ship with just stock parts. The mighty "Starhammer" from ShadoZone (557 parts). No changes at the launch pad. I still had fixed 25 fps. Second step: Just...just blame still the others". Because I was also using some graphic mods I decided to installed a clean KSP v1.0.2 with no mods. That version was that fresh like the with snow in the never-ending wildness of Siberia during a long and cold winter. No changes at the launch pad. I still had fixed 25 fps. Third step: Increase the power...huahuahua! So I downloaded "Nvidia Inspector" (for sure the actual version 1.9.7.3) to optimize my settings. I played around with the Nvidia-settings like an 14 year old boy do it with boobs during his first .... time. No changes at the launch pad. I still had fixed 25 fps. Forth step: I got "a little angry"...not so angry like the people during the French Revolution but sill a bit. And so I decided to clean install Windows 8.1...why not. We do all for the game, right? ^^ No changes at the launch pad. I still had fixed 25 fps. Fifth step: The duel - part 1: Maybe the reason was the version of KSP. So installed a also very clean version of KSP v0.9 and loaded the "Starhammer". No changes at the launch pad. I still had fixed 25 fps. Sixed step: The duel - part 2: I used the maximal graphic settings in KSP v1.0.2 and recorded the frame rates. Than I used the minimal graphic settings to compare those both. And the result was very interesting: The test environment: The Base-Screen. The VAB-Screen. The launch pad-screen: Minimal Settings: about 60 fps. about 60 fps. fixed 25 fps. Maximal Setting: about 60 fps. about 46 fps. fixed 25 fps. And my GPU was not even used to 100% from the game. Around 50° C. I mean, the GPU was that bored he counted to infinity and back because he was bored to tears. Not even the fans were turning on. So maybe there is some space for optimizing the resources. And neither was the CPU on his limit. He just "warmed up". Around 50°C. If I play "War Thunder", which is raping my GPU, I have 85° C and more (with 70 fps) and the fans are spinning around like some cool rappers in a underground club. But still, even with the lowest possible graphic setting: I still had fixed 25 fps. Seventh step: Maybe ask the others^^ So in the forum I learned a lot about KSP. It just use one core and not all of my 16 GB of ram. But....but this all makes still no sense because of the "fixed" frame rate of 25 fps. Imprortant information: If I load the pre-installed aircraft "Stearwing A300" (105 parts) and launch it at the launch pad I have, with maximal graphic settings, a frame rate of around 60. So my question to the community is: Do you also have noticed this strange "fixed 25 fps" when you start an 300+ part ship? Maybe some of you will donwnload the "Starhammer" and tell me your frame rate at the launch pad. My Computer: GPU: Geforce GTX 880m CPU: i7-4700HQ, 3,2 GHz Or, do you know some work arounds for getting off this "internal fixed frame rate"? Best regards
  21. I have the same problem. I can load the new ship but than, I can not attach it to anything...neither with the "shift" nor with the "alt" key. I have already activated "allow part clipping" and "easy clipping"...both wont help. And I am not using subassemblying because this does not work either because: "The slected part is not attachable". As far as I know you can just subassembly parts when there is no "command modul" included. Its some kind of frustrating.
  22. Jup, but if I use a pair of docking ports I will get two negatives. First, I also have to use two docking ports also on "the other side" to have the same lengh of the sides. And the next is that the docking ports limited the overall stregh of the frame (wobbling and so on). But nevertheless, its seems there is no really other working way around that "tree problem". Thx for you help.
  23. Thx for the quick responds! I see the problem now...the internal tree structure. BUT...^^ I still have more problems with clipping in v1.0.2. I tried to rebuild the “Starhammer†from ShadowZone. And after some parts I struggled again with my old friend the “y n clipping hereâ€Â. Especially I had a problem to add the “Mk3 Cargo Bay CRG-25†on the end of the “Mk3 Cargo Bay CRG-100†with the help of a “Cubic Octagonal Strutâ€Â. It was not a problem to add the "25" on the “top connecting point†of the “Cubic†but the game denied to add them on the “bottom connecting pointâ€Â. So I rebuild the first part of the “Starhammer†in v0.9. Aaaaand…in this version it was not a problem. Without any struggle I could use the “bottom connecting point†to add the “25†even to the level of the “100â€Â. So I saved that part of a ship and opened it in v1.0.2. At first all parts were on the right spot. Than I tried to remove the “Mk3 Cargo Bay CRG-25†and added them again on the “Cubic Octagonal Strutâ€Â. And this time it doesn’t worked again. Meh. So I really, really have some serious problems with the clipping in the game. Some ideas how I can get the “clipping procedures and rules†of the v0.9 version in here? I don’t use any kind of mods.
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