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Everything posted by dave1904
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What mod makes SRB's keep smoking after running out?
dave1904 replied to Refreshpage's topic in KSP1 Mods Discussions
I think -
[WIP] Boring Crew Services - Stockalike Starliner Mod
dave1904 replied to DylanSemrau's topic in KSP1 Mod Development
@Zorg Out of curiosity. Do you have any concept images of vulcan starliner or did you have to guesstimate the adapter?- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
dave1904 replied to DylanSemrau's topic in KSP1 Mod Development
No it's not. If I'm not mistaken all vesseltype does is assign the icon in mapview. MinimumCrew = 0 is required.- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
dave1904 replied to DylanSemrau's topic in KSP1 Mod Development
Tiny issue here that is actually not an issue of this but it may be of help. Is it necessary for the capsule to have "vesselType = Probe"? There are Skyhawk kerbalism patches that patch it twice because of it causing issues with harddrive. @PART[*]:HAS[@MODULE[ModuleCommand],#vesselType[Probe],~TechRequired[control*],~TechRequired[hypergol*],~TechRequired[tanks*],~TechRequired[construction*],~TechRequired[logistics*],~TechRequired[science*],#SSS_Tier[1]]:AFTER[zzzSkyhawkScienceSystem] { MODULE { name = HardDrive title = Data Storage dataCapacity = 0.25 // data size in Mb sampleCapacity = 0 // sample size in slots } } @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0],#SSS_Tier[6]]:AFTER[zzzSkyhawkScienceSystem] { MODULE { name = HardDrive title = Data Storage dataCapacity = 4 // data size in Mb sampleCapacity = 1 // sample size in slots @sampleCapacity *= #$/CrewCapacity$ } }- 497 replies
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[1.12.x] Far Future Technologies - October 9
dave1904 replied to Nertea's topic in KSP1 Mod Releases
I use kerbalism. I leave dynamicbattery storage away because as far as I know it it is only for timewarp right? Any of the Near Future or FFT will run no problem without or will I end up with problems ive not found yet? -
I gave you an oversimplified answer however. I assume you know how b9 tank types work. Simply making the patch I pasted is not enough. It does work really nice however. This way I give larger pods like orion and shuttle more resources. They are designed to carry more.
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If you have a B9 cargo switch mod you can overwrite it @PART[BCS_Centauri_CrewCapsule]:NEEDS[BoringCrewServices] { MODULE { name = ModuleB9PartSwitch moduleID = cargoSwitch switcherDescription = Cargo switcherDescriptionPlural = Cargos baseVolume = 100 switchInFlight = True affectDragCubes = false } } In my case im using skyhawk so all i need to do is add the empty cargo module. Skyhawk does the rest.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
dave1904 replied to Nertea's topic in KSP1 Mod Releases
[LOG 17:41:52.603] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.610] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.662] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.669] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.714] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.720] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.766] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.772] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.820] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.827] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.875] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.882] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.926] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.934] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:53.744] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:53.751] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 Any idea what would cause this to spam my log? It only happens with NTR including sqauds so I dont even know if its kerbal atomics related. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
Same. I need to get settings I like. Im not happy with how bright the ambient light is.- 3,154 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
@Gameslinx Im using Deferred, Volumetric clouds and Paralax release 2 with TUFX. Is TUFX required now or not? What settings do you use?- 3,154 replies
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Anyone know how skyhawk kerbalism patches command modules food supplies? I can't get it to work and cannot find it. Even if I make it a FINAL patch it won't add more food. I'm aware that I can change the supplies for all Pods in the profiles cfg but I would like the orion command module to carry more food than the starliner for example.
- 470 replies
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- totm jan 2022
- bluedog
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(and 3 more)
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You need the SRBs from photoncorp. As pointed out by someone else forget this mod and install Photoncorp Oranges Artemis Construction Kit And Rocket Motors Re something. Forgot the name but it has all the RS-25s. They are all made around eachother
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[WIP] Boring Crew Services - Stockalike Starliner Mod
dave1904 replied to DylanSemrau's topic in KSP1 Mod Development
Can you consider 3.5m? I love the KODS Vulcan and CentaurV. It would also be to scale with BDB Atlas5xx fairings and those are the scale of Vulcan.- 497 replies
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Avalanche Plumes (A waterfall Mod for Solid Rocket Boosters)
dave1904 replied to Kochi's topic in KSP1 Mod Releases
ive been using this mod for a while now but was always to lazy to mention it. I have a blue tint in the flames. Is that normal or something wrong. -
[1.12.x] [Planet Pack] Outer Planets Expansion (OPX)
dave1904 replied to The Minmus Derp's topic in KSP1 Mod Releases
New version of NeidonPlus breaks scatterer for me on all planets. I use the stock volumetric clouds version. No idea why.- 491 replies
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- totm sep 2024
- dwarf planet
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(and 3 more)
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[1.12.x] [Planet Pack] Outer Planets Expansion (OPX)
dave1904 replied to The Minmus Derp's topic in KSP1 Mod Releases
The spacedock version of inner planets is corrupt for me. The github version still has the parallax folder. I dont get it.- 491 replies
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- totm sep 2024
- dwarf planet
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(and 3 more)
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[1.12.x] [Planet Pack] Outer Planets Expansion (OPX)
dave1904 replied to The Minmus Derp's topic in KSP1 Mod Releases
You'd be surprised. For me it runs better than the stock scatter system.- 491 replies
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- totm sep 2024
- dwarf planet
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(and 3 more)
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[1.12.x] [Planet Pack] Outer Planets Expansion (OPX)
dave1904 replied to The Minmus Derp's topic in KSP1 Mod Releases
You should and parallax continued is on another level. I would seriously consider using it because it is the future of KSP.- 491 replies
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- totm sep 2024
- dwarf planet
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(and 3 more)
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[1.12.x] [Planet Pack] Outer Planets Expansion (OPX)
dave1904 replied to The Minmus Derp's topic in KSP1 Mod Releases
The new version from spacedock will not load for me either.- 491 replies
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- totm sep 2024
- dwarf planet
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(and 3 more)
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[1.12.x] [Planet Pack] Outer Planets Expansion (OPX)
dave1904 replied to The Minmus Derp's topic in KSP1 Mod Releases
It's an odd issue. If I run the game with it. Then it won't load to main menu. Once I delete it, it works. The funny thing is that if you add it back it will run normally again.- 491 replies
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- totm sep 2024
- dwarf planet
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(and 3 more)
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