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JadeOfMaar

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Everything posted by JadeOfMaar

  1. The last time I even bothered drawing a canon character of an anime was somewhere in Naruto Shippuden era (when episodes for that were still being made)...And I wasn't a Naruto fan. That's just for reference. Izuku Midoriya... proved troublesome for me, largely due to how cheerful he generally is and the level of abstraction in his features. I expect that next time I draw him he'll turn out very different and maybe a little more easily recognizable. But All Might was easy enough, except for how to handle his eyes without his customary extreme shadow/shading. The girl is my main fan-character for My Hero Academia. I've developed her sufficiently well by (taking my time and) seeing just season 1 and half of season 2? (the U.A. Sports Festival arc). While her quirk can be OP as anything, she has a few decently sized weakness and hindrances built-in, some will wait to be overcome.
  2. If you're looking for Isp changing with atmosphere pressure then target atmosphereCurve{}. That's what everyone uses, and likely nobody uses atmCurveIsp{}.
  3. They will work together well enough. As primarily or largely parts mods, there's nothing to make them clash.
  4. At one point I used Procedural Parts for the Procedural SRB. I could customize not only the SolidFuel stack but the nozzle size, for thrust anyway I don't remember if I could customize the Isp... If this still exists in the current forks of that mod you could do a little MM magic, make a Liquid version and get rolling.
  5. For my science game I did exactly this but I use those to get around the problem of when I want the stock science storage to collect experiments it doesn't have the option to only collect from experiments and will always collect from every other storage device of its kind (namely, all crewed parts). The particular feature is what I want so I can collect repeat experiments and optionally stage the device. I haven't played in some time now... so I don't know if this behavior has changed or if it is better and I never noticed. On the down side, the TST drives have pathetic capacity for their volumes, for my needs (I try to avoid using the science box due to my "collect all" problem), and for their descriptions (they are described as SSDs) so I buff them to hold at least 10x their default. @PART[scienceHardDrive,scienceHardDriveLarge] { @MODULE[TSTScienceHardDrive] { @Capacity *= 10 // buff those puny little 120, 480 volumes } }
  6. Now... I'd suggest you post any craft pics in the OPT Showroom thread, linked in my signature. But I'm glad you posted here. I remembered that the Avatar short adapter was always an absolute nightmare to use. So I just fixed that! The source of its nightmare was horrendous drag cube settings in the Avatar hollow fuselage and cargo bay. They're also going to be internally renamed and soft-deprecated. They'll still exist and be select-able, but not with obsolete, mis-matched internal names and file names. The only thing that will break is their Tweakscale config (if that exists... because I don't control it).
  7. Galileo's Planet Pack: Nero and Hadrian. I wonder if this counts since KSP itself was not involved in creating this.
  8. @oniontrain I expected the log to be too big for pastebin, actually. That's exactly why I said to zip... But I had some hope otherwise. You're using an old version of MOLE (not 1.18) where I fixed the engine plumes proper. @Cavscout74 this might be your case too. In addition, things are causing MM not to generate its cache file. This is a very bad sign (KSP tells you during loading when it fails to generate it) and is a clear warning that you have a broken game ahead. The major trouble-maker mod that you have is Mk2 Expansion. You may have a very old version. Remove that and Mk3 Expansion and see if ConfigCache and the MOLE engine plumes appear.
  9. I'd like to see your KSP.log and ModuleManager.ConfigCache Zip these up and share them online. Do not attempt to paste them into the forum.
  10. Someone else tried that and met with your problem. Part of the nature of the affected USI modules must be incompatible with WBI's swapping mechanism. I recently tried a probe core template but that failed, maybe for the same reason. There may be an integral mechanism that doesn't like being hot-swapped. That said, I'm glad things went well otherwise.
  11. Press the little circle button near the IVA portraits. It's the "IVA Cutaway" button and is stock.
  12. They likely do not become multi-mode. I have enough experience messing with engines to be absolutely sure of it. (And nuke engines shouldn't be burning LF anyway. LF is an abstract of Kerosene which cannot actually lead to NTR-range Isp. Seasoned KSP players understand.)
  13. Make a copy of your KSP install and strip out the weights of any unneeded mods and keep that install for testing. Throw Arkas in it and find out and share the results. I'm very confident it will work just fine but the visual bundle will break. I know this from testing Arkas, Cyran and Cerillion (all of these are The White Guardian's mods) in KSP 1.4. On top of simply turning to garbage (the EVE and scatterer effects), Scatterer 0.05x breaks configs for all versions before this.
  14. @Kielm If you wouldn't mind opening a PR with your Airline Kuisine update, that would be great. I don't update things for USI anymore.
  15. You're welcome. I dug around once for that cockpit but didn't see it. It was removed because once you controlled from its docking port you couldn't change back to control from prograde with it. That's a death sentence if you don't have a big and/or visible probe core in the same spaceplane. Now that you can have multiple control points in a part (stock feature) it could be worthwhile for that cockpit to return. (But I'm not promising I'll dig for it again.)
  16. OPT Reconfig is not a parts mod. It's a utility mod. Its purpose is to make OPT main pack's engines not insanely OP, or harder to use to justify being OP, or to buff them where they're actually sorely under-powered (see J aerospike having too little thrust, and ARI-75 doesn't have a quick response mode for use in vacuum). It also supplies many config-level fixes and re-tunes (therefore the name) such as making the parts less draggy and more compatible with popular gameplay mods in their current states, and it moves some engines around to make them appropriately harder to reach in the tech tree, even adding a tech node beyond AerospaceTech in stock and Experimental Aircraft Engines in CTT. You're not going to be forced to use USI, WBI or Near Future mods. Support for them will simply be there and well-done if you choose to use them. Support for KSPI-E is not provided (never was my kind of mod) but through the B9PS integration provided by Reconfig it's easy for you to add tank types for whatever fancy propellant you want (meanwhile a Firespitter config is utter mess). With Pathfinder by Angel-125 in Classic Stock mode, you can use WBI OmniStorage to instantly be able to select and store nearly anything at all in an OPT tank-- store several resources even, like Configurable Containers or Modular Fuel Tanks will allow you to, and do much more with OPT crewed parts. OPT Legacy recently added two fusion reactors (by default they burn "Dark Goo" and XenonGas) and "WarpJet" engines which burn atmosphere and EC so you'd be delighted and invited to tune those to use whatever KSPI ambient gas resource makes you happy. OPT Main does not need OPT Reconfig, but OPT Reconfig is highly recommended if you want that "does it work in latest KSP?" feel. OPT Legacy does need OPT Reconfig. Much of the MM config stuff between OPT and OPT Legacy are unified in Reconfig so it's redundant to keep them in OPT Legacy. @Stone Blue hi :3 B9 HX is not so OP in my opinion. Parts are incredibly massive, yes, and its reactor could be tuned to not operate as a mega-OP RTG, but its one engine part is balanced for a past era and isn't great at all in vacuum as it ought to be. I've talked to people, I've seen people, who tweakscale other engines to meet their dV needs with HX, or, granted that HX is a sci-fi inspired mod, they end up building so big just to have the immeasurable fuel fraction they need to burn and waste just to get into orbit. Then they build a second ship nearly as big to refuel in orbit, then they're not going to get far at all because the main engine's Isp isn't far from that of any stock engine. That's very much not a pleasant train of thought for me.
  17. WBI Logistics is built-in and is necessary to WBI for the same reasons USI has its own. WBI's own is far easier/less weird (I agree with @shdwlrd) in that in WBI you don't need parts to be manned for logistics to kick in, and you get the following toggles, per resource: Share (of course) Consume/Pull/Hoard Share through vessel (particularly important for sharing EC around) Ignore If you're up to it, you could use the following WBI mods to substitute USI entirely: (shameless promotion) Snacks! for life support BARIS (but tone it down a lot. It's vicious by default) for part wear and failure Pathfinder itself for base building And these non-WBI mods Station Parts Redux by Nertea (ask me for unreleased total Classic Stock conversion patch for that) Kerbal Health for habitation and space radiation. Objectively, WBI and USI are very alike in feature-sets and purpose. Pathfinder is geared towards keeping your base mobile while small, and easy to bring along, physically rearrange, pack up, and carry along. They're not mutually exclusive like Kerbalism and MKS, or any two life support mods. They can easily work together, however, Angel is not a fan of RoverDude, has as much to maintain as him, and nobody who wants USI support in WBI is willing or able to provide that support.
  18. The reason that Rhode is still called Kerbin by some mods is that "Rhode" is merely a display name and those mods don't respect the display name parameter. On the functional level, Rhode is still named Kerbin. Changing it breaks mods like MechJeb and other autopilots (likely, when you change the planet you change the KSC location too), and breaks most contract packs which are hardcoded expecting the homeworld to be "Kerbin" and may be expecting Mun and Minmus to exist too.
  19. Pre-release 0.4 Finished existing heat emissive textures. Added heat emissive to all engines. Enabled cryoengine patch. Upgrades now available to air-breathing and closed-cycle in all engines except SCIMITAR Advent. Adjusted drag cubes in cowls. Changed plumes again. Added spec map to main textures for engines. Full release should come in mid-May? The install path for this will change then. Engine behavior might change a bit too.
  20. Am I to assume you have "Deep Sky" mods? I can imagine how these factor into your problem, sadly. There are no other dependencies for Mk2 Expansion and my mods except B9 Part Switch, but B9 has no business with your resource problem. When you can, send logs.
  21. @linuxgurugamer I discovered (or, was clued into) the need for the whitelist in mid-March. Snacks has had this whitelist file for nearly a month now. So either the complainant is rolling on an older version of Snacks! or they've somehow done something to delete the whitelist file.
  22. Snacks! has a Restock whitelist file since v1.11.5. @Death Engineering @linuxgurugamer
  23. @proteasome Do you have Community Resource Pack installed? Without that the IntakeAtm resource does not exist and intake parts won't have a second intake module for it. Do your intakes have a second intak module? Do they take up IntakeAir and IntakeAtm? If you do have it installed, go to its Localization subfolder and delete everything except en-us.cfg. I'm curious to whether the exact bug I'm guessing at is still there.
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