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DDE

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Everything posted by DDE

  1. Any plans for a competing close-cycle GCNTR? Also, if open-cycle GCNTR, then why not NSWR, for the lulz? A more on-point question: how does it mix with the LH2 chemicals mod? Is that mod getting refrigeration costs too? I'm not rushing to download because I'm sticking with Porkjet's mod and don't want to mess with my own Firespitter converters.
  2. @Ven It appears that your configs for Oxidizer in RadiaLFOLong lacking @ result in it containing 22 units instead of proper 44.
  3. Odd, I would have thought it was on Firespitter's side. Any potential effect on the TAC-LS config?
  4. Hello, I'm trying to replace several Firespitter modules, e.g. @PART[C3_RTank_00]:NEEDS[ThunderAerospace] { !MODULE[FStextureSwitch2] {} !MODULE[FSfuelSwitch] {} } @PART[C3_RTank_00]:NEEDS[ThunderAerospace]:FINAL { MODULE { name = FStextureSwitch2 textureNames = UmbraSpaceIndustries/Kontainers/Assets/Tank_KP;UmbraSpaceIndustries/Kontainers/Assets/Tank_08;UmbraSpaceIndustries/Kontainers/Assets/Tank_09;UmbraSpaceIndustries/Kontainers/Assets/Tank_00;UmbraSpaceIndustries/Kontainers/Assets/Tank_01;UmbraSpaceIndustries/Kontainers/Assets/Tank_02;UmbraSpaceIndustries/Kontainers/Assets/Tank_03;UmbraSpaceIndustries/Kontainers/Assets/Tank_04;UmbraSpaceIndustries/Kontainers/Assets/Tank_05;UmbraSpaceIndustries/Kontainers/Assets/Tank_06;UmbraSpaceIndustries/Kontainers/Assets/Tank_07 objectNames = Tank textureDisplayNames = Karborundum;Xenon;Argon;LFO;Water;Chemicals;Organics;Waste;LH2;LiqudFuel;MonoPropellant useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4;5;6;7;8;9;10 repaintableEVA = true nextButtonText = Next Cargo prevButtonText = Previous Cargo } MODULE { name = FSfuelSwitch resourceNames = Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Organics;CarbonDioxide,WasteWater,Waste;LqdHydrogen;LiquidFuel;MonoPropellant resourceAmounts = 450;4500;45000;40.5,49.5;450;450;450;12082,116,13;900;90;90 initialResourceAmounts = 0;4500;45000;0;0;0;0;0,0,0;0;0;0 tankCost = 450;4500;4500;41;0;7200;2250;1125;17;72;108 basePartMass = 0.06 tankMass = 0;0;0;0;0;0;0;0;0;0;0 hasGUI = false } } Unfortunately, the switching appears to glitch quite a bit when in symmetry mode. Despite the settings, the cosmetic texture affects the resources, and visa versa. Simply cycling through and going again to karborundum sets the texture to gold, and further switching of resources affects the texture. Cosmetic texture config: MODULE { name = FStextureSwitch2 textureNames = UmbraSpaceIndustries/Kontainers/Assets/Crinkle;UmbraSpaceIndustries/Kontainers/Assets/Crinkle_copper;UmbraSpaceIndustries/Kontainers/Assets/Crinkle_Green;UmbraSpaceIndustries/Kontainers/Assets/Crinkle_rubber; objectNames = Sphere textureDisplayNames = Gold;Copper;Silver;Dark; mapNames = UmbraSpaceIndustries/Kontainers/Assets/CrinkleFoil_NRM; UmbraSpaceIndustries/Kontainers/Assets/CrinkleFoil_NRM; UmbraSpaceIndustries/Kontainers/Assets/CrinkleFoil_NRM;UmbraSpaceIndustries/Kontainers/Assets/cloth_NRM; useFuelSwitchModule = false nextButtonText = Next Texture prevButtonText = Previous Texture }
  5. OK, it works, thanks, I'll try not to crush as many of your seismic sensors as I have been.
  6. Dear SCANners, I have to be blunt: how do I configure the stock Ore scanning to work the same as non-stock scanners, with no need for groundside sensors and an initial large dish scan? If I understand it correctly, with stock scanning disabled, the large dish gives you data with accuracy to 1%, while the smaller scanner can display you the small map with 0.01% precision readout - which is not saved on the big map. And it's apparently the same, whatever settings I pick on Hi-Freq scanner and Biome Lock. Yes, I really don't want to cart both of the sensors.
  7. From what I can see, the Mk V MKS parts already have these overrides. Just FYI, because I went to check.
  8. @RoverDude, something that I've noticed missing is the ability to decouple everything underneath the inflatable pod. I expected that I'll just dump the whole service ring before entry. However, yes, they survive the heat of reentry. Also, unfortunately I haven't been able to cram an entire Munar Escape System (pod, ring, two panels, inline engine, two radial tanks) into a single "stock" KIS/KAS container; I'll have to carry the deflated pods externally. It seems that the pod part itself may be a bit too big. Also, the process of mounting the tank to the engine might send the vehicle being built into low orbit, but that's normal for KSP.
  9. At the very least, I am stubborn enough to dig into the old version to retrieve and plug in the blueish textures. Your new sharper maps will not draw me to the Dark Side! Seriously, though. The all-black panels don't exactly fit with the NF Solar pack's progression. Nor do they make for as cool a picture.
  10. Adding image of both glitches at once. http://1drv.ms/1RQ1ysL All "stock" solars are affected. I've dropped in an NF Solar Blanket, a non-stock stockalike (RCS Capsuledyne) 3.75 m tank, and 2.5 and 1.25 m parts for comparison). Partial modlist via AVC: KSP: 1.0.5 (Win32) - Unity: 4.6.4 f1 - OS: Windows 8.1 (6.3.10240) 64bit USI Tools - 0.5.4 Chatterer - 0.9.7.86 Community Resource Pack - 0.4.8 DMagic Orbital Science - 1.1 Docking Sounds - 1.2 Firespitter - 7.1.5 HeatControl - 0.2.1 Kerbal Attachment System - 0.5.5 Kerbal Joint Reinforcement - 3.1.4 InlineBallutes - 1.2.3 Kerbal Inventory System - 1.2.3 KSP-AVC Plugin - 1.1.5 Infernal Robots - 0.21.4 Docking Port Alignment Indicator - 6.2 NearFutureConstruction - 0.5.5 NearFutureElectrical - 0.6 NearFuturePropulsion - 0.5.4 NearFutureSolar - 0.5.5 NearFutureSolar - 0.4.4 Final Frontier - 0.8.10.1609 Outer Planets Mod - 1.9 RealChute - 1.3.2.6 RemoteTech - 1.6.9 SCANsat - 1.1.4.5 Sigma: PluronKhato - 1.2 SmartParts - 1.6.6 StageRecovery - 1.6 ThrottleControlledAvionics - 2.3.0.2 TAC Life Support - 0.11.2.1 Trajectories - 1.4.5 Kerbal Alarm Clock - 3.5 TweakScale - 2.2.5 USI Core - 0.1.2 USI Exploration Pack - 0.4.3 USI Survivability Pack - 0.3.3 Universal Storage - 1.1.0.8 VenStockRevamp - 1.9 Uhm... yeah.
  11. Duplicate ladders happened to me too, before I began to axe mods, so I can't point to the culprit. So I imagine that you should list all your mods anyway.
  12. Bug Report OK, have EVE in default configs installed. While I found it tolerable when the clouds glitch in the main menu, I have also spotted Jool being bisected, with one half implaying noticeably different clouds, and also sporting lightning (which I'm going to forcefully disable ASAP anyway). And that's before your config for OPM failed to function for both moons. A caveat: have to use outdated NVIDIA drivers; their "updates" are causing BSODs, so please don't make it the first solution. EDIT: Also spotted cloud shadow z-fighting on Kerbin water. Jumped back to 7-4. No issues observed. Curse your sudden but inevitable beglitching.
  13. Alright, loved 1.8 to death, loving this too, even as I'm pruning unneeded parts and adding probe functionality to the radial SAS. However, am I right to suspect that pitch-black stock solar panels were not part of the plan? Also, are the blue internals of 3.75 m tanks intentional?
  14. So that's what the submarine-related repositories on GitHub were about... Sadly, other than diving, there is nothing to do with subs - yet. It is possible to add suboceanic biomes and a Kerbinside config (or something similar) for a boat dock?
  15. Hey, Bahamuto, as the Modder-in-Chief on Animations, would you be interested in creating a launch clamp pack?
  16. Hey, just a q uick question: did this mod have custom R-7 clamps?
  17. Yep. Now it works. Thanks, will upload to GitHub and send final pull request. Moving over to pestering RoverDude in the MKS thread. I now have a working conversion spreadsheet and a scheme to correctly rewrite the Firespitter config.
  18. Alright, I give up. For some reason I can't replace the code for conventional resources in the Draw Bag - whereas the pod gets manipulated perfectly. Here's my code, consider it PD: // For reference, 1 kerbal/day = 0.365 F, 0.242 W, 37 O; pod set to contain 15 KDs (=5 sup) and the bag to 75 KD (=25 sup) // That sounds broken, but matches the Umbra standard. @PART[DERP_POD]:NEEDS[TACLifeSupport] { !MODULE[ModuleStoredResource,Supplies] {} MODULE { name = ModuleStoredResource ResourceName = Food Amount = 5.475 } MODULE { name = ModuleStoredResource ResourceName = Water Amount = 3.63 } MODULE { name = ModuleStoredResource ResourceName = Oxygen Amount = 555 } // The following config does not work. @PART[DERP_StowBag]:NEEDS[TACLifeSupport] { !RESOURCE[Supplies] {} RESOURCE { name = Food amount = 82.275 maxAmount = 82.275 } RESOURCE { name = Water amount = 54.375 maxAmount = 54.375 } RESOURCE { name = Oxygen amount = 8325 maxAmount = 8325 } }
  19. Hello, just a quick two questions. Roverdude, this may sound stupid, but is my Github fork visible to you? And everyone, am I the only one to have no resources in the DrawBag?
  20. [quote name='Proteus']sorry for ignorance but can some one please explain to me on how this engines work,i started ksp and im confused. so i get the engine,put oil in it,than i get a tank with npu stuff and some energy source,reactor maybe and im ready to go?[/QUOTE] No need for an energy source - you're using [I]bombs[/I], not reactors. You need the standard pusher plate assembly (Medusa won't extend in an atmosphere) and one or multiple magazines of NPU shaped nuclear charges atop it. Once you activate the engine, the throttle will control the frequency with which the nuclear bombs are ejected and detonated behind the ship.
  21. OK, so I am stubbornly pursuing my quest to force TAC-LS upon Umbra. I am, however, quite baffled by both the stock and modded resources in the Draw Bag completely missing. // Provisional setting as 3 kerbal-days (matched to Mk 2 pod totals) @PART[DERP_StowBag]:NEEDS[TACLifeSupport] { !RESOURCE[Supplies] {} RESOURCE { name = Food amount = 1.097 maxAmount = 1.097 } RESOURCE { name = Water amount = 0.725 maxAmount = 0.725 } RESOURCE { name = Oxygen amount = 111 maxAmount = 111 } } P.S. Advanced editor is glitchng and lagging in IE11. As in, adly missing some o the keyboard inpu gltcing.
  22. Sorry, since I've grabbed a hold of you here, I'll submit all of my proposals for popular discussion (although missing features being considered an issue is good indeed). Unless the pusher plate can be made to retract on thruster shutdown, and hence be compact enough for the whole thing to fit into a shroud, a bottom node is of little use. However, I think I would be prudent to create the facilities for the upside-down launch of Medusa, with an engine shroud doubling as the adapter back to 3.75 m. The 5 m size appears to be reasonable for the copy of the 10 m Orion given the apparent 1/2 scale of Kerbals and most of their technology. The Convair Nexus guys similarly scaled down their monster. And yes, I'm mentioning the Nexus mod because that thing has clusters of 6 J-2s as hybrid thruster/RCS blocks. Is it possible to add a more impressive exhaust to LF+O RCS? The surface attachment has been mulled to death. Engines with surface attachment capability have been produced - for example, Ven's Mainsail rework. An important point I wanted to make is that FTT's spindly frameworks are ill-suited for torchships that achieve high Gs and are in many cases launched through atmospheres. An Orion's structure would have to be much more solid and aerodynamic; luckily, mass is a non-issue. Furthermore, I have serious doubts about the durability of a 5-4x2.5-5 sandwich if it's held together by one of the offset modules. What I'm proposing is a set of two structural parts - the keel and the new solid quadcoupler. The keel is a heavy structural girder housing the crew tunnel and utility plumbing; it's sole role is to keep the coupler layers in place. The couplers are also thick enough for crew transfer crawlspaces, and allow for various common 2.5 m payloads (such as a craft built around the Mk 2 Lander Can) to be mounted on them. It's important to note that FTT's coupler keeps the sub-stacks spread wide apart, and is probably more than 7.5 m at the widest point. The Orion coupler should keep the substacks as close together as possible, minimizing the profile. The two other parts are kinda obvious, and in their basic forms are correctly resized stock parts - a 5-to-3.5 adapter (although it would be a shame if it won't house fuel) and a 5 m base for a six-piece fairing, which would cover everything from the pulse unit magazines up. I would also like to take this opportunity to shamelessly promote the RCSCapsuledyne 3.75 m command pod and lab pack - they look rather fitting on top of an Orion stack.
  23. OK, took the basic Orion for a blast. With KJR at 250 kt I got a nice ascent at 100% thrust, although the lack of attitude control thrust did lead to wobbling. MJ got confused as always, but I guess I can do the burns manually with such absurd velocities (1 year transfer to Pluron, vs 40 year Hohmann trajectory). While the engines themselves are perfectly functional, I believe some "infrastructure" is lacking - reloading packs, surface and bottom attachment for conventional launch (Ven's 2.5 m SRBs should work nice), aerodynamic adapters for 3.75-to-whatever-size-Orion-will-be, appropriately large fairings, and probably the super-verniers of some kind. Please take a peak at the Convair Nexus mod, they have the required huge stuff. EDIT: Just tested my makeshift super-RCS system - Throttle Controlled Avionics and quad Aerospikes, plus a bunch of boosters with some hidden frames. The upgraded ship steered like a warship. This mod is really missing content that can make it more awesome. http://1drv.ms/1WekRze http://1drv.ms/1WekSD
  24. Err, any guess on when we'll get an update for the Outer Planets maps?​​
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