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eberkain

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Everything posted by eberkain

  1. Did you look at the atmosphere harvester? It’s a mode on the atmo science part.
  2. I have been posting about my underwater experiments here.
  3. Thank you for this. I am so out of my element with MM configs.
  4. I am trying to make an rcs thruster to use underwater for docking. This is what I'm doing, but it doesn't work. I'm thinking that maybe the module requires a propellent that has mass? This is what I see in the config cache, which looks ok to me. It is duplicated in the config cache, but so is vernierEngine. It looks like Squad has two stock configs that both use the same part name. \GameData\Squad\Parts\Engine\vernorEngine \GameData\Squad\Parts\Utility\linearVernorRCS
  5. As I continue in trying to build an ocean floor base I have not been happy with the options for an engine to push a craft underwater. The jet engines can work with enough air intakes, but you still see rocket exhaust, etc. So I don't like that. and its hard to have enough touch to do underwater docking. The new props would work pretty good, but they don't function underwater for some reason. Control surfaces do however. So you can stick a control surface onto an engine and get something like this. It works, but you get a lot of displacement when you spin up the engines and it looks goofy, worse than the jet engine exhaust. So that takes me back to the props, the ducted fan blades would work perfect. I mean they are a long ways from a boat propeller, but they are a hell of a lot closer than any other part in the game... Why don't they work underwater? Looking under the hood, both parts use the same ModuleControlSurface. What would happen if I just copied the settings from the regular control surface and put it on the prop instead? Holy excrements that actually works. Something about the size makes it prone to tearing its self apart, but if you autostrut the engines then it works reliably. A few tweaks and restarts later and we have a reasonable engine for a submarine that can do 30m/s, triple what I was able to get with the stock control surfaces. I was afraid it would just tear apart and explode if it got out of the water, but that seems ok too.
  6. I figured out how to make the props work underwater
  7. it is a mod that allows other mods to make alterations to planets. Assuming you are using the new 1.11 version you can look here. https://github.com/R-T-B/kopernicus/releases
  8. Or, you see that there are five different actively developed life support mods and realize it is a popular feature that many players want to have.
  9. can anything be done about the flickering commnet lines? Its fine at normal timewarp, but the faster the warp the faster the flicker.
  10. Most mods from 1.8 forward work fine in 1.11. If a mod touches something the devs changed, then yeah it will need an update, but in general they have not made sweeping changes in the past few versions that killed all mods like in the pre 1.0 days. The new stock building system does a lot of what KIS does, but does not touch KAS functionality.
  11. Not really, the more parts the more CPU demand. Build with the fewest parts possible. There was a mod for welding parts together that used to work great. and SSTU has a lot of parts that combine different functions.
  12. you are right, I tested it too and it seems kerbal's on ladders don't add weight to the vessel. in the command seat the engine performance is reduced, but on the ladders or leaving the kerbals behind I got the same performance. I wonder if you just caught some kerbals in a "cup" and pushed them, would that effect the engine performance? It doesn't seem to which really surprises me. Plus my wife gave me a look like... what exactly are you doing?
  13. The DV display will probably show a higher number, but it shouldn't actually give you a higher number.... That definitely should be tested.
  14. Personally I don't use RPM, its cool, but I never go IVA anymore so I just removed all the internals to save on loading time and performance, likewise with FAR. I love it but there is a pretty hefty performance overhead and it just wans't worth it to me. If you are looking for a realism-ish game. And instead of Ven's Stock Revamp, I think Restock is much more popular these days. I'm back to just using stock parts myself, they have a certain charm to them, and squad has addressed all the worst looking parts in the past few updates. Tho, the shrouds on the heat shields still need some love.
  15. Is this why the performance is so bad at Woomerang? There are 3 spot lights built into the buildings there.
  16. I see a way to change the grass color, is there a way to do that for all the buildings in a group?
  17. Yeah it gives a warning about an unsupported version, but so far seems to be working fine.
  18. did you install the textures for Parallax? Maybe try getting it to work by its self before adding another texture mod. I doubt AVP is compatible.
  19. There used to be a mon called KKtoSD that you needed when running those together.
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