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Everything posted by TheKurgan
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[1.12.x] SpaceTux Industries Recycled Parts
TheKurgan replied to linuxgurugamer's topic in KSP1 Mod Releases
OOPS! wrong thread -
WarpCoreUnit1 A Star Trek Trek inspired warp core for Kerbal Space Program. Dependencies: Alcubierre Warp Drive (Stand-alone) By RoverDude. https://github.com/BobPalmer/WarpDrive/releases At my request, SpannerMonkey created this model for me based on a warpcore model I found on blendswap, and derived a config for it following the configs for Alcubierre Warp Drive (Stand-alone) By RoverDude. which is a dependency for this mod. He has given me permission to modify it as I see fit, and release it. I have heavily modified the config to: 1) The reactor uses Dilithium Crystal (of course) to create LqdDeuterium which the Warp engine runs on. 2) Provide it's own power (850 ec/s) and power storage (1000 ElectricCharge) 3) Provide a way to replenish the Dilithium Crystal from processing ore at a rate of 1 Dilithium Crystal per every 10 ore, every 10 sec. This warp core is a little cheaty compared to the other warp drives out there, mainly because of it's size... and yes, I know... no warp nacelles. I was fed up building warp capable ships and having to use enormous (but very awesome!) warp drives, I wanted something I could fit inside a large cargo bay, and well, here it is! *This Warp Core is a fully self contained warp drive, reactor and ore processor. In order to make use of the reactor and ore processing, first you must "Deploy the Converter" wait for it to be ready (it takes a little while), start the reactor, Initialize the Dilithium Chamber, and if you are converting ore into Dilithium Crystal, Start Crystal Extraction. The ore processing requires exactly 99% of the reactors power output, leaving you with a very small output of 8.5 ec/s to maintain minimal ship functions. Do not attempt to run the ore processor and the engine at the same time unless you have a rather large secondary power source. In order to create a "Warp Bubble", you must be a minimum of 90km above the surface... then buckle up and engage! Change log: This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. Download links: Github SpaceDock Dropbox
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@linuxgurugamer I am getting the same thing as Alpha360 lately, and I can't figure out what is causing it. [EXC 19:59:04.398] NullReferenceException: Object reference not set to an instance of an object JanitorsCloset.ToolbarIconEvents+InstallToolIconEvents.OnGUIApplicationLauncherReady () JanitorsCloset.ToolbarIconEvents+InstallToolIconEvents.FixedUpdate () I don't get it in one of my other installs, so it's being caused by some conflict with another mod.
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No, it doesn't seem to have any effect. I'm fairly familiar with BDA configs and such, as I have been assisting with their testing over the past few months. I just noticed these things, and was curious.
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Found a few issues you may not know about... and maybe they are intended. in many of your configs, you have put in blastRadius = 0 and blastPower = 0 not sure if that is intentional? in the editor they all show up as zero and the TnTmass is showing up as 1 for most of your bombs. A few of your configs have explSoundPath and explModelPath in there twice... not sure if this makes any difference. check the k12bomb.cfg for examples of both. The 12k Bomb.cfg looks normal. I understand that maybe I am completely wrong about the blastRadius and blastPower for your stuff.
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[1.12.x] Auto Actions (continued) [v1.12.2 — 2021-11-05]
TheKurgan replied to Teilnehmer's topic in KSP1 Mod Releases
This is going to help me finish my space missile -
Aren't those GPS guided ballistic missiles? I believe they are. Use a drone or a plane with a targeting cam, to mark a target. "send GPS" make sure it's your current GPS target and try it again. Both worked on my end. Ah ok, the V1 is a GPS guided cruise missile, the V2 is Ballistic.
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Yeah, that's a known issue. The guys will revisit that later, and see if it can be resolved. And I share your dismay with the 50 cal damage... I've brought it up to the guys personally. I don't know if it will be changed.
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Merry Christmas guys!!! Watch the video to see what the tree's special trick is...... I'm in the BDA thread..... what do you think it does LOL. Sorry about the "booping" sound lol... Discord was running on the other screen... and @gomker had alot to say! yes I had to change the base.... the first one was too weak.
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Your best bet is to back up your career save file (and hope it isn't borked), then completely reinstall... EVERYTHING. Make sure your mod's versions match. Having mismatched mod versions, especially when there are dependencies, is asking for trouble, and can easily screw your save. Heed the very clearly marked warnings... or this will surely happen to you again. Take it from someone who learned the hard way.
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[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
TheKurgan replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Finished my JClass. Modeled her loosely after the HMS Jupiter. Called her the KSS Jool -
[WIP][1.3.1] Bugfix for jumping vessels
TheKurgan replied to whale_2's topic in KSP1 Mod Development
That would be awesome!! I very rarely get that jump on launch. But if the lowering effect was a little faster, it wouldn't make a difference. I just find it takes too long when the vessel is first launched, before it touches the runway.