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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Remove (Doesn't have to be "delete") the WildBlueIndustries folder from GameData. If any WBI category buttons remain then you somehow have WBI installed elsewhere, hidden in another mod's folder. I have tried 1.7 and not met your problem. You might want to delete GameData/ModuleManager.ConfigCache too.
  2. @Redacted Lol. If it means anything, you should be showing KER's VESSEL panel. Your data is missing the acceleration and max gee values. What I can safely assume is that your aerodynamic load was unreal and you hit a critical point between that, engine gimbal, and the shock cones producing angled lift or drag due to being attached on the curved intercooler... But why the engines are the first to break off is beyond my reasoning. Perhaps they needed to autostrut too, if you didn't already, and depending on your craft, they likely need to autostrut.
  3. @linuxgurugamer I discovered a rather obnoxious bug in KSP 1.7. Pressing the crew assignment tab in the SPH or VAB causes this whole portion of the UI to lock up and become unusable. I cannot use the 4 tools (place, offset, rotate, re-root...note that they have vanished). I cannot pick another part from here to add to a build. I can still use any UI object anywhere but here, including load or save a craft, or exit the editor to shoo the bug away, but the problem returns if I re-enter and click crew assignments again. It only happens with AGExt installed, and I made sure I have the latest of Blizzy's Toolbar, Toolbar Controller, and Clickthrough Blocker.
  4. The MM patches for re-tuning the engines for scaled systems have errors in them.
  5. On the other hand, the point of the exclusives may be to kiss up to the console players because they have been treated particularly horribly, firstly by making KSP available on console in the first place, and secondly because mods aren't available (or possible at all) on console. Kerbal Konstructs and its many content packs existed before Making History's launchsites....And they have gotten far better since. The Mun launch site can be implemented far better as a Kerbal Konstructs package (with a different array of buildings and pads, and easily be something other than a KSC instance) once a modder finds the motivation to do so. Do pardon my answer. I fear I may be derailing this thread.
  6. @Cruzo Converter controls will not appear in the PAW, they will appear in the Ops UI (PAW --> click Manage Operations --> Converters tab). Once you know how to use MM and you know the location and the contents of the file containing what needs to be patched, it's straightforward. Edit: Oh right. You've already seen them but they don't work. Perhaps you're missing some of the new USI modules released with the recent game-breaking mega-update to USI? I can't imagine why those modules don't want to work in flight.
  7. I like where this is going. Well, that's where template tags come in, and having a device carry several omniconverter slots like a Hacienda in OmniWorks mode. Angel makes his mods to be incredibly customizable. Take full advantage of it. If/when you can, use MM to clone a given part and re-tune it so it runs only your brand of converters.
  8. Umm... Phrasing. But I think I get it. You'll want to add an extra WBIOmniConverter module to the given part and set it to recognize new nodes (choose whatever you want, like SQUID_CONVERTER lol, and not OMNICONVERTER) (that is, set templateNodes = SQUID_CONVERTER ) and then populate a SQUID_CONVERTER like it was just another OMNICONVERTER.
  9. Of course. For example, you can make new non-Omni resource templates by making a new STORAGE_TEMPLATE definition, or a new OMNICONVERTER template, and you can customize an omniconverter module to recognize only templates with certain templateTags just like how WBI science parts will only ever show a certain few omniconverters to select from, hab parts will only show another set of them, but certain parts like the Hacienda IMF will let you select from all of them.
  10. The latter is how things are. Look under GameData/WildBlueIndustries/<ModName>/Templates/<PlayMode>/ for the files that contain the template definitions, then look at the part configs to find the WBI storage modules (particularly WBIConvertibleStorage) and the key templateNodes that forces the module to recognize only the desired template nodes.
  11. Note that except for the [airplane engines; the most powerful of the rockets; the tiny rockets] all the stock engines use the same barebones plume. The airplane engines and the big rockets (Vector, Rhino, Mammoth) use ModuleEnginesFX and link to the special plumes through EFFECTS{} --> effectNode (running* ...can be any name) {} --> MODEL_MULTI_PARTICLE{}. Engines that use ModuleEnginesFX don't need the array of fx_whatever = status or sound_whatever = status keys found at the top of the config. ModuleEnginesFX requires the companion keys such as runningEffectName = effectNode; powerEffectName = effectNode, (usually just runningEffectName) in order to connect to them.
  12. @Redacted It looks alright without the drop tanks. Of course, it can't be called SSTO if it decouples anything at all from itself like the wheels too. A black variant is actually a great idea, especially since Restock happened.
  13. So close. The new decals are nearly all done so here's another preview: Ponderosa Habitat, *Ore-burning Fuel Cell, *CommNet (dish in a box), Watney Rainmaker MOLE Lab *Item may only be available in the Buckboards and Coach Logistics Modules-- may require MOLE be installed. Note that Claim Jumper is using an old decal. The Omni series templates currently get no new symbol but that can still change. The POTATO [small] greenhouse and CropWorks [large] greenhouse get distinct decals to help distinguish them. (CropWorks not shown.) Along with the new decals, new and/or detailed descriptions will be provided for most if not all of the Classic Stock resource storage templates to make clearer the natures and purposes of these resources.
  14. @mostlydave @Sabor These points are likely the root of your problem: Your main (rear) gear causing the back of your shuttle to be elevated vs the front. This leads to negative lift or downforce and will unavoidably pin you to the runway as you gain speed. The immense lift ratings of this mod's wings cause the pinning to be far more intense. Your main gear are too far back from the CoM. They should be as close as possible because the aircraft pivots on them when nosing up. Too many airplane designers are not aware of this and suffer this like cattle walking into a slaughter machine. Sometimes your shuttle just needs canards near the nose or tail fins far behind the CoM to create the proper required deflection force to help nose up. This is if by whatever reason, this mod's elevons fail to produce enough deflection force on their own. Check thrust torque in KER, RCS Build Aid or whatever similar mod you use. If you use very powerful engines to push your shuttle, you might be thrusting over your CoM much more than under or through it. Your thrust and thrust torque together may be overpowering the elevons. If somehow none of these apply to you, screenshots in the SPH with markers (CoM etc) and KER visible would be welcome. Then I can possibly tell you that you're just building your shuttles very wrong. (That said I only briefly used this mod so I can't give you a 100% answer.)
  15. The KSP wiki should not be fully trusted then. Very few maintain it these days, its content is quite dated, and you can get a hang of power consumption by just anticipating the min and max EC requirements by one drill, with or without a level 5 engineer. Also, most usage of the RTG by players is abuse and beyond the scope of its original purpose-- to power a tiny craft that does no more than observe planets, produce science, and beam back that science. It should not be the primary power source for any sort of industrial build or otherwise manned craft. That said I have a good idea it can be trouble to have a net gain on EC in a mining craft powered by fuel cells.
  16. Engines? Yes please. Engine mounts? That'd be nice but that'd require Squad to enable parts at large to move when attached to animated parts (example, experiments or solar panels on the insides of cargo doors or, bluntly, stockified Infernal Robotics). Modders can easily make their own using the same stock mechanics within the Juno and Goliath engines capable of reverse thrust. But no modder has provided a pack exclusively for VTOL engines. They're always but a very small item in the feature list of a bigger part pack.
  17. There is a known bug in the thermal system where items that involve Core Heat will require 10x the usual cooling power. To get around it, try experimenting in a new save, or deleting the Squad folder in your Steam install (assuming you use Steam) and using file verification to download it back. The stock thermal system is indeed a very sad piece of work. It's primary purpose is just to make ISRU threaten to overheat and give radiators some purpose.
  18. @New Horizons You're better off offsetting without angle snap and clipping and hiding a science experiment or tiny structural part for a counterweight.
  19. Attach the antenna with angle snap off. Then turn on angle snap and offset it and rotate it as needed. Hold Shift to move and rotate in fine steps. You cannot attach onto a node...without a node. It will not, actually. Holding Alt disables surface-attachment and forces node attachment, but, as the antenna doesn't have a stack node, it has nowhere to go.
  20. @Redacted Ah. Yeah. Caps Lock helps to some degree (that's the toggle for fine control. Works best with RCS and docking) but you're quite right in the "binary" nature of a key press is quite a shortcoming that all keyboard players have to deal with. on second look I think you could have saved the plane if you could pull up more reliably while in the upper atmosphere. But clearly, either the center of drag went far forward or the center of mass went far back, or maybe you needed a bit of forward control surface. The source of your staging problems is in the stock delta Vee. Squad introduced an uninformed assumption about how players (should or should not) build their craft. It assumes stages always end with an engine so it does not measure dV for the not-too-rare cases where a player will attach something after an engine and offset it out of the thrust transform's way. It will not measure dV for an engine attached through or after my ramjet array. So you may want to resume hugging KER's dV panel and even turn off Stock dV.
  21. I don't know the answer to that for sure. There should be settings in Difficulty Options to scale up your contract rewards (just like there is one for science rewards). There's also at least one mod around for scaling contract rewards but I don't know its name. Contract Configurator might have this in it.
  22. You don't need to get the old versions of anything. And SMURFF will cover you just fine. It's THE option for keeping stock parts playable at real scale if you're not a Realism Overhaul and "actual IRL space program" kind of person.
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