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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @vardicd That's just photoshop, for illustration of the parts being grouped by their titles. It would indeed be nice if there was a mod for that. @Shadowmage I didn't think of all that, actually. I only considered having the anti-grav engines just... not show the load ratings. Personal experience tells me they should be limited to supporting as much weight as allowed by the Max Load parameter. I once built a carrier ship and its shuttle using this engine and so, on a few occasions I've had the unfortunate issues of: When I dock the shuttle upward into its carrier and the carrier's engines are off (and it's landed in high gee like on Kerbin), the shuttle's engines will tear themselves off in attempt to support the combined ship mass. Perhaps the anti-grav engines can have a slider or numeric input for the max tonnage they should allow themselves to support, and shut themselves off if they exceed it? That's my most basic suggestion while I know several factors are in play that make it complicated to determine and apply this limit: the thruster power levels, the rescale module possibly scaling their power throughput, and dividing the mass load between every engine in the same wheel group. The wheel goup feature is extremely convenient by the way, and would make it easy to control when an engine is allowed to operate.
  2. I had some fun and re-titled this into a table leg. I mean, it's appropriate, given its looks and how you should use it. And in kerbal fashion it needs to be funny somewhere. Looks like the first picture won't zoom if clicked but the second one will zoom. The overlay colors and group names are not a mod. It's Photoshop and just to make a point. Test configs download Whoever's interested, come and try this out. This temporary download contains just the config files and a changelog. I would really like to have some feedback on it so I can PR it to @Shadowmage. The antigravity engines don't seem to respect the load rating so I put an arbitrary higher value.
  3. Hey @Shadowmage. I'm aware that my patch does "relative" business while it should be absolute. At the time I was confident no other mod would patch the load strength of the wheels so I kept my config short and used multipliers. Oh dear. My patch, in OPT Reconfig, was present at the time in that 1.7 install, and it's still there. I forgot it was there due to dev work that didn't need the OPT parts themselves to be present. I'll make some time and gather new load values to suggest to you. I'm surprised then that in truly all the time KF was around, nobody approached you about this and offered some.
  4. You're on your own, sorry. I am not going to assemble that. I don't see this mod in that list...?
  5. @Jiraiyah The quote is the answer to your question, my dude.
  6. Someone did report that the MetalOre resource is not being defined for them. But I cannot help as MetalOre is defined within RR if not by EL or CRP and tries to always be defined. Either the person deleted RR's resource definition file and doesn't realize it, or there is a mod installed that deletes MetalOre for whatever reason. I assume this is affecting you as well since you're posting a log. Everything's fine in a fresh KSP 1.9 install for me. I would need to know what mods you have installed that affect resources and cause RR patches to activate. Since the USI mods use MetallicOre in place of MetalOre I would temporarily remove them first. As a test.
  7. @vardicd There is a direct relationship (by default) between thrust and Isp once they're known (or in our case, once they're set) for a given engine. Any rocket engine proportionally loses thrust when its Isp falls. You'll notice that any LFO engine with (example) 90% of its vac Isp (when ASL) consequently has 90% of its thrust ASL. To put this relationship into perspective, imagine this: the faster something is moving (in this case, exhaust particles) the harder it hits when it impacts something. The harder hit (against the inside of the engine bell due to velocity) is, therefore, more thrust. Jet engines are an interesting case as, iirc, the subject of measuring the exhaust velocity of a turbine engine, or just having a unit of measurement for jet engine fuel economy in-game is actually a can of worms. I agree that thrust increasing due to an Isp upgrade for a jet engine is weird. Thrust really should go down or should not change at all when such an upgrade happens. The original dev either wasn't aware of this issue or couldn't be bothered to code the proper behavior. I'm leaning on the former because you learn something new every day.
  8. @nemotiger Thanks for bringing this up. now I'm aware of a big issue and possibly others in these parts. The RR Boxed Convert-O-Tron B ...is supposed to operate at 60% of the large stock Convert-O-Tron but actually operates at 100%. The Boxed Convert-O-Tron A has 60% the capacity of B. Its ElectricCharge consumption also scales down in an extra step that it shouldn't be doing. I must fix that. The Boxed Compressor has 100% the capacity of the large stock Convert-O-Tron but it is a different sort of converter. Its purpose is to pressurize or to super-cool applicable gas resources into their liquid forms, which I believe MKS has no business with. Unlike stock (which I believe is intentionally a parallel-processing capable machine) the Boxed Compressor is meant to be serial, reserving all its ability for a single resource at a time. I could make it actually work this way for the next update but I ponder how much I may upset players.
  9. @Therese The TSC folder inside of KSC Extended contains a config that breaks KK while installed with JNSQ. Delete the TSC folder and KK will resume functioning.
  10. OPT Reconfig has a buff for them already but now I must adjust that buff. Here's what I had for just the airplane wheels: @PART[KF-ALG-Large|KF-ALG-Medium]:NEEDS[KerbalFoundries] { @description ^= :$: Load and heat limits raised by OPT Aerospace Division. // append, not replace @maxTemp = 2650 @MODULE[KSPWheelBase] { @loadRating *= 3 // multiply existing value @maxLoadRating *= 3 } @MODULE[KSPWheelMotor] // In case anyone wants to easily buff this { @maxMotorTorque *= 1 } } @PART[KF-ALG-Small|KF-ALG-SmallSide]:NEEDS[KerbalFoundries] { @description ^= :$: Load and heat limits raised by OPT Aerospace Division. // append, not replace @maxTemp = 2650 @MODULE[KSPWheelBase] { @loadRating *= 3 @maxLoadRating *= 3 } @MODULE[KSPWheelMotor] // In case anyone wants to easily buff this { @maxMotorTorque *= 1 } }
  11. I'm pretty sure the standard measurement is the 12hr Kerbin day. It makes no sense to measure otherwise, as far as I see it. Aaaand this is why it was named JNSQ. Your praise is fully appreciated.
  12. @vardicd In KSP 1.7 (I still use that to test stuff), the wheel stress gauge on the medium wheels/main gear was only about 0.2 each but now, in 1.8, their stress is at least double that, proven in your screenshots. My CoM was also very near those main wheels while yours looks to be centered between them and the nose wheel, and (possibly the killer) I attached those wheels to the wings and not to the center fuselage...forgetting that wings' attach strength is really weak.
  13. I haven't resized them in any manner. Just mousing over the thumbnail in part selection I see the lower "Max Load" values. And this was after I noticed that wheel stress was suddenly higher on them on my small Mk2 plane. The plane weighs 20 tons and the medium wheels broke off when I retracted them.......???
  14. @Shadowmage Hey there. I just installed this mod for KSP 1.8.1 and I'm enjoying the visible changes you've made but I quickly realized that the ALG (perhaps most other wheels, though not the legs) all have their max loads weakened, making them more fragile. I do hope this is a very accidental accident. I'm going to have to write a config now to bandage that.
  15. That's correct. OPM is supported too, actually. No, the scanner does nothing else.
  16. Just added the aircraft/horizontal ops area to S. Musgrave. It was originally a vertical-only place but I saw some serious high demand. It's not gonna be too friendly to super-wide planes due to the facility at the runway's end.
  17. Today I added the aircraft/horizontal ops section to this space center. It was originally a vertical-only kinda place but then I recently cast a poll and saw some serious high demand... It's not gonna be too friendly to super-wide planes due to that facility at the runway's edge... I doubt that I'll move it.
  18. You can access that already in 1.8. Go to the in-flight action group editor (the hammer and wrench button next to or between the resource panel and KSPedia buttons in the in-flight toolbar) and press F2. The main difference is you can't time a sudden event like the moment of impact with something. (Time freeze on pause is instant but you gotta wait while the editor UI crawls in.)
  19. @mreadshaw I've posted an SVG version on GitHub and OneDrive. It will be available in the next release (whenever that is). @ArXen42 Interesting. I also don't like MS Photos app and I'm personally fond of HoneyView but it's nice to see options. @moguy16 Test your machine and judge for yourself. We recommend 16GB minimum.
  20. @StarkRG I can't begin to imagine how MetalOre is failing. It's supposed to be defined no matter what. Please ensure that you have Community Resource Pack installed, that you have ModuleManager installed correctly, and that you have this mod installed correctly.
  21. Mk2 Stockalike Expansion has one or more VTOL engines that use ModuleControlSurface for their tilt function. Have fun with those.
  22. Release 1.2.0 DOWNLOAD :: GitHub :: SpaceDock Added missing Water splitter. Added Kerosene (LH2 + Carbon --> LiquidFuel) converter. Fixed missing outputs in Hydrates Splitter. Fixed Alumina and Mopedantte drills consuming 5x ElectricCharge for their 5x efficiency. Made Carbon output available in CO2 splitter. Made BlackSmith patch only activate if RR Parts is installed. Moved Carbon and CarbonDioxide tank types to be immediately beside each other for Ore tanks. Renamed and rearranged some converters.
  23. @Nicky21 Easy? No. And they are where they are because OPT doesn't try to be super stockalike in performance like Airplane Plus, Mk2 Expansion etc which are expected to fill those early nodes. These are advanced, futuristic parts so the effort is made (especially for the engines) to be distant for any stock part cousins. OPT Reconfig 1.9.2 Adjust Covert Aero tech node's position and cost for UnKerballed Start. Adjust Covert Aero tech node to require both/all parent nodes to unlock. DOWNLOAD - OPT Reconfig
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