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JadeOfMaar

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  • About me
    22nd century kerbal engineer
  • Interests
    Graphic design; Aliens and sci-fi/far future things; Near future things too; Hypersonic craft; Anime; Learning to make mods;

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  1. Howdy. You will find that all of the downloads for Sterling Systems and Psi Wedge contain a GameData folder for use as location reference. When you unzip and combine them, everything inside their GameData folder must remain positioned relative to the actual GameData folder. Any other positioning breaks the mods. You must have: GameData/SterlingSystems/<everything> GameData/PsiWedge/ You must not have: Another GameData inside your GameData Anything outside of GameData/SterlingSystems/ unless it's an optional modlet GameData/<Zip file name which tencds to also contain the version number> One mod inside another If you actually have this directory "Ksp/english/GameData/" then I figure you have entirely broken your game.
  2. Assuming you're using RealFuels Stockalike, this path exists. GameData/RealFuels-Stock/000_DEPRECATED/OPT/ Delete the OPT folder here.
  3. There is an RO-related config which makes the engines ask for LqdOxygen but I'm deprecating it in favor of Rational Resources Jet Family which provides fuel switching to them but currently doesn't provide RealFuels-alike options.
  4. @MattST I take it that you need OPT tanks to hold LqdHydrogen + LqdOxygen? If so, I suggest you use Modular Fuel Tanks which causes tanks to choose their contents in response to the engine, or Configurable Containers which doesn't have that automation but (along with Modular Fuel Tanks) allows you to freely choose any resources, how many resources and what fractions you want. If you want a means to gather LqdOxygen then try the "MISPLACED" intakes in Rational Resources Parts. If you need OPT engines to use LqdHydrogen + LqdOxygen then I'm going to have to leave you hanging for a while.
  5. @mateusviccari The one standalone logistics mod I knew and tried is: But there's also the recently created Wild Blue Core and its fuel pump part, by @Angelo Kerman
  6. All interstellar system mods are compatible with OPM because OPM itself is not interstellar and does not fill a huge area that its SOI can clip those of the stars from the other mods. However, any interstellar mod which has a "home-switch" or "system replacer" function (whether on by default or you turn it on) is usually incompatible because the point is to replace the stock planets. Now, seeing as you're new to interplanetary and interstellar I'm going to have to introduce you to a meme I made based on observations of players in the Discord server of an interstellar mod:
  7. New part Supersonic ram air turbine, retractable. On request from a KSPIE user. Its purpose is to provide a very capable aux power source for spaceplanes or fast airliners where solar panels are a bad idea or when onboard nuclear power systems get very fussy.
  8. To some small degree, yes, but with how much is going on with KSPI-E and that I don't use it, largely no. Compatibility exists (as far as I'm aware) in that: Alumina, Mopedantte and Spodumene are kept around, they get placed and get abundance bonuses in some planet templates. Every compatible planet gets rich resource loadouts in their atmospheres, near space and oceans. If there's anything in particular that you're interested in, let me know. I'm curious enough but I can't simply promise it since I want to not end up committing to a big project I might not be very motivated for.
  9. This should be quite helpful. TANKTYPE { name = RRMetals UsefulVolumeRatio = 1 TankCostPerSurface = 1 PossibleResources = Aluminium 1; Lithium 1; MetallicOre 1; Metals 1; RareMetals 1; } TANKCONF { name = RR Metals TANK { TankType = RRMetals CurrentResource = MetallicOre InitialAmount = 1 Volume = 100 } }
  10. The cargo ramps and deployment bay have been confirmed cured of their krakens. (The Avatar ramp's shielding doesn't want to work right now. Maybe it'll change its mind soon.) Some new parts: Wrapper panels for J, K, KH.
  11. You won't have the RR MaterialKits chain because the screenshot doesn't apply to Kerbalism. However, since you mentioned it, I've written a Kerbalism version of it. Is this sufficient?
  12. The ones here: PQS { Mods { VertexHeightMap { offset = -1150 // raises or lowers the terrain geometry. The sea level is static and the reference for the offset deformity = 7500 // Vertical scaling of the terrain. Makes your mountains taller and your valleys deeper ...
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