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TheKurgan

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Everything posted by TheKurgan

  1. The Phoenix MK VIII, a huge overpowered spaceplane capable of carrying a heavy rover to a moon of Jool, landing and returning without refueling. I built this ship when I first started using OPT, it's up to MK VIII. Easy to fly, and very easy to land... let me know what you think: https://kerbalx.com/TheKergan/Phoenix-MK-VIII
  2. Just for my own personal enjoyment and learning, I have been messing around with Karborundum and Scansat, and the one thing I can't get right is the Variance and Dispersal. I've searched for an hour and nobody has a confident description of what these mean. Could someone please explain: Variance = 50 Dispersal = 3 Thanks. Even though I am just messing around, I'm still trying to keep Karborundum difficult to obtain, (at my skill level in game, it seems near impossible in its current config). I am restricting Karborundum to a specific biome on Eeloo, but I want to make it spread out, and in concentrations ranging from 0% to 5% throughout the biome. I have the scanning setup (that was the easy part) and it works, I have it restricted to the "Lowlands" biome, (that was also very simple) that works too... now if I could figure out the Variance and Dispersal, it would be perfect.
  3. I'm messing around with Karborundum and Scansat, and the one thing I can't get right is the Variance and Dispersal. I've searched for an hour and nobody has a confident description of what these mean. Could someone please explain: Variance = 50 Dispersal = 3 Thanks. I'm trying to keep Karborundum difficult to obtain, but not have it near impossible like it is in its current config... so I am restricting it to a specific biome on Eeloo, but I want to make it spread out, and in concentrations ranging from 0% to 5% throughout the biome. I have the scanning setup (that was the easy part) and it works, I have it restricted to the "Lowlands" biome, (that was also very simple) that works too... now if I could figure out the Variance and Dispersal, it would be perfect.
  4. Yeah, I know that AVC is reporting 1.1 is available, but I can't find it... on git 1.02 is the last release... maybe it's still uploading? No problem though, I just downloaded the whole repository and copied over the gamedata folder... pretty sure that will work LOL
  5. I've never tried this mod!! Strange for me lol. AVC is reporting 1.1 is available, but I can't find it... might be having a brain fart this morning, or is it uploading?
  6. I was thinking along these lines too, but I am just beginning to learn the advanced config stuff... the Vernor has this line in the cfg under MODEL_MULTI_PARTICLE localRotation = -90, 0, 0 and I have no idea what it means.
  7. Still using these little engines... still love them even in 1.21
  8. That is awesome, thank you very much!!
  9. Right now I'm trying to get it to work on an engine from a mod (for personal use only of course) The engine is the subengine_3x from the mod T.G.O.L https://spacedock.info/mod/668/ Radial Engine for spacecraft - T.G.O.L group
  10. I apologize for digging up an old topic, but my search showed this topic, and I have a very similar question as the author. Can you change the .cfg of an engine to make it act as an RCS thruster? I tried taking the cfg from the vernier engine, modifying it and dumping it in the place of the cfg file for a small liquid fuel/oxidizer engine, and it didn't work... I did change the name, the mesh = Vernier_Engine.mu to point to the correct .mu file of the donor engine, and the thruster power. am I missing something critical? is there something in the .mu file that prevents what I am trying to do?
  11. AVC is reporting an update, but the link is bad. AVC is reporting: https://github.com/Galileo88/StockVisualTerrain/releases but I believe your link is: https://github.com/Galileo88/Stock-Visual-Terrain/releases But I don't see the update there. Still uploading maybe?
  12. Don't take this as a nag to update, it's not, but honestly, this is the only mod I would pay money to see updated
  13. I am very happy I could help. I'm sure linuxgurugamer would have fixed it tomorrow, but you get a sense of accomplishment when you fix it yourself. Many of the experienced modders and such may laugh, but for guys like me and PmThay, taking that plunge into the config files can be exciting and rewarding. Like you, I played the game for a long time before I posted, and quite a while before I started messing with the cfg files... I've learned ALOT over the last few months, and now I know my way around them pretty well.. though I still have much to learn. Cheers
  14. linuxgurugamer knows, it's a category typo, there are several parts that say category = 0 when it should say category = FuelTank You can use notepad++ to open all the .cfg files at the same time and search (matching whole word) and replace the category = 0 with category = FuelTank... there should be 8 of them that are actual fuel tanks. I just tried it and it worked perfectly... but be careful not to replace the ones other than the fuel cones.
  15. Thank god, I'm going through Indominus Plasma Engine withdrawal in 1.2 LOL!! Thanks man!!
  16. @linuxgurugamer Looks like several of the cfg files for the engines are missing.
  17. Awesome, when I checked earlier, there was only the source code files for 3.0.15, got it now, thanks. I've been using it for the past couple hours, and I don't see anything else wrong.
  18. SpaceDock is not 100% this morning, I can download the source code from Github, but I don't know what to do with it.
  19. Indeed, I thank you much sir. One of the tanks, KW Rocketry SB-4A LFT / KW2mtankL4A had no category at all, did you catch that one?
  20. Found the problem, all the tanks have category = 0, but they need category = FuelTank arg... 30 sec too late
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