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RocketSquid

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Everything posted by RocketSquid

  1. I am playing with BARIS, but at the same time my settings might be such that it doesn't affect the hot springs at all. If engineers in the hot springs reduce the failure chance, I'll make sure to send one up. As is it seems like keeping a hot springs operational would eat up a pretty big portion of my equipment manufacturing capacity, but Mun (in my save at least) doesn't have much in the way of uraninite, so nuclear reactors are only an option if I use some combination of mods to drag a little bit of uranium from ore or set up a mining platform on the other side from my colony and ship in the uraninite with USI planetary logistics or something. Of course, by the time I end up building this base fusion may have been invented. Edit: I just checked, there's actually some low-grade uraninite near the planned colony site (like the 30% level, as opposed to 90% near the poles), so I could ship it over with resource distribution or planetary logistics. Looks like the hot springs isn't necessary. Of course, if I really want a lot of energy, I'll still need a larger reactor than the one in the nukeworks or the micro-ISRU. Maybe use a few in the castillo, or put one a fair distance away with a ton of shadow shields.
  2. KSP is resource-intensive on any computer, and also scatterer makes the oceans turn into kraken ink for me. It's fine as just a mod. Plus, I don't play KSP for the graphics. If I wanted to pay money to get beautiful pictures of the KSP solar system, I could find an artist who does that sort of thing and commission a drawing.
  3. So, by this point I suspect everyone has forgotten about For Science, but that save is more or less a museum piece at this point. I have made a new install, on a new computer, with a similarly dizzying array of mods, and begun production of a brand new, somewhat more story-heavy story. Enjoy. Prometheus, they say, brought god's fire down to man And we've caught it, tamed it, trained it since our history began Now we're going back to heaven just to look him in the eye And there's a thunder 'cross the land and a fire in the sky. -Jordin Kare Chapter 1: The Tale of Muniy I "Engines?" "Chek" "Guidance?" "Chek" "Comms?" "Chek" "Am I forgetting anything?" "Don't think so" "Alright, Muniy I is cleared to launch. I'll start the countdown now." "T minus ten, nine, eight, seven, six, five, four, three, two, one, liftoff" "That's the circularization finished. Jeb, grab the MEM." said Bob "Just swing it around like so..." Said Jebediah "JEB! WE NEED THAT ANTENNA!" Bellowed Bill, spitting on the microphone. "Relax, Bill. I didn't hit anything important." "Are you sure it's locked on correctly?" "Extremely sure" "Alright then, next stop, Munar orbit!" "Ugh, why does it have to take so long to get to the Mun?" "Jeb, it's been two hours" "They really gave us too much rocket on this one, I haven't had to touch the Service Module yet" "Whoah" said three voices in unison "I'd better get the MEM warmed up" said Jeb. "I may as well get in now" said Bob "Are you doing alright, Bob?" "Yeah, fine, why?" "Because that was the gentle bit" "It's really dark. Any idea where we are relative to the anomaly?" asked Jeb "No clue, they didn't include a proper scanner." replied Bob "Guess I'll have to look around." "I don't see anything" "Oh karp, the thruster isn't...kzzzht" "Jeb? Jeb? Are you still there?" Bob whirled around to look through the viewport, but saw only a cloud of dust. Jebediah had vanished entirely." Bob climbed out and loaded the science into the capsule before walking away from the capsule, and planting a flag with unnecessary force. "How dare you, you stupid rock!" He felt a tremor, and ran, terrified, back to the MEM. "Come on, orbit, orbit, where's the button for orbit" "Ascent autopilot, got it" "Out of fuel? How can it be out of fuel? It's supposed to be able to make it back!" "Maybe if I use the RCS fuel?" "Still not enough, I need to get home somehow. I can't go back there" "It's not enough, oh god, I'm going to die up here, and the whole mission will have been for nothing" "Bob? Is that you?" "Bill! Bill! Oh thank god, you've found me. Mun is haunted." "What?" "It ate Jebediah!" "Look, I'm guiding the ship towards you, can you grab on?" "Sure, you know what, I can explain on the way home." "So he just vanished?" "He crashed into the ground at a speed that should've been survivable, he tumbled a bit, and then he vanished" "Did it have something to do with the anomaly?" "Maybe. All I know is that I'm never going back there." "Don't worry, buddy, we're almost home" So yeah, Jeb got spaghettified while I was trying to find an anomaly. My quicksave was far enough in the past that I decided to roll with it for the story. On the bright side, he didn't suffer any of the negative side health effects of being cramped into a tiny capsule with grossly inadequate radiation shielding, but on the dim side he didn't get experience so I'll have to send him back up on a later flight.
  4. I've really enjoyed the making history parts, even if mods can do them just as well. They're nice.
  5. Okay, looks like I made a lucky guess when I put 500. It's a really quick and dirty patch, but it gets the casa, hacienda, doc, and chuckwagon to actually fit in the buckboard 1000. I'll upload it later tonight. EDIT: It's later now! @PART[WBI_Ponderosa2] { @MODULE[ModuleKISItemEvaTweaker]:NEEDS[KIS] { %volumeOverride = 500 } } @PART[WBI_DocSciLab] { @MODULE[ModuleKISItemEvaTweaker]:NEEDS[KIS] { %volumeOverride = 500 } } @PART[WBI_Hacienda] { @MODULE[ModuleKISItemEvaTweaker]:NEEDS[KIS] { %volumeOverride = 500 } } @PART[WBI_Chuckwagon] { @MODULE[ModuleKISItemEvaTweaker]:NEEDS[KIS] { %volumeOverride = 500 } }
  6. Medical expansion is definitely responsible for the lack of Castillo. The blacksmith and clockworks problems are from OSE itself not working, probably because I had to roll back my KIS. There seems to be a volume override feature in KIS, meant for animated parts. Will that work for WBI parts, and what volume are they meant to have?
  7. For some reason the blacksmith and clockworks templates (the OSE workshop ones) from WBI do not show up in any parts. The files are present, but the templates do not show up, even in sandbox. I have OSE workshop, all the WBI mods, KIS 1.16, and essentially every other mod that exists. The other templates all work correctly. I will try to test with a mostly clean install tonight.
  8. I can see from the screenshot that you have Kerbal Atomics, which patches nearly every nuclear engine from just about every mod to use LH2 instead of LiquidFuel. If you don’t want this, go into the patch folder of Kerbal Atomics and change the extension on the relevant patch (or all of them) from .cfg to .txt
  9. Okay, yeah, the blacksmith and clockworks are still just gone. Castillo has also vanished, but I still haven’t ruled out the medical expansion for that.
  10. Just gonna hit that follow button, thank you very much, looking forwards to being able to use this.
  11. There's something perfect about this mod using the classic stock resources even when the rest of the WBI mods are using CRP. Instead of being liquid hydrogen, propellium is something strange and mysterious.
  12. Oh no, terrible things are happening again: -Castillo, Castillo factory, and Castillo observatory are not there. The castillo depot shows up. I'm worried that this particular effect might be a result of my mod, so until I test it this is a low priority. -The blacksmith and clockworks do not show up. All the other templates, including the ones from my medical expansion, show up in every part normally capable of using them (including the parts added by other WBI mods), but no part has either the blacksmith or the clockworks. Other than that, everything is fine.
  13. The weird part is that the teleportation worked fine. The vessel briefly spawned on the pad, then teleported into an orbit around Mun. While it was in orbit, the only anomalous behavior observed was that the principia path didn't move with the planet or vice versa. When the ship was landed, it was also fine. It was only while on a suborbital trajectory that there were problems. Hell, it might have been mun rotating erratically, rather than actually moving.
  14. For some reason in KRASH simulations this mod seems to move suborbital bodies differently than it should, resulting in them being effectively dragged along the ground. Landed or orbital bodies do not experience this, it is only suborbital rockets and kerbals that try to walk. Additionally, while in orbit principia's predicted orbit quickly stops being around the body; as if it is not moving with the body. In trying to land on the mun, my ship crashed once, and afterwards whenever a kerbal tried to walk on the surface they would be dragged along the ground until they died. When I tried to take back off with the rocket, it was slammed into the ground. The movement was very jerky. I don't even know how to file a proper report for this one.
  15. I'm not sure why, but when I simulated my munar lander, the entire mun (or perhaps everything except the mun) was periodically jerked to one side. On the first test this led the lander to crash, and on the second it caused any EVA'd kerbals to be unable to get back to the lander and eventually to die from a collision with the terrain. While the lander was touching the munar surface it was safe, but when I took off with it it was slammed into the terrain and blown to bits. I've landed probes not in simulation and they've been fine. I have principia installed, if that makes any difference.
  16. This is a fairly minor thing, but is the Korona Lite supposed to sink in water? I want to know whether or not to put some inflatable thingammies onto it.
  17. I have completed what should be a functional version of the medical mod:
  18. This mod adds kerbal health functionality to certain pathfinder parts and adds new templates designed to keep kerbals healthy more or less indefinitely at the cost of time and resources. Those of you who pay a lot of attention to the pathfinder thread have probably seen me talking about this one. I've finally put together a version that should work, so I've decided to make a separate thread for it. I'm putting it in add-on development instead of addon releases because it is untested at this point (I have loaded it in my game and the templates can be loaded, I have not tried using them yet). If anyone wants to help test it, it is available here. Thank you. Features: It adds three new templates: The Sawbones medical station, the House Call medical clinic, and the Needleworks medical supply factory. The Sawbones (science lab) allows scientists to turn medical kits and power into Medical Care, which is then used to recuperate a patient in the medical station at a whopping 10% per day. This process also produces medical waste, which can be recycled (50% efficiency) using the onboard autoclave. The House Call (habitat) cannot produce Medical Care, but can use Medical Care it to provide 2% recuperation to a theoretically unlimited number of kerbals. It can also slowly manufacture medical kits from ore, plants, and water. Plants are produced in the MOBL from M.O.L.E. and I think in the cropworks, if not I will add a plant-producing greenhouse in the future. It would take two House Calls to support a single kerbal in the sawbones. The Needleworks medical supply factory (factory) produces large amounts of medical kits from ore, rare metals, exotic minerals/minerite, plants, and water. It can also use medical waste in place of 90% of the ore, rare metals, and exotic minerals/minerite. It also modifies the castillo: it now has radiation shielding due to its concrete structure, and serves as a home away from home, granting +2 health per day to kerbals inside it. The castillo factory and observatory get the radiation shielding but not the healing effect. Lastly, it makes the ponderosa habitat reduce crowding and increase connected.
  19. The pusher plate would be durable by basis of sheer mass (some variants were actually designed so the pusher plate would slowly be worn away), and the hydraulics would in theory smooth out the thrust. Most of the problems are solved by the Medusa variant, which uses a parachute-shaped spinnaker instead of a pusher plate. Only useful in space, but distinctly safer, more efficient, and probably lighter. Rather than needing heavy reinforcement, it simply uses distance. But as the previous poster has stated, RoverDude’s Orion drive is sadly more of a standard torch drive, lacking the unique features of nuclear pulse propulsion.
  20. The KIS thing is weirder than expected. The Ponderosa can fit into a buckboard but the casa can’t. Gonna make sure to roll back to 1.16
  21. You have to switch it from classic stock mode to CRP mode. That’ll replace Explodium with Nuclear Saltwater and Propellium with Liquid Hydrogen. Nuclear Pulse Propulsion works? Would work? Because nuclear bombs necessarily are built to very narrow engineering tolerances.
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