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Everything posted by jdub3350
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
jdub3350 replied to Nertea's topic in KSP1 Mod Releases
Downloaded and messed around in the VAB enough to see everything had converters, the new filter tab is really nice as well. Thanks so much for this. Haven't had a chance to play around with it in flight yet. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
jdub3350 replied to Nertea's topic in KSP1 Mod Releases
And I'd only have made a hotter mess of it I'm sure haha. I'm happy to leave this one to the pros. Appreciate all the work you all do on these mods. I like this idea too. I would think Air/Water filtration of some degree to be standard on any inhabited part, and the more complicated conversions like water splitting and sabatier for utility modules. More advanced stuff like centrifuges could be jack-of-all-trades? -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
jdub3350 replied to Nertea's topic in KSP1 Mod Releases
I went into the SSPX TACLS config and removed the commenting and did copy/paste from other parts with working converters on those that didn't have it. So now all hab, utility, and centrifuge parts have converters (didn't see station cores in the file) parts are showing converters in editor. My remaining question is that each size/type has it's own "conversion factor" from looking at it, this presumably scales with size and tech? I don't know if you have a table of values or anything, but I'd be happy to plug them in and upload it. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
jdub3350 replied to Nertea's topic in KSP1 Mod Releases
It's the "old" parts...the 1.25 and 2.5m habs (rigid and inflatable), utility modules, and centrifuges. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
jdub3350 replied to Nertea's topic in KSP1 Mod Releases
Good morning! I've searched around and haven't been able to find anything on this...I see in the TAC-LS patches that it adds TACLS converters to alot of the hab/utility modules, but in game they don't show up. I'm sure there's a conflict somewhere but have no idea where to start. Modulemanager.log https://drive.google.com/file/d/1KxbaH0PB1ooB6-igr7S-undHhjxLywHb/view?usp=sharing KSP.log- https://drive.google.com/file/d/15bP5wRuxbd0q0MmfB0QB4kTX2DSe9U99/view?usp=sharing Let me know if any other info is needed. Thanks! -
KSP Interstellar Extended Support Thread
jdub3350 replied to FreeThinker's topic in KSP1 Mods Discussions
Good morning... I'm running KSP 1.12.1, I installed KSPIE through CKAN (had 1.11 compatibility checked). I'm also running all the Nertea mods, Cryogenic Engines is the one I'm having trouble with. With IFS installed, the methalox tanks don't fuel the CryoEngines methane engines, as it seems there is a small difference in the resource naming. The same issue seems to exist for hydrolox IFS tanks and hydrolox Cryo Engines. If I remove the LFO tanks patch for IFS in patch manager, I get fuels that work with CryoEngines and not KSPIE (to be expected). Is there a config/are there configs somewhere that I can alter to work with both? -
I would have never even thought of this! Thanks so much.
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I unfortunately bought from the KSP store. Thanks though.
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Is 1.7.0 or 1.7.1 available for download somewhere? I can only download 1.7.2 it seems from the store, and I'd like to use .0 or .1 since Kopernicus is available for those versions, as well as alot of other mods that aren't up to 1.7.2 yet.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
jdub3350 replied to Theysen's topic in KSP1 Mod Releases
@Starwaster your fix worked perfectly, thank you.- 2,203 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
jdub3350 replied to Theysen's topic in KSP1 Mod Releases
Thanks again!! Will report back once I try it.- 2,203 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
jdub3350 replied to Theysen's topic in KSP1 Mod Releases
Pretty mindblowing how you're able to figure that all out. I appreciate it and I'll mess with it/remove it tonight and see what effect it has. Thanks for the help.- 2,203 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
jdub3350 replied to Theysen's topic in KSP1 Mod Releases
I'm at a loss on this. In the link below is a log file and three craft files. The "ApolloTest" flies fine, the other two get stuck on the pad. Any ideas would be greatly appreciated. https://drive.google.com/open?id=1hnyoOz5lm8LGN4DbqnTaMIIVudqNQ4GS- 2,203 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
jdub3350 replied to Theysen's topic in KSP1 Mod Releases
If I were to change in GameData/RealismOverhaul/RO_SuggestedMods/SSTU/SSTU_Tanks.cfg- @MODULE[SSTUModularPart] { @diameterIncrement = 0.1 @minDiameter = 0.1 @maxDiameter = 99.0 %enableVScale = true !UPGRADES,*{} } And change the @diameterincrement to =1.0, would that cause all the SSTU procedurals to increase the step size to 1.0?- 2,203 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
jdub3350 replied to Theysen's topic in KSP1 Mod Releases
I looked through the debug at launch and most of the errors being thrown were from modules specific to EngineLightingReLit. I removed it last night and will have to build a new craft to test.- 2,203 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
jdub3350 replied to Theysen's topic in KSP1 Mod Releases
Would have never guessed that. I'll take a look tonight and let you know how it works.- 2,203 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
jdub3350 replied to Theysen's topic in KSP1 Mod Releases
Is there anything in this log file that might indicate why my rockets are getting stuck to the pad? Even with a 1.5 TWR they seem like they are stuck on something. Thanks for any and all help. https://drive.google.com/file/d/1WonAiywyX-nkFPYq9k1hUAjms8XrqHM9/view?usp=sharing- 2,203 replies
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Good morning, My rockets are getting stuck on the pad. The TWR is sufficient to get them off the ground, but they seem stuck. Any ideas? Log File
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Here's what I did, starting with a blank VAB- -Select the Draco core -select forward heat shield and place under core -select parachute and place on top node of core -select back cover and move down toward core till it turns green -select re-root tool, click on back cover, then on forward heat shield. -drag rerooted part to be saved as sub assembly. -then when assembling Meridani probe, select the Draco subassembly, rotate it so the back cover is vertical and facing the probe bus, it'll then snap into the ring decoupler on the side. -fin.
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Thanks for the reply, I'll test that way out tonight. That Meridani collection of parts is so well done. Figured I can try dropping off the Draco probe on my next Eve mission.
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I'm gonna be the guy to ask the stupid question...how the hell do you assemble Meridani-Draco? I tried back cover attached the the meridani, then the draco core, then the parachute, but there's no node for the heatshield to attach to?
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
jdub3350 replied to Nertea's topic in KSP1 Mod Releases
@Nertea You REALLY outdid yourself on this one. The parts are all so well done and add a ton to the game. Thank you! -
[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
jdub3350 replied to Galileo's topic in KSP1 Mod Releases
I've noticed with the 6.4x rescale installed, using mechjeb to do interplanetary transfers is a total crapshoot, if not impossible. Every time I create the maneuver node, the time to burn start is different. Is this expected?- 310 replies
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@Shadowmage I only copied the assets folder from the gamedata/SSTU portion of the master and that worked. Thanks for the help. Edit- wow the new lander tanks look good!
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https://imgur.com/a/2z7Nu....includes pics of my gamedata, and the assets folder I downloaded from the github releases for .144 and .145. Edit- I downloaded the master and am gonna copy the assets folder into my install. Will report back.