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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @Grenartia It's far better for someone to get the answer themselves for a question like this and share that knowledge (because it's in your power to do so -- It's your GameData. It's a simple task to clone your install and try it) than to ask and end up waiting forever... It's a common practice here for folks to ask and and end up waiting forever. Personally, I expect the CurseForge app will get along just fine and would hope that it's not garbage enough that asking about it was justified.
  2. WildBlueTools provides a tiny nuclear reactor, the S.A.F.E.R. Put that on your ship.
  3. @Incarnation of Chaos You got any pics of previous monster plane builds? Some folks want to see.
  4. @Incarnation of Chaos Doesn't FAR make it so seaplanes (anything that's partially but not wholly submerged) are unplayable? Consider making your pontoons (if any) out of procedural parts and maybe consider not even having wheels. Seaplanes don't land, right? Anything that's low mass and high volume makes for a good floatation device. Better if it's a single part so it should handle heat better and not partially break off at splashdown. Scatterer's ocean physics (in case you were away even before KSP2 happened) enables vessels to be much more resilient at the moment of splashdown so they can splash harder without being destroyed. But that physics also adds wave motion so the boat will rock and the invisible rope will trip the runner (meatphorically, these new hazards to look out for. There are invisible physical tides). Since runways are a problem just build a lot of DLC robotic heli engines and make your seaplane also a VTOL. smh
  5. @Spacedude9 You're better off using some free in-browser art app and deciding on your flags far in advance (which would easily count as part of your mission planning). As far as I see things, it's not worth the effort to make an in-game art app.
  6. @Genry1stikman This mod is of the reverse fuel mix variety (see: flying on Titan), where the atmosphere doesn't contain the oxidizer (namely Oxygen) but contains the fuel (namely Methane) and you must carry the oxidizer instead. Alternatively you can try any mod that provides atomic jet engines and skip out on carrying LiquidFuel (for the most part). My mod provides atomic hybrid engines which empower hypersonic cruisers and Eve SSTOs (if that's what you want, and are empowering as long as they don't overheat). The kind of mod you're looking for typically won't exist because of the fact (rather, the more prominenet belief) that Eve's atmosphere is mostly CO2 which kills combustion and simply makes most air-breathing engines useless.
  7. You'll need a part/mod for a larger printer and you'll need to use Extraplanetary Launchpads to spawn it.
  8. I'm not sure what the case is (I see that the CKAN marker is missing on the spaceDock page) but this mod is indeed on CKAN. @JonnyOThan your thoughts on this? Should I hit that tickbox again?
  9. @Xtra Dirt is primarily a mined resource that's used by MKS' ISRU chains. It's a low-grade alt to stock Ore (literally, low-grade ore) and represents the continuous but tiny presence of all other crustal resources that you happen to need and do exist on the current planet but might not exist in the current biome. MKS has parts and processes for sifting Dirt. If you don't use MKS then help yourself and write a converter recipe for yourself for (inefficiently) splitting Dirt into whatever you need. Soil is primarily the waste resource of the Snacks! LS mod (equivalent to Mulch in USI LS) but is treated differently by another mod who's name I can't remember and I don't think it's a LS mod. Part of how Snacks works is that it adds the Soil Recycler converter to some stock parts (namely the Hitchhiker can) and it adds resources to crewed parts at the points of reloading a craft file in the editor or launching from the editors. I don't think it adds Soil tankage to every affected part so be mindful of that. Snacks! adds a few 1.25m tanks (they look like the un-Restocked FL-Tx00's. Can't miss the green on them) which are switchable between Snacks and/or Soil. They'll be in either the Utility or Payload? category or the CCK LS category. Soil is not a CRP resource, I think, so expect it to be inaccessible without the mods that use it.
  10. I have a nice idea for you to try while you wait: NF Construction trusses for a container and inside is Procedural Parts with whatever texture set fits your style. I don't see Nertea agreeing at all to make LiquidFuel tanks mod #120.
  11. Within my solar thermal panel suite is a 50m Solar Moth alike panel expecting to be rated for 98 ThP/s at Kerbin insolation. Two of those will actually only be sufficient for the 1.25m thermal nozzle at 6% throttle (156 kN at 970s, assuming the propellant is LiquidFuel). I'm hoping my math isn't wrong. (I heard @KspNoobUsernameTaken likes stats.)
  12. The feature is promised but is not currently implemented. I want to use Beamed Power Standalone for it but I haven't gotten around to playtesting it for myself and its dev has left the modding scene, by my understanding. I want to make a suite of parts but that's far down in my planned parts timeline and it'll be expecting (at minimum) that beamed power plugin or another lightweight alternative to KSPIE.
  13. @Dcseal Perhaps this? (It uses TU though, and I'm not sure it has a hex value input)
  14. Not by default but I could make it so. I've been thinking hard about custom and proper locked clamps for a long while. The floor itself or the example pylon can be a clamp.
  15. The air tight seal around the joints will (by my guess) consist largely of the lubricant for the bearings and other contact surfaces where the spinning section meets the static section. The lubricant itself will have enough viscosity and cohesion that it also won't eventually try to escape too.
  16. Thanks for the text. Sterling Structural
  17. Try re-downloading and reinstalling B9PS and maybe also NF Construction. Sometimes B9PS spotaneously corrupts and misbehaves like this.
  18. Howdy. I can give you a few reasons why this actually isn't an attractive idea: This kind of idea is incredibly subjective. Everyone has a unique preference. What particular combination qualifies to you might not to the next guy. Merely releasing (let alone maintaining after) clones of parts (even the exact same part) across multiple mods is automatically a chore and likely not fun at all. It's far easier for you the player to install the mods you want then delete or hide the parts you don't want. Either manually or through Janitor's Closet mod. I can argue that "Near Future Technologies" on the whole is a mod (well, it's definitely a mod suite). It's also definitely a universe because it's vast and pretty complete. The small "universe" that you're trying to describe reads more like a starter kit. True enjoyers of Near Future suite do not fear the size of it. They embrace it!
  19. @RedDwarfIV Nice. It's good to know that folks will turn around now concerning the engines. It's a weird and uncofortable place to know that a whole notable fraction of players avoid them. I don't play with Antimatter at all, with or without FFT so, sorry, I have no experience to lend you with that popup window.
  20. I just tried this mod again (v 1.1.2.99 from CurseForge, a little over a week ago and 1.1.25 beta 4 today) (downloads, all versions here) and the same problem I found a few years ago appears to still be there. The kuddle time estimate just keeps climbing and isn't promising. A coder friend pointed out that the accident chance RNG is using its value improperly which leads to 1% or less likelihood of actually getting moar kerbals. I remember that @linuxgurugamer did something for this mod but his work seems to fallen through the cracks in the floor here.
  21. Holy Graham crackers, Batman! ... Nah
  22. Did you make sure to do a clean install of the 3 OPT folders? Delete and replace, not merge the new into the old/existing. It helps to delete GameData/ModuleManager.ConfiigCache when lots of MM problems happen. If the B9PS problems happen to be really bad, consider re-downloading and re-installing B9PS too. The OPT downloads could have possibly corrupted too. Somehow it seems like your OPT install got completely busted and I don't put out that bad of an update.
  23. Congrats on that! Currently there isn't a way but users of my other mods: Rational Resources Nuclear Family or Sterling Systems will have thermal power producing devices. I've wanted to rewrite the OPT power spheres to be sources of ThermalPower but I've been beside myself about it.
  24. The question might be specifically trying to dodge the need for fusion processes. Unfortunately for the OP, I'm quite certain there's no dodging fusion tech.
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