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Jimbodiah

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Everything posted by Jimbodiah

  1. No, I tried adding modules with the upgrade system for the science bay, but that doesn't work. I know Mage from SSTU said something similar for having module switching even at plugin level. I am using the DSEV supplies as I tend to not dwell long in the early tree and try to progress to end game as soon as possible, so I get why you would prefer something else. The DSEV reactor is a bit on the OP side as there is next to no heat and as it ramps up fuel use only with used Ec, it can be very efficient. Next to the pack I release I have some more patches that are really custom, which includes inline modules that I use as seperate power supplies now and am not relying so much on integrated supplies. One reason I removed the resizable COS ATVs is that the differen COS length settings influences the DSEV reactor somehow, having it overheat straight away and giving no power in the small version, and being totally OP in the large version. I think besides adding a new part with another type of generator on board, there is no real option but to use a seperate power supply. Personally I tend to only use the Large version of the 2.5m version as the others are basically not efficient in terms of number of kerbals, and you could basically just add a plain hab instead with an inline probe core. Maybe only keep the L version and replace the S/M with two other L versions with another power supply? Re your patch.... It might be an idea to add that patch to Nerta's mod directly through a PR on his github? That way everyone could enjoy them, I am sure many people would love to see SSTU clusters on other mod's engines. I'd be happy to add them to my pack though, don't get me wrong.
  2. If you use mods, you will never go for a new release as almost no mod will work. Personally I tend to wait a month or two before moving any careers, or just play stock with the new version to check out what has changed. 1.4 sounds like a good point to start a new career
  3. I use those as well, but when you use the service modules it's not really an option.
  4. If you add a seperate radial or inline probe core to the pod, the problem is gone. Maybe the pods could be reverted to need a crew member (SAS level 2) and add a small radially attached probecore part to SSTU that will add the autonomous functionality (SAS 3). Best of both worlds, but at the cost of one extra part. If you make it small and non obtrusive, you can make it look like it belongs on the pod, especially with the recoloring now. i.e. You could use a 50% scaled down stock radial drogue chute as the model for the time being.
  5. Pfff, I want an FFT Redux. The stationparts have been a thorn in Nertea's eye for a while, at least he alwasy said he updated that pack only when he absolutely had to. So cool that he went full metal jacket and gave us a complet enew pack basically. I never expected the rotating habs
  6. Unless that is part of the solar panels, it cannot be done in KSP. Check the "Part Idea" thread you posted
  7. Check out SSTU which has an ISS solar truss that follows the sun on two axes like the ISS.
  8. That is a question for RSS itself, not RSSVE. Check that topic, there is a wiki for all distances etc in RSS.
  9. Yes, 64-bit is the key feature of 1.2 (or was it 1.1?) yet they still start in a 32bit mode that has been outdated for at least 10 years. Like buying windows in a 32bit version when every motherboard in the last 10-12 years has been 64-bit. They really think the majority of players use potato computers. NB: You might also want to consider forcing DX11, as stock also still starts in DX9. There are already a couple of mods that need it for best results (mainly those using Textures Unlimited).
  10. Select Cryo for tank type and Silver for the texture, then the whole tank will be one color.
  11. Whut?! You mean I didn't send tourists to gather science by accident after all?
  12. This is why I have my own pack of patched parts, as they tend to be very specific to my personal game play. I just make a copy of the part in question and configure it to hold whatever modules and/or resources I want. Specific game-play features will always be hard to include in mod packs, especially ones as flexible as SSTU. I'm amazed what Mage pulls off with all the modelling options and still have it work properly If he ever finds out how to add modules in-game, I'll be stuck in the VAB even longer
  13. v1.7.1 uploaded to SpaceDock Please back-up your save files before using this patch to be sure nothing is broken. - Added 1.25m version of the COS ATV module - Added 3.75m version of the COS ATV module - Added FTL Beacon functionality to all ATV modules - Fix for RealPlume not working on RS-83 (thanks to ImpossibleBananaLabs) - Deprecated JPL-COS-NF-Probe (replaced by 1.25m ATV) - Deprecated JPL-FTL-Beacon (all new ATV modules have FTL beacons) - Removed deprecated parts JPL-COS-Storage-XS/S/M/L - Removed deprecated parts JPL-COS-ATV-S/M - Removed deprecated parts JPL-Miner and JPL-Miner2 I'm still working on the new ATV/Probe modules to get them to behave. Please bear with me for now or let me know your input on what to keep/change. I originally intended these patches just to be for me, but I notice there are people actually using this as well Let me know your thoughts.
  14. Yeah, by adding a patch at startup of the game to add modules into the existing CFG, but not when the game is already running. Not the same thing though
  15. I don't think KSP allows the adding/removing of modules in-game, only disabling them if there is an option to in the module itself (like reaction wheels and rcs). If you want to add a command module or reaction wheels to something for example, you will need to manually change the cfg files (see my patches ) .
  16. You can change that behavior in the resource definition for mp. No_flow, all_ship etc
  17. ;). Metallic should work without pbr, but the real mirror effects require pbr. Hope you got it working! I've added the requirements to the first post. Hope that helps future users.
  18. Do you also have the SSTU_PBR extension? It is required for the metallic reflections. Downloand here: https://github.com/shadowmage45/SSTULabs/releases
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