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Deimos Rast

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Everything posted by Deimos Rast

  1. do you have NearFutureElectrical or KerbalAtomics installed?
  2. grats on getting featured on spacedock! Also, the forum thread link links to a comment in the middle of the thread, not the OP.
  3. mildly, but I don't use RO, so those fuels aren't my cup of tea Always figured someone out there was just crazy enough to do what you're doing, and...there is. Good luck!
  4. your problem is you have an extraneous "}" sitting in the middle of your config, right after the module fuel jettison. It prematurely ends the part config. Maybe you already caught it (only skimmed the thread). You'll need to set up a generator with just an Input of Ore to empty the tanks as well. I've collected a bunch of sub mods and I've done a bit with subs, and decided on a different method than using generators to fill ballast tanks. Namely, using "vents". Take two RCS thrusters. Set one up with a negative ISP curve for IntakeLqd (or whatever you want to use), and the other with a positive. Then when you translate with one thruster, the tanks fill, and with the other, they empty. Also done some engines. Basically, you can make a sub 100% stock + CRP, easy peasy. EDIT: I can send you the configs if you want; shoot me a PM and I'll throw some nautical RCS thrusters and engines at you. Probably still have the ballast tanks too, but I never settled on numbers I liked.
  5. welp, I'm a goof, missed that version I guess. Cheers.
  6. I can't say I've used this recently, but a recompile generally doesn't change the underlying mechanics of the mod. Chances are it's an issue with the base mod. Or maybe your kerbals have been indulging in a few too many snacks and have become a bit hefty Thanks for the headsup either way.
  7. gravioli ravioli, accelerometer. Maybe a goo canister if you push hard enough Probably not an atmo sensor. You'll need mods for part 2. I recommend Ship Manifest. There are other ways of doing it, but they;re a bit cheaty (still involve mods).
  8. Yeah, I'm playing on a mildly overclocked i7-4790k; 16GB Ram, GTX 980, SSD's up the wazzoo, etc etc. Mods are bare bones, ~100 maybe less, mainly parts. Everything should be a golden gravy train, but eh, the struggle is real. KSP has run horribly since day one for me, but that's outside the purview of this mod. Also, I'm impressed that "Pause" works. When I tried Pausing with BetterTimeWarp, it majorly hosed my game, requiring a hard restart. Of course the problem is certain other mods don't like being paused (they have animations that run in realtime, like MechJeb's tray animation), or map mode, that hates being paused as well. Not much you can do about either.
  9. Thanks for the update. Anyway to drop physics below 1/6? I have a really good computer but KSP seems to hate it (not sure if normal behavior, but it always seems to run single core?). Basically anything over 10x Warp requires physics delta decreasing. All the same, I managed do to a 5 hour atmospheric plane ride in a tiny prop plane at ~15x physics just fine (with a slight decrease in physics). You've done great things with this mod. Keep it up!
  10. you have the latest Kopernicus installed I take it? Nothing was required; I just used Transkeptunian + Patches from the OP. I was using Kopernicus + OPM + Custom Asteroids + Eve Biomes + Jool Biomes. That's the full planet pack list. Pretty standard stuff. This has builtin OPM support (it switches its orbits). When you go to the Observatory, you don't see the planets? To be fair, I used HayStacks continued to focus view each planet to check if they were there. Yes (see two posts above you).
  11. I don't really care when you release it - when it's done it's done - but any chance of a status report?
  12. pretty sure the way these ribbons (and similar packs work) is you assign them as you want. It's mainly for roleplaying purposes.
  13. I agree with your sentiments, but it's also their prerogative to choose their own license, even if they choose...less than optimally. Perhaps @Kerbas_ad_astra who does the HGR community fixes could be persuaded to look into this one (same author). It's quite small. The issue becomes one of redistribution though. On the other hand, I'm using this mod + the extras just fine currently. I've made a number of personal changes though, can't remember how many of them were necessary or just for flavor.
  14. ah. By the way, I looked at LLL Continued - you currently repackage the entire Firespitter mod (parts and everything) as opposed to just the plugin? That makes for a sizeable download!
  15. hah, fair enough. It's out of date though (you have 2.0.0 and the latest is 2.0.2). I'd delete Klockheed. Firespitter v7.1.6016.23694..............? Should read v7.30, no? Don't you already have Firespitter from USI? This is the link to the latest version.
  16. looking at the logs, you have a lot of infernal robotics exceptions. Which civilian pop are you running? the 1.1.3 version? Why klockheedmartin gimbal also? It's become basically defunct.
  17. sweet! Totally not related to my bug report, yeah? FYI: @Papa_Joe the BahamutoD version you linked doesn't work with 1.1.3, you need the Spanner version linked here. Probably should have mentioned that yesterday.
  18. I like the idea of basing things on history. However, and I say this basing my opinion solely on the picture above, the layout seems a little "inorganic" (I hate that word usage). Obviously, things don't neatly follow into linear categories, and disciplines borrow from other disciplines, etc. Still, I'm a big fan of history, (and this seems like a great pairing with historical contracts mod as well) so I'll have to give this a go. My 0.02c, which I'm sure you've heard before. Cheers.
  19. thanks for the update, I look forward to working with the new agent A.S.S.
  20. thanks for the update; fyi OP still has segment dedicated to the now removed MiniAVC.
  21. ah,I had discovered the bug and work around with the scientists as well, but thought it was just me being me. RIP Mini AVC; but yeah, already using KSP-AVC. Thanks for the update.
  22. Glad you found my suggestion useful. On the point of food: Instead of recommending people manually create new resources if they lack them, why not just download CRP, which already has them at predetermined definitions? Much less confusing for people and a better practice overall.
  23. oh. mah. gawd. when I saw notifications that every contract pack I had suddenly had updates available at once...I suspected, but I had no idea you'd go this far.... This looks awesome! And I don't even understand half of the changelog (big words, CAPSLOCK, Indices, oh my)! Well done, sir, well done.
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