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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @RocketSquid I don't see a problem with that imo. Care to explain a bit? I'm curious to if this process exists in Kerbal Health already, what resources are required and if this process allows adding other resources.
  2. Grand show-off time. I'm so close to finishing... But there are a dozen icons to make still (the converter template ones like IronWorks, BrewWorks... and the special Buckboard ones like the Ore-burner fuel cell). And there's the problem of varying degrees of overexposure on the part. Snacks! This might change. I used Graham Crackers but someone asked me if Waffles, and Waffles sound so much better.
  3. @Gameslinx Assuming this is the plane that struggled, it's clear why it flames out so easily. Assuming there are Rapiers, the tiny intakes here are quite insufficient to feed them at any significant altitude and speed. Assuming that's a nuclear reactor in the middle of the plane, it may be running Thor Tech WarpJet engines which are much more demanding for air than any liquid jet engine.
  4. To fix the ReStock problem, save a file anywhere in GameData with the file extension .restockwhitelist and paste this one line inside it. I named and saved mine as GameData/WildBlueIndustries/Snacks/Snacks.restockwhitelist Squad/Parts/FuelTank/RCStankRadialLong/
  5. There shouldn't be any interference with parts between the LS mods. There is usually only unneeded redundancy. Lately I only use Snacks and might use TAC. If there's any trouble with my config and SSPXr it is I who needs to be informed. It's not publicly released so I'm not actively supporting it.
  6. @overkill13 The compatibility between MKS and EL is (obsolete and) kept within MKS and may be as a .txt file so that it does not activate. If it is still as a .cfg file then that's to not violently disrupt users of MKS+EL when MKS+GC solidified.
  7. @LatiMacciato That's cool, actually. I'd like to point out though, that some of your configs require the use of multiple LS mods. (It's a bad idea to mix LS mods. Doing so only gives you needless mass and headache to manage.) If you're interested in my config you can go here: https://github.com/JadeOfMaar/sandbox/releases/tag/sspx-1.0
  8. In Snacks! (without Pathfinder) the SSPXr greenhouses use the one module: the Snack Grinder, which simply grinds Ore to make Snacks. If you're asking for the greenhouses to generate Snacks out of literally nothing, then you have something else coming. The reason they use only that module is because Snacks! tries to remain as simple as possible and has no advanced resource chains. SSPXr has no config for Snacks + Pathfinder (where there is an advanced converter that sips on Water, Compost and EC per second but only delivers X days' worth of Snacks after X days). Actually I made such a config but it is unreleased and untested, and fully converts SSPXr to use all of Angel-125's Pathfinder modules where possible. It, however, requires that you use Angel-125's Classic Stock system, and peaceful coexistence/cooperation with the other compat patches in SSPXr is not guaranteed. Only the MPL gets a Snack Grinder but any cabin parts get Soil Recycler. The Hitchhiker can has what you're asking, and there shouldn't be anything stopping ReStock from doing its business.
  9. I'd rather a stock tri-propellant engine not happen. There are many other means to high thrust with high Isp propulsion that Squad ought to release to us, if anything, all while using bi-propellant or single + EC combinations. Let's discuss the viability of the SSME with a bell extension for vacuum optimization-- that kind of power with any Isp boost, however small, and its small bulkhead size (unlike the Rhino) will speak very loudly to the playerbase. Related, there aren't enough resources in stock to play with: LiquidFuel being abstract and serving in place of Kerosene, Hydrogen, Methane and possibly more; Oxidizer serving as any known, usable oxidating agent, whether actual LOX, or non-cryogenic compounds containing Oxygen. Using Ore as a propellant is just silly and not in any funny sense. Ore is defined in KSP as top soil, dirt, crust, with everything in it that you extract out of it via ISRU. Therefore, the inherent "impurity" of Ore makes it a horrible choice for use as a propellant.
  10. @KiltedKerbal hahahahaha. @damonvv maker of Tundra would like to know your exact location. (Do you have kerbal gee limits on?)
  11. The highlighted text should be on the same level as the PART {} node, not inside of it. For radial items, I would set type = free_square. MM stuff should be consolidated into its own config file and not buried and scattered in the config files for the affected parts. Finally, Tweakscale doesn't work quite right with Angel's modules. When it does work and you get more tank space, if you change the tank setting at any time after, the tank amount will reset (not scale). That leads to part abuse, gameplay balance breakage, and more unhappy players. I could have made, and wanted to make Tweakscale configs for several of Angel's mods already but this is why I did not. Here's a Tweakscale config for all the parts in one of my mods https://github.com/JadeOfMaar/ThorTech/blob/master/GameData/DeepSky/ThorTech/Patches/dstt_TweakScale.cfg. Note the use of :NEEDS and of many part names, comma-separated. This makes it so the patch is only applied if Tweakscale is installed. If the patch actives without Tweakscale, it leads to the log crying out about undefined modules. To get around the problem with Tweakscale and Angel's modules, I made a set of patches to turn all stock tanks into B9 Part Switch powered tanks with many storage options, but I have not released it because it will clash with other mods that affect the stock tanks or add tanks with the stock manufacturers and I have no intention to openly support that.
  12. Try it and see. Mods last released for 1.4 tend to work very well in 1.6. And blowfish is always on the ball afaik with B9PS releases. Also, this: https://github.com/snjo/Firespitter/releases
  13. @MacLuky They are as they are for ease of carrying by an EVA kerbal (they equip onto the backpack if you didn't already know). As they are, it's easy to stuff many of them into a small cargo bay, which you can't do as well with boxes. The Ponderosa (command version of the Casa) is boxed so it can attach to the ground and properly serve as the root part of an inflated base.
  14. Heh. I've nearly finished the next phase of them: atlasing them in PSDs and colorizing. It shouldn't be long before I can simply save/export them all out and publish.
  15. @DownHereInChile I might do the CKAN thing, actually. Re: engine configuration: The ARI-73 (like the ARI-75) gets amazing Isp in atmosphere because its performance is akin to that of a ramrocket which indeed gets an Isp boost by being equipped with a nozzle extension that has its own intakes. Unfortunately, that extension is not there at all. The original mod maker, K. Yeon, either did not know this or boldly disregarded the need for it. The ARI engines should never require an air intake. The ARI-75 in OPT Main requires Oxidizer. I did not change that. But the ARI-73 was entirely redundant and pointless (and the less beautiful of the two) while it still required Oxidizer. I saw the need for an OPT vacuum engine that consumed LiquidFuel only, and the need for an engine that consumed LiquidFuel only and could be super-efficient in atmosphere without Oxygen. The ARI-75 was already great as a super-efficient LFO rocket, setting the precedent for what I did with the ARI-73. Granted it's an OPT engine, I also took the opportunity to hand-wave away the obvious technical issues that would preclude this kind of engine. I've redefined it as a very implausible but highly playable hybrid of a ramrocket and nuclear turbojet. Surely the OPT Propulsion Division staff would have a solution to deal with the thermal and biohazard nature of such an engine, or have an alternate means to extract such Isp and decent performance from LiquidFuel without going nuclear. Also, unlike any nuclear engine (for some gameplay balance) I have denied it any alternator. There's no room to (mis)use the engine to recharge a battery. OPT is well known for having OP engines. (I assume this is the reason that many players who do install OPT actively avoid using OPT engines.) OPT Reconfig serves to not only make them less wildly OP, but to help increase usability of spaceplanes in atmospheres that don't have Oxygen. Finally, if you play in career or sandbox mode you will rightfully find the ARI-73 in the very end of its respective row of tech tree nodes (Aerospace Tech in stock or Experimental Aircraft Engines in CTT).
  16. @ILoveStars No. You don't create the .bin files. Planet configs all have a setting for a cache file. This cache file (the .bin) is generated by KSP itself (only when it does not already exist) and contains the scaledspace model for the planet, produced from the height map and normals.
  17. Finally I can reveal yet another awesome surprise for all WBI fans. All new resource decals for the storage template system (not OmniStorage). This package will cover the stock resources, WBI Classic Stock, Extraplanetary Launchpads, Near Future Technologies, OSE Workshop, and TAC Life Support. In total there will be at least 53 of these... 61 if/when I touch the production templates. And now, the samples. Colors are subject to change... TAC Food, NuclearFuel/EnrichedUranium, Gemstones, PropLox/Hydrolox MonoPropellant, RocketParts, Snacks!, Ore
  18. The problem is, the Mission Builder was targeted towards the Reddit Challenge crowd and the one-off/one-shot nature thereof but it should have been targeted towards making Career Mode more interesting, dynamic, non-linear. That was a major missed shot and something that should have been openly consulted because of how great the divide is between these play modes. The other major problem that Making History had was that it collided with Kerbal Konstructs and/or Kopernicus and interfered with gameplay involving either mods, and with Kerbin-replacing planet packs that explicitly did not want Squad's extra launch sites to appear (and the small issue of where they appear cannot be controlled).
  19. @Space Kadet I ended up looking at your youtube channel a few hours ago. I'm a big fan of your series and I was wondering how you've been coping with the little one and little things. Thanks for the reminder. OPT K could do with a dedicated nose or two. What else are you interested in? I can't say I'll deliver anything but I'm curious to what else the people want. The final straw that burned me out with KSP was LGG's Science Alert borking when I grabbed its latest version (no offense meant to LGG. I'm grateful that he made it available again in the first place, and granted that escape from the lag problem in [x] Science!). After the previous hell I went through just for a science tracking mod and my highly modded science save, I noped right out of playing KSP and out of troubleshooting anything at all.
  20. Nah, you don't need Adobe software. You can make normals with GIMP and so on, and something else (mostly online) to convert to and from DDS. And there's no need to open a .bin file.
  21. I'm spread too thin across mods I own and want to start or finish, and I don't have godly motivation to work like Nertea and CobaltWolf do. OPT being "done" is why I made OPT Reconfig (as long as adding parts is not involved). ...I have a few parts planned to add to OPT but this portion of OPT development is something I'm alone and don't want to be alone with, and I'm burned out on KSP so motivation is all-around low. It would be great if you could do more than just that. But PM me and show me your skills. :p
  22. I don't want to offend, my dude. You should not be trying to get people to make your mod for you or to turn their existing mod into your dream. That's not how things work in community or mod-making, and it will make those of us who have experience actually avoid you for these reasons. You should be learning to make planets yourself and producing little things to develop yourself. Start with one planet and 3 moons. Then make star and a gas giant. Delete them and make new, better ones. As you get better you will see how your celestials can be better, then you will properly dislike everything you did previously. @Gameslinx for example, joined this community with no skill but he had a huge passion for planets and as much motivation to learn as he had passion. Look where he is now, 4 epic planet packs later, and even raising the standard of planet mods. You can become great the same way if you're willing to start small and learn. @StarCrusher96 made Kerbal Star Systems practically by himself. Ignoring all the bad history with KSS, he had the time, skill and energy to deliver, without hoping and praying for someone to join his team. (I'm ignoring the other things here like parts and science defs.) @TheProtagonists similarly made 100+ bodies by himself, out of nowhere. and his mod, The World Beyond, is fabulous. @Galileo is famous for Galileo's Planet Pack, just 31 bodies, but with semi-real textures and at least as much value as any stockalike star cluster mod. He's always making something new, judging it harshly, and scrapping it if it falls short enough of amazing to him. @Pkmniako is where you should be right now. He has just one distant star and a dozen planets and moons out right now for people to enjoy, but he has a few more stars and all of their planets planned. With his mod, Other Worlds (Reboot), he has plenty to show if he ever wanted to inspire and rally people under him to build a galaxy mod. Nope. Some of us may even find this statement offensive. You can inspire other mod makers by building the skills to go with your passion and putting up working examples in KSP (see Pkmniako point). If I were you, I'd have this thread locked, find some teachers, and see how much I really want to put the effort in to make my dream a reality.
  23. @scottadges Given the first two posts at the top of this page, it's perfectly fine to necro this thread vs someone start a new one. I'm not triggered by this new situation (I'm in the company of those who know this legal crap far better than me) but I'm sad in advance for the next flock of mod-makers who're going to walk away, not knowing better.
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