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Uberns

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Everything posted by Uberns

  1. You and your team are officially space god wizards . Thank you SO MUCH for all your hard work!!!
  2. W00T for Kopernicus support! Will this also include support for binary star systems?
  3. If you are interested in using this planet pack with Kerbalism, I posted a file on the Kerbalism thread that will add support for Beyond Home. Direct link to the post: Edit: N70 said this will be added to Kerbalism in the near future
  4. Please do! Thank you again for giving us Kerbalism mate!
  5. Below I am posting the cfg I am using for playing Kerbalism with the Beyond Home planet pack. If you are interested in using these mods together, place this file in the Gamedata>Kerbalism>Support folder. I intentionally made a couple of moons pass through the radiation belts of their parent planet. I know this is probably not realistic, but I wanted an extra challenge in my playthrough. The planet Fury is probably the most extreme example. If you do not like it, setting the inner_extension for Fury to something like 0.8 or 0.85 may look more realistic to you (it is on line 20 underneath name=furyRadiationModel). GoogleDrive link: https://drive.google.com/file/d/1tbiD68VA0rS8-p-SnW6A6nOXpPOrFEGQ/view?usp=sharing Or open the spoiler below for the code:
  6. Ahh. That makes sense. The only reason I included the [*] in the first place was because that is how it was written on support cfgs for New Horizons and OPM. Thanks again!
  7. Thanks for the reply SilverState! That fixed the problem. The [*] at the end of @EXPERIMENT_DEFINITION[*] needed to be removed. It actually looks like BeyondHome used custom planet names for every planet except Kerbin. Thank you as well for the suggestion to avoid errors! I know those science defs aren't going to end up seeing the light of day, but it was driving me nuts that I could not figure out why they were not changing.
  8. Ahhh. I guess I was under the impression that 3.0 was quite far out.
  9. I am making a cfg with custom radiation definitions for the Beyond Home planet pack and am having trouble changing the Geiger Counter experiment definitions. I used the support cfg for OPM and New_Horizons as a template. If yall have a moment, would you mind having a look at it and see if anything looks incorrect? Currently the radiation definitions work correctly but I can't get the GeigerCounter definitions to stop using the default messages. // ============================================================================ // GeigerCounter science experiment definitions // ============================================================================ @EXPERIMENT_DEFINITION[*]:HAS[#id[geigerCounter]]:NEEDS[BeyondHome]:AFTER[Kerbalism] { @RESULTS { //Fury FurySrfLanded = Fury's volcanos have flooded the surface with radioactive material. FuryFlyingLow = The geiger counter thinks it would be a bad idea to land here. FuryFlyingHigh = Radioactive volcanic ash covers the ship and makes it glow neon red. FuryInSpaceLow = A thin band of highly charged particles closely orbits Fury. FuryInSpaceHigh = The geiger counter wonders what it did to deserve this. //Anger AngerSrfLanded = The geiger counter is just happy that it is not on the surface of Fury. AngerInSpaceLow = Anger's orbit passes through one of Fury's intense radiation belts and makes the geiger counter wish it was back at home. AngerInSpaceHigh = The geiger counter wishes it could sit in a stronger magnetic field right about now. //Hydrus HydrusSrfLanded = The geiger counter is too busy stairing at the floating islands right now to respond. HydrusFlyingLow = The geiger counter yells "WATCH OUT FOR THAT FLOATING ROCK YOU FOOL." HydrusFlyingHigh = The geiger counter thinks that those floating islands might not be entirely stable. HydrusInSpaceLow = The extreme magnetic field around Hydrus has collected an impressive amount of charged particles. HydrusInSpaceHigh = The radiation belt around Hydrus wants to know if you can come out to play. //Hydron HydronSrfLanded = The geiger counter kind of wishes it could go visit Hyrus now. HydronInSpaceLow = Hydron's lack of a magnetosphere is not suprising. HydronInSpaceHigh = Readings fluctuate as the moon orbits Hydrus. //Rhode @KerbinSrfLanded = We really got lucky with this planet. A strong magnetosphere and atmosphere protects us from most cosmic rays. @KerbinFlyingLow = Beep...............Beep...............Beep. @KerbinFlyingHigh = The geiger counter thinks it can see a glowing band of radiation just beyond Rhode's atmosphere. @KerbinInSpaceLow = There is definitely a glowing ring of radiation out there. @KerbinInSpaceHigh = The geiger counter wonders what a geiger is.... and why it is supposed to be counting them. //Lua LuaSrfLanded = The geiger counter is quite comfortable here LuaFlyingLow = The thin atmosphere does a decent job of shielding against cosmic rays. LuaFlyingHigh = It would probably be safer for us on the ground. LuaInSpaceLow = The geiger counter takes a break while Lua passes through Rhode's magnetopause. LuaInSpaceHigh = Lua's magnetosphere is quite lumpy. //Armstrong ArmstrongSrfLanded = The surface is completely unprotected from cosmic radiation. ArmstrongInSpaceLow = Armstrong has no magnetosphere to speak of. ArmstrongInSpaceHigh = The geiger counter has no idea it is even near a moon. //Ash AshSrfLanded = The surface is covered in fresh lava. Fortunately, this moon has a very low abundance of radioactive heavy metals. AshInSpaceLow = There is a dainty little band of radiation circling Ash. AshInSpaceHigh = The geiger counter thinks Ash's magnetopause is funny looking. //Scaythe ScaytheSrfLanded = A spike of radiation has been detected at Scaythe's poles. No one knows how it got there. ScaytheInSpaceLow = The geiger counter sees fuzzy balls of radiation at Scaythe's poles. Probably best not to go there. ScaytheInSpaceHigh = The geiger counter begins to yawn. //Scindo ScindoSrfLanded = The surface of Scindo is littered with radioactive material. Perhaps we should be going now? ScindoInSpaceLow = The radioactivity from the planet below is making a strange humming noise. ScindoInSpaceHigh = The geiger counter thinks it would be a bad idea to land on Scindo. //Gateway GatewaySrfLanded = HaXorZ GatewayFlyingLow = The geiger counter wonders what it did to deserve this. GatewayFlyingHigh = The geiger counter begs you not to go any deeper. GatewayInSpaceLow = A thick band of intense radiation surrounds Gateway. Why would you come here?!? GatewayInSpaceHigh = A thick band of deadly radiation surrounds Gateway and it's rings. //Proxim ProximSrfLanded = The needle on the geiger counter spun around twice then flew off. ProximInSpaceLow = Proxim orbits inside of Gateways radiation belt. This may be the most dangerous place in the entire solar system. ProximInSpaceHigh = The geiger counter does not know how to count above a bajillion. //Kohm KohmSrfLanded = The geiger counter is quite comfortable on the surface of Kohm. KohmFlyingLow = There is almost no radiation here. KohmFlyingHigh = The geiger counter can taste the ionosphere. KohmInSpaceLow = The geiger counter is just glad we did not go closer to Gateway. KohmInSpaceHigh = There is a gentle ionosphere around Kohm that shields it from radiation. //Eidos EidosSrfLanded = Eidos is slightly sheilded from cosmic radiation by Gateways magnetopause EidosInSpaceLow = The geiger counter thinks Eidos looks like a mint dip 'n dot EidosInSpaceHigh = The gieger counter thinks we are dangerously close to Gateway's outer radiation belt. //Ansia AnsiaSrfLanded = There is nothing to protect Ansia from the periodic onslaught of charged particles from Gateway. AnsiaInSpaceLow = The geiger counter begins to count: "ONE geiger, hahaha. TWO geiger, hahaha. THREE geiger.....hahaha." AnsiaInSpaceHigh = The geiger counter starts to cry as Ansia enters Gateway's outer radiation belt. //Jade JadeSrfLanded = With no atmosphere or magnetosphere, Jade is essentially naked....in a cosmic sense. JadeInSpaceLow = The geiger counter can see a fuzzy glow around Gateway from here. JadeInSpaceHigh = The geiger counter begins to yawn. //Rock RockSrfLanded = Rock is covered in radioactive....rocks. RockInSpaceLow = The geiger counter detects a low level of radiation emanating from the surface. It is probably dangerous down there! RockInSpaceHigh = Rock has no protection from cosmic radiation. //Vasto VastoSrfLanded = All ice and no Magnetosphere makes Vasto a dull boy. VastoInSpaceLow = The only radiation here is the glare from Vasto's albino surface. VastoInSpaceHigh = Perhaps Vasto is a projectile in a cosmic snowball fight between Kerbol and Tempus! //Voss VossSrfLanded = The geiger counter dies of boredom. VossInSpaceLow = The geiger counter questions the meaning of it's existance. VossInSpaceHigh = Voss has no protection from cosmic radiation. //Kerbol KerbolSrfLanded = Uuuuuuummmmm?!? KerbolFlyingLow = Wut Wut?!? KerbolFlyingHigh = How are you doing this? Are you a wizard? KerbolInSpaceLow = STILL......HOT!!!!! KerbolInSpaceHigh = The geiger counter feels sorry for the old star. //Tribute TributeSrfLanded = Kerbin's surface was blasted off long ago. The remaining core is still radioactive and dangerous. Perhaps we should be going now? TributeInSpaceLow = The surface is radioactive and dangerous. Are you sure you want to go down there TributeInSpaceHigh = Looks hot down there. The surface is glowing with radiation. //Dynasty DynastySrfLanded = The geiger counter thinks Dynasty is a nice place to visit. But, it wouldn't want to live here. DynastyFlyingLow = There is very little activity on Dynasty. DynastyFlyingHigh = The geiger counter twiddles it's thumbs as it waits for something to do. DynastyInSpaceLow = Dynasty has no magnetosphere but the surface looks fairly safe due to it's atmosphere. DynastyInSpaceHigh = The geiger counter thinks it sees a giant face on the surface of Dynasty... then realizes it was just the shadows playing tricks. //Drohze DrohzeSrfLanded = The surface is slightly radioactive. Perhaps it was once impacted by a giant radioactive asteroid? DrohzeInSpaceLow = The geiger counter clicks happily as it skims the surface of Drohze. DrohzeInSpaceHigh = The geiger counter detects a low level of radiation on the planet's surface. //Janus JanusSrfLanded = The surface of an ancient gas giant should be increadibly radioactive. Yet some how, Janus has virtually no radiation below its clouds. JanusFlyingLow = Virtually no radiation detected here. How is this possible? JanusFlyingHigh = The geiger counter suddenly stops clicking. You wonder if it is broken. JanusInSpaceLow = The radiation ring around Janus reminds the geiger counter of its favorite donut. JanusInSpaceHigh = Janus has a very uniform magnetopause. This is probably due to the lack of stellar wind and attention from its home star. //Tau TauSrfLanded = Tau has a very active core and a healthy magnetosphere around it. TauFlyingLow = Tau has virtually no radiation in it's atmosphere. TauFlyingHigh = The geiger counter feels right at home. TauInSpaceLow = Tau has a healthy magnetosphere around it. The radiation bands around the planet are only slightly scary. TauInSpaceHigh = Tau is sheilded from most radiation by Janus's magnetopause. //Eterna EternaSrfLanded = There is no radiation here... but lots of snowboarding opportunities! EternaFlyingLow = The geiger counter begins to shiver. EternaFlyingHigh = The geiger counter waves goodbye to the cosmic radiation. EternaInSpaceLow = Eterna has no magnetosphere. EternaInSpaceHigh = Eterna dips in and out of Janus's outer radiation belt. //Talon TalonSrfLanded = Talon's poles are quite radioactive. You wonder if Talon's Santa Clause has a nuclear powered sled. TalonInSpaceLow = The geiger counter is detecting radiation anomalies on the poles of Talon. TalonInSpaceHigh = Talon is safe within Janus's magnetopause. //Lond LondSrfLanded = Lond has no protection against cosmic rays. LondInSpaceLow = The geiger counter is not interested in what Lond has to say LondInSpaceHigh = Lond is pretty boring from a radiological stand point. //Verna VernaSrfLanded = On a planet this inactive, a geiger counter might as well be called a geiger waiter. VernaFlyingLow = Nothing of interest here. The geiger counter goes back to sleep. VernaFlyingHigh = The geiger counter waves goodbye to the cosmic radiation. VernaInSpaceLow = Verna has no magnetosphere. You are just measuring the background radiation. VernaInSpaceHigh = The geiger counter begins beatboxing out of boredom. } } Thank you for the wonderful mod!!
  10. Ahhh brilliant! Looks like it is time for me to dig into that tab haha
  11. I really like that too. Buuuuuuut, it can get you killed when EC is tight and you forget to turn them back off . Thats easy to work with though and overall I love the change.
  12. You basically just described my first experience with 2.2. I thought it was great and introduced alot of interesting problems to solve that spiced the game up. Love it! Will experiments complete in the background? For example: if you turn on a grav sensor on a polar orbit, can you leave it and let it slowly collect grav data from all of the biomes while you fly other ships?
  13. I was one of the people that accidently got a copy of 2.2 and I actually really enjoyed the new way yall are doing science now. I was tempted to switch back to it but decided to at least wait until a stable version is announced XD. You guys put some really great ideas into Kerbalism and it is awesome that you still adding new ones!
  14. Thanks so much for the quick reply Cruesoe. I guess I should have read the previous posts more carefully b/c I did not even realize that I had installed version 2.2. You hit the nail on the head though. I have 2.1.2 installed now. Thank you!!
  15. I am having the same issue. Is this a known issue? I do not see anything listed on github and my search of this topic did not find any other people mentioning it other than Mr. 3x01 here. This makes me wonder if i am doing something wrong. Specifically my mission is to perform a crew report while flying below 19km over a location. I enter the location and begin/complete the experiment but the contract does not complete. I am certain that I am at the correct location, at the correct altitude, and performing the correct experiment.
  16. I posted this to github (here) but I suppose I should put it in the support thread as well incase someone else searches for this. KSPIE 1.19.4 and KSP 1.4.5. Mods installed - KSPIE (and packaged mods), karbonite/karbonite+, hyperedit. A ship with an ACTIVATED Closed Cycle Gas Engine will be deleted from the game when you scene change to it. Steps to reproduce: Make a ship with probe core, LH2 tank, batteries, radiators, and a Closed Cycle Gas Engine. Launch it or hyper edit it into orbit activate the engine Switch to the space center Switch back to the ship Observe the ship load momentarily and then vanish before/when physics kick in. The height indicator changes to 00000 and the speed indicator changes to NAN. See this imagehttps://i.imgur.com/ybn4bDA.png Activating the engine is a must. If the engine is not activated, the ship will load like normal. Also, activating and then deactivating the engine will still cause the ship to vanish. I also tried using methane instead of LH2 and tried switching fuels after activating. Activating the engine appears to be the crucial step. Also, it will not happen when the rocket is still on the launch pad.
  17. @FreeThinker FYI. The link to the support thread from this thread is broken. Removing "&do=edit" from the end restores the link.
  18. If the other folders are missing, then you need to add them as well. They contain files that USI uses for all of his mods. Also (just in case you dont know this) if you copy the UmbraSpaceIndustries folder into GameData, it will not overwrite the existing UmbraSpaceIndustries. Instead it will add any missing contents to it and prompt you about overwriting any duplicate files inside. The way I do it is to copy all of the folders into the GameData folder. When it hits a file that already exists, the computer asks me what to do and I tell it to skip the file. USI is really good about making sure all his mods use the same version of the common files. So you are probably safe to do the same as I did as long as your other USI mods are up to date. I removed the unwanted parts by going into the Karbonite and KarbonitePlus folders and deleting the contents of the Parts folder.
  19. USI main page: https://umbraspaceindustries.github.io/UmbraSpaceIndustries/
  20. I think that wiki page is out of date and those specific scoops were removed some time ago. There is a new scoop found under Experimental Science called "Atmospheric Particle Scoop." Also note that the patch notes say you must have KarbonitePlus installed (I deleted the parts from the KarbonitePlus folder because I was not interested in Karbonite engines).
  21. @FreeThinker Sorry for not replying like 2 months ago. I went on vacation and didn't pick the game up again when I returned. Quick reminder of what I messaged you about: The X11 Spherical Tank causes phantom thrust when it has been tweak scaled and is partially empty. Original post here The answer to your question was: I only changed the "amount" not maxAmount. The problem still appears to exist in the most recent build. Someone posted a solution at https://github.com/sswelm/KSP-Interstellar-Extended/issues/225 . Changing MODULE { name = TweakScale type = stack_interstellar_275 defaultScale = 1 scaleFactors = 0.5, 0.75, 1, 1.5, 2, 3, 4, 6, 8, 12, 16, 24, 32, 48, 64 } into MODULE { name = TweakScale //type = stack_interstellar_275 type = stack defaultScale = 1 scaleFactors = 0.5, 0.75, 1, 1.5, 2, 3, 4, 6, 8, 12, 16, 24, 32, 48, 64 } appears to fix whatever the problem was. Will this have some consequences that I don't know about?
  22. Thanks for putting an atmospheric scoop back in @FreeThinker! I was wondering why I could not figure out how to collect fuel around Sonnah .
  23. I think I have found a bug with the Radial Cryogenic Liquid Fuel Tank X11 that causes phantom acceleration and/or spontaneous disassembly of the craft. To recreate: 1. Clean install with only KSPI and hyperedit. 2. Build this ship and tweakscale the X11 to a larger size (decreasing size was not tested). You MUST tweakscale the X11 for the bug to appear... the standard size appears to work normally. 3. hyperedit into orbit 4. either burn fuel or use hyperedit to reduce the amount of LH2. Using hyperedit to reduce the fuel to 0 causes the command pod to rocket off into space at the speed of light. I discovered the bug in my main game which has 50+ mods in it. My ship in that version has several X11s of different sizes and most of my troubleshooting actually happened with that ship. It appears that once a tweakscaled X11 has it's fuel reduced to about 50%, the phantom forces appear. The closer to 0 it gets, the greater the acceleration. It also appeared that the effect is amplified when the X11 is tweakscaled to larger and larger sizes. Rapidly emptying many scaled X11s is a down and dirty way to exceed the speed of light haha.
  24. ^I found the above quote while looking for a way to add the TCA modules back into the plane that I mentioned in my previous post and I would like to beg for a bit of clarification. I have located my vessel in the save file and I launched a version of it that has the TCA modules installed to use as a reference. Do you mean copy the "ModuleConfigs" and the "EnabledTCAParts" sections? Or are there other nodes that also need to be moved over?
  25. One of my planes appears to have lost many of it's TCA modules and I am unsure if I just experienced a bug or I made an error. I am certain that the plane launched with the correct modules because it has them in the VAB and on the launchpad. The plane docked in orbit around Kerbin with a transfer ship and is now on the surface of Laythe but is missing the VTOL modules. The transfer ship does not have any TCA modules installed. Could this have somehow wiped the modules from the plane when I docked? I also renamed the plane after landing on Laythe but before attempting to use the VTOL abilities. Does renaming or changing the icon of a ship affect the modules in anyway? I do not know if this will help, but this is a link to my output_log.txt: https://drive.google.com/open?id=0BzsZI1NOlHQpSTlhZllCNnYxQk0 Thanks mate!
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