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Everything posted by Chase842
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Chase842 replied to Gameslinx's topic in KSP1 Mod Releases
Hi again, so I downloaded Strategia, and it definitely does help out early on in career mode with money, due to the Oll'ulm contract bug, I would highly recommend putting Strategia on a suggested mods list for this planet pack/overhaul. Another a different note, I was curious if there is a simple way to scale up the planets/system? I assume it would cause terrain and/or texture issues, and be a lot of work to make a whole new set of everything for all the planets. However, if someone has done so already, I would be curious to take a look at it. P.S. - Great planet pack/overhaul! Many props! Wow!- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Chase842 replied to Gameslinx's topic in KSP1 Mod Releases
Hi everyone, I'm new to this mod and thread. I started a career mode yesterday, and I noticed that after accomplishing the first orbit mission around Gala, that the next milestone mission wanted me to go to Oll'um (idk if i spelled that right) instead of the moons orbiting Gala. On a similar note, the missions being given at the beginning seem to be very unrewarding, and I'm finding much slower than usual to earn money. I was curious if anyone else feels the same, and if this was intended or just a coincident? Is there anyone who has made a mission pack or edits to mission generation that they'd be willing to share? On another note, I really love this system and the lore behind the star systems colliding! Very fun stuff!- 2,454 replies
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KSP Interstellar Extended Support Thread
Chase842 replied to FreeThinker's topic in KSP1 Mods Discussions
An update, It appears that the thermal turbojet, and thermal ramjet nozzle are the engines that are giving me the issues, and they are not receiving fuel flow. They are directly connected to a reactor, that is on, and has fuel. An interesting side note, they produce thrust for a fraction of a second when the engine is activated, but then it will go back to producing no thrust, and consuming no fuel. Also, I was having issues with the Dusty reactor, it just doesn't produce anything, and a couple other reactors have empty reactor control windows. Is anyone else having similar issues? EDIT 06/16/2017 3:10pm CST I reverted to 1.14.2 and manually replaced files that were updated in 1.14.3(except for the tritium fix since I can't seem to find the change) and it works just fine. So that should confirm that the bugs should be caused by the new version of KSP-I and not other mods. I am not using any near future mods, and I have kept my mod list very small to narrow down the cause of the issue. My mod list includes: - KSP-I and all the tird party mods it comes with - RCS Build - OPT - mk2 expansion - Flightplan - Routine Mission Manager - Kerbal Engineer - Mechjeb NOTE: All mods are their most recent versions and made for KSP 1.3 -
KSP Interstellar Extended Support Thread
Chase842 replied to FreeThinker's topic in KSP1 Mods Discussions
I'm having an issue where most(probably all) of the KSP-I engine are producing no thrust whatsoever, despite the correct numbers for thrust/ISP being displayed when the part is clicked on in the Space Plane Hangar. Is anyone else having this issue, or know how to resolve it? -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chase842 replied to Galileo's topic in KSP1 Mod Releases
Any plans for the new version of Scatter released today? It adds shadows for rings around planets!! oooo!! ahhhhh!!- 7,376 replies
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Hi everyone, I just download IR for the first time, I have the latest pre-release from the github. I was wondering if it is a common issue to have the pistons and rails bend and point in weird directions, and sometimes break? I can't seem to get them to work at all. I can't seem to find an answer in the forum page either. I'd be very grateful if someone would help me out? Very cool idea for a mod, I hope I can get it to work so I can make a lift on the underside of my SSTO
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chase842 replied to Galileo's topic in KSP1 Mod Releases
@JadeOfMaar That would be great! Thank you!- 7,376 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chase842 replied to Galileo's topic in KSP1 Mod Releases
@JadeOfMaar Ya it's got it's own way of implementing resources that shouldn't interfere with what's currently in place for a planet pack. Also, yes 1.0000 is 100% I'm not done yet, and I've noticed a couple bugs(duplicate resources) that I wanna work out before you post it on the main page as a patch- 7,376 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chase842 replied to Galileo's topic in KSP1 Mod Releases
@Galileo and @JadeOfMaar I got the atmospheric resources from KSP-I to work with Galileo's Planet Pack now. I was not able to utilize your specifications within the Distribution section, i.e. (PresenceChance, MinAbundance, MaxAbundance, and Variance). However, I have tested it, and it seems to work well, and gives you the percentages you'd expect at any given altitude. I think these resources are for KSP-I specific ISRU Refineries, and atmospheric scoops, so there may not be a way to integrate your specifications in the Distribution section without having to rewrite a large chunk of the core code. But, on the upside the patch shouldn't mess with any of your specifications within the Distribution section, like ACTUAL atmosphere in the game, it just makes atmospheric scoop "think" a resource is at that height. I think this is the best approach, especially since so much time was spent making the planets exactly the way you wanted them to be. This way everyone wins I'll start working on the surface and water resources later this week Here's a link: https://drive.google.com/file/d/0B1ilcl3AU3R0MEtUN084MURHQnM/view?usp=sharing NOTE: The file goes in the GameData/WarpPlugin/PlanetResourceData folder. Another Note: All the Galileo planets are at the bottom, and I labeled them at the top so the code is easier to navigate @Galileo Thanks, it's always nice to get some credit for your work- 7,376 replies
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KSP Interstellar Extended Continued Development Thread
Chase842 replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker I just tried mining near the KSC -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chase842 replied to Galileo's topic in KSP1 Mod Releases
@Galileo and @JadeOfMaar Ok I figured out how to make the atmospheric scoop work from KSP-I, as well as the other resources involved in KSP-I. I've only implemented Gael so far, but I'm going to do all the celestial bodies in the Galileo Planet Pack. Do you want to include it in your mod as a compatibility patch or something?- 7,376 replies
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KSP Interstellar Extended Continued Development Thread
Chase842 replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker You're right, and I figured out that I wasn't getting any regolith, because I there wasn't any regolith on the planet I was on! *Smacks forehead* -
KSP Interstellar Extended Continued Development Thread
Chase842 replied to FreeThinker's topic in KSP1 Mod Development
I haven't seen any containers that hold regolith, am I missing something here? On another note, the drills, do indeed mine regolith, but have no where to put it. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chase842 replied to Galileo's topic in KSP1 Mod Releases
@MaxxQ My bad. Let's all just get along ok, I'm not here to start any trouble @Galileo Thanks, and thank you for your contributions to your planet pack as well- 7,376 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chase842 replied to Galileo's topic in KSP1 Mod Releases
Does anyone know a workaround to make the atmospheric scoops in KSP-Interstellar work for Galileo's Planet pack? I've tried a few other planet packs, without any issues. However with Galileo"s pack, my atmospheric scoop will display "power: error" and "Trace Atmosphere: error" when I right click on the part. I included an image of the error here: https://goo.gl/photos/mzH4KDYMMd5mJUd76 Sorry, idk how to post a pic straight into the forum post. Any help would be greatly appreciated. Even if you just point me in the right direction, I don't mind fixing it myself. I just don't know what to change in the code for Galileo, KSP-I, or CRP, or if there is a different mod causing the issue. On another note, thank you JadeOfMaar for making this mod- 7,376 replies
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I went and looked at the curve and you're right it is the same as the RAPIER, so I agree that the curve should be left alone. I just tried out the engines again on a legit SSTO, and I guess I was wrong, the balance is much better than I had thought. I hadn't used them in a few weeks, so I guess I forgot. Good Job Eskandare! Also I really like the gimbal control surfaces, I can't believe I never noticed that before, very cool!
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Chase842 replied to K.Yeon's topic in KSP1 Mod Releases
I took a closer look and I cross referenced some numbers and it seems to add up, so I add Lithium and Xenon to the MFT patch with appropriate "utilization" values to correlate with what the volume is for LF/OX's density. Success! I'm super new to this, so I'm just glad I pulled that off. I just finished my SSTO with Near Future Propulsion Magnetoplasmatic engines for high vacuum isp . I'll post an image of it later if anyone might be interested. It is the best SSTO I've ever made so far. -
Hi, I was also wondering if you were still working on this mod? I like this mod, and since thermonuclear turbines aren't sci-fi, it doesn't have to feel like cheating. Although in it's current state with weight/thrust/atm intake ratio, it feels really cheaty. I like the idea of changing the atm curve and adding different modes to make the engines more balanced. Also, I think the engines should probably be heavier, or reduced thrust, since similair engines in other mods are quite heavy, and produce much less thrust. Or maybe your engine specs are more realistic than the similar engines in other mods, if that's the case, then don't change anything at all. If you have an update and it is relatively stable, could you upload it, and let us test it with you? I am very amateur at coding, and I am just starting to learn the basics right now, and this might be a fun project to learn some new things, if you're looking for some help. I can only do the simple stuff right now, but I'm sure every little bit helps
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Chase842 replied to K.Yeon's topic in KSP1 Mod Releases
Hi, I'm wanting to add Xenon as a possible fuel for the Juno parts. I'm very inexperienced with editing code, but I think I found the right place to make the addition. I think the only file I need to edit is, "OPT\MM_Patches\OPT_FS", but someone please correct me if I'm wrong. Anyways, I was looking around that file for the parts(Juno fuselage parts), and I noticed that the amounts of fuel for different fuel set-ups were inconsistent. Since Liquid Fuel and Oxidizer have the same density, the a tank with full Liquid Fuel should be equal to a tank with Liquid Fuel+Oxidizer. I was just going to take the amount of liquid fuel I saw and multiply it by(7 I think) to get the number units that Xenon would be accurate for the volume of the fuselage part, but now I don't know if fuel amounts for LF, LF+OX, or etc. took volume into consideration when determining the amounts of fuel. Which leaves me in a tough spot, since I can't find a statistic for volume in the cfgs for any of the parts or anywhere else I looked. While poking around in the OPT\MM_PATCHES folder, I noticed a patch for Modular Fuel Tanks and Real Fuels, and they have a volume attribute for the tanks, but they are different from each other. Is there a way to make OPT use Modular Fuel Tanks to decide fuel tank set-ups, instead of Firesplitter? I don't really know if this will fix things or not, since it has a different/inconsistent volume than Real Fuels, but it's worth a try!(I think) Again, I am new to editing code, and I hardly know what I'm doing most of the time, I just use educated guesses and guides online, but this has got me stumped, and I could really use some help! I'm looking for some help. Could someone either tell me where the volume of the parts can be found, or figured out? Or preferably, if someone has already gone through the trouble of putting xenon(and any other gases like Argon, Lithium, or Liquid Fuel) into their cfgs, and would like to share that with me, I would be very appreciative! On another note I wanted to say I absolutely love OPT! It's been my number 1 favorite mod for months and months now(maybe over a year!), and I can't imagine KSP without it. So, thank you K.Yeon, Stali79, Winchester, and everyone else that's contributed their free time, energy, and patience to make this mod happen! NOTE: I use the regular Community Resource Library, and not RealFuels -
Ok, so I took a crack at trying to edit the Magnetic Flux "Arcturus" Engine's .cfg I've never done anything like this without a guide holding my hand the entire way through, so I may have gotten some things wrong. Would someone please look over the changes I made and tell me if I did anything wrong? I'll copy and paste the section of the .cfg for the engine that I changed, and the .cfg for the resources folder(only the magnetic charge section) I'm not sure I want to keep the atmosphere curve the way it is, and I had no idea how to determine the ratio for propellants. Any Help would be greatly appreciated!! (The parts I changed or tweaked are in blue. I put the other stuff in, so you guys could see the format/context, in case i messed it up) Magnetic Flux Engine "Arcturus": MODULE { name = MultiModeEngine primaryEngineID = LiquidFuelHybrid secondaryEngineID = MagneticFlux } MODULE { name = ModuleEnginesFX engineID = LiquidFuelHybrid directThrottleEffectName = running_hybrid runningEffectName = running_hybrid thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.7 minThrust = 0 maxThrust = 650 heatProduction = 560 fxOffset = 0, 0, 1 PROPELLANT { name = MagneticCharge ratio = 0.2 DrawGauge = True } PROPELLANT { name = LiquidFuel ratio = 0.5 DrawGauge = True } PROPELLANT { name = ElectricCharge ratio = 3 } atmosphereCurve { key = 0 5500 key = 1 800 } } MODULE { name = ModuleEnginesFX engineID = MagneticFlux directThrottleEffectName = running_magflux runningEffectName = running_magflux thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.7 minThrust = 0 maxThrust = 410 heatProduction = 560 fxOffset = 0, 0, 1 PROPELLANT { name = MagneticCharge ratio = 0.2 DrawGauge = True } PROPELLANT { name = VirtualParticles ratio = 1.2 DrawGauge = True } atmosphereCurve { key = 0 8000 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleJettison jettisonName = ED250_Fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAnimateHeat ThermalAnim = ED250FXheat } MODULE { name = ModuleGimbal gimbalTransformName = ED250_Pintel gimbalRange = 10 useGimbalResponseSpeed = true gimbalResponseSpeed = 5 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 0.5 } OUTPUT_RESOURCE { name = MagneticCharge rate = 1.033 } } RESOURCE { name = MagneticCharge amount = 80 maxAmount = 80 } } END Resources .cfg RESOURCE_DEFINITION { name = MagneticCharge density = 0 unitCost = 0 hsp = 400 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true volume = 5 } END Also, I'd like to add sound to the engine, any advice is most welcome!
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Thanks for the quick response! Since the Development thread hasn't seen discussion in a long time, I hope it's ok that I post a suggestion here. I'll just copy and paste what I wrote on the dev thread. First off, I love this mod, and I don't know how I ever lived without it before. Hats off to ya! I'd to make a suggestion to change the magnetic "Arcturus" engine and its 3.75m variant(forgot the name), into a hybrid engine that uses electric charge, magnetic charge, and liquid fuel. While in it's liquid fuel hybrid mode, the engine should consume magnetic charge at the same rate at which it can be recharged, or allow for a part to transfer magnetic charge into the engine. I don't like the idea of having unlimited fuel, assuming you have the parts for generating virtual particles and magnetic charge, and I think there is a better way to balance it, instead of setting it so you can only use it for a few seconds before it has to recharge. You can leave that mode This engine looks way too cool to only be used for niche purposes. I'd like to see this engine see more uses through adding versatility or a completely new magnetic engine altogether(using the same model, and textures though). - For balancing and so the engine doesn't feel like cheating, I would suggest making the "Arcturus" engine and its 3.75m variant (again forgot the name) have an ASL of 800-1000(or close to the Ra engine) and roughly 5500 isp in a vacuum, wherever in liquid fuel hybrid mode. - Also for balancing while in hybrid mode, I think the Arcturus should have a bit more thrust than it currently has, but its 3.75m variant should have a lot less thrust. I love the way the Arcturus engine looks, it looks so great as my SSTO's main engines, but I never use this engine because it runs out of magnetic charge way to fast, and can't be replenished by other parts. I think it is too niche, and can be made into a more versatile and balanced engine. I can't remember right now(i'm at work) but I don't think it has sound, like most engines from this mod. If someone could give me a quick crash course on how to add sound, and knows some good sounds to go with these engines, I'll do that too! I'm a little obsessed with building my SSTO right now, and I think these changes would make this engine a greatSSTO engine. I know how to edit some XML stuff at a novice level(idk if it's an XML type thing or similar), so if you point me in the right direction and tell me a little what to do, I'm sure I can make this change for you if you'd like. Although I am pretty bad at balancing in games, so I would need someone to help me with the numbers. A separate suggestion is to make a smaller/more compact variant of the magnetic drag array(awesome idea btw). This way I could cleverly place them on an SSTO for EVE reentry with realistic atmospheres and FAR! Let me know what you think about my suggestions and if you could show me how to make the changes, I'll do the work and test it out to see if it's balanced!
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[1.2.2] Solaris Hypernautics v0.5.4 DEV Thread
Chase842 replied to Carbonjvd's topic in KSP1 Mod Development
First off, I love this mod, and I don't know how I ever lived without it before. Hats off to ya! I'd to make a suggestion to change the magnetic "Arcturus" engine and its 3.75m variant(forgot the name), into a hybrid engine that uses electric charge, magnetic charge, and liquid fuel. While in it's liquid fuel hybrid mode, the engine should consume magnetic charge at the same rate at which it can be recharged, or allow for a part to transfer magnetic charge into the engine. I don't like the idea of having unlimited fuel, assuming you have the parts for generating virtual particles and magnetic charge, and I think there is a better way to balance it, instead of setting it so you can only use it for a few seconds before it has to recharge. You can leave that mode This engine looks way too cool to only be used for niche purposes. I'd like to see this engine see more uses through adding versatility or a completely new magnetic engine altogether(using the same model, and textures though). - For balancing and so the engine doesn't feel like cheating, I would suggest making the "Arcturus" engine and its 3.75m variant (again forgot the name) have an ASL of 800-1000(or close to the Ra engine) and roughly 5500 isp in a vacuum, wherever in liquid fuel hybrid mode. - Also for balancing while in hybrid mode, I think the Arcturus should have a bit more thrust than it currently has, but its 3.75m variant should have a lot less thrust. I love the way the Arcturus engine looks, it looks so great as my SSTO's main engines, but I never use this engine because it runs out of magnetic charge way to fast, and can't be replenished by other parts. I think it is too niche, and can be made into a more versatile and balanced engine. I can't remember right now(i'm at work) but I don't think it has sound, like most engines from this mod. If someone could give me a quick crash course on how to add sound, and knows some good sounds to go with these engines, I'll do that too! I'm a little obsessed with building my SSTO right now, and I think these changes would make this engine a great SSTO engine. I know how to edit some XML stuff at a novice level(idk if it's an XML type thing or similar), so if you point me in the right direction and tell me a little what to do, I'm sure I can make this change for you if you'd like. Although I am pretty bad at balancing in games, so I would need someone to help me with the numbers. A separate suggestion is to make a smaller/more compact variant of the magnetic drag array(awesome idea btw). This way I could cleverly place them on an SSTO for EVE reentry with realistic atmospheres and FAR! Let me know what you think about my suggestions and if you could show me how to make the changes, I'll do the work and test it out to see if it's balanced! -
Hi, I am looking for some help. How do you get magnetic charge from other parts into Theta-P Flux "Arcturus" Magnetic Drive Engine? I have magnetic charge stored up in other parts, but they wont transfer to the Arcturus engine, and the engine only has internal storage for 80 magnetic charge, and generates 1 magnetic charge per sec(I think), so how is someone supposed to make this engine work for longer than a couple seconds, before taking a while to recharge? I looked at every part a dozen times over and I cant seem to find anything the is used to "transfer" magnetic charge to the engines. Please help, I really like these engine! Another question, are some of the engines intended to not make any sound? Thanks for any help! I really love this mod,it is shaping up to be a must have for me
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So do I need to get the updated versions of RSS and KittopiaTech, or do the versions of those mods that come with KSPRC work fine with 1.0.4?
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- renaissance compilation
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Thank you very much for your answer ObsessedWithKSP Now concerning the (possibly required)mods in the GameData folder, I read somewhere that we need to find updated versions of these, and/or some are old and don't with with the current version of KSPRC. I don't know what to do with these and I need some help. I currently have the most up-to-date versions of Distant Objects, EVE, and Texture Replacer. However, I don't have any of these other mods, and I don't know If I need to find updated versions or keep the ones that come with KSPRC. I am particularly confused about why RealSolarSystem is in here, since it replaces the Kerbin texture to Earth..... Also Planetshine is outdated and, as far as I know, doesn't work with 1.04. Any help someone could offer would be gladly accepted! Thank you again for answering my 2nd and 3rd questions so fast. This is my first time commenting on a thread, KSP has such a great community
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