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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Yep. I don't use Stail class enough to have noticed that. Maybe there's a bad attachment rule on it. There's no licensing issue. OPT is Sharealike, and OPT Legacy (unlike Main) has always been open for folks to donate parts into. Though there are plans concerning fully adopting OPT. Install World Stabilizer. The spawn bug is caused by a collider issue (which is now a huge deal) in the J docking ports, Humpback cargo bay, and possibly other animated parts.
  2. @Luc1fer You're missing ModularFlightIntegrator. Nothing in the Kopernicus download is optional. Also, I don't see Kerbalism. Kopernicus and Kerbalism are two entirely different mods. Please don't confuse the words.
  3. @Vaga My suspicion is that WBT does not scan recursively (check subfolders and their subfolders) for files to rename. And these subfolders are where the configs are. Try making the following changes (with appropriate adjustments per play mode) to all the relevant config files (or just CRP and Classic) at the Templates folder. // existing WBIPLAYMODE { //Name of the play mode name = Classic Stock //Path templatePath = WildBlueIndustries/000WildBlueTools/Templates/ClassicStock } // new WBIPLAYMODE { //Name of the play mode name = Classic Stock //Paths templatePath = WildBlueIndustries/000WildBlueTools/Templates/ClassicStock/Production templatePath = WildBlueIndustries/000WildBlueTools/Templates/ClassicStock/Storage }
  4. @Duhya @Vaga I think I know why that is and have left a message for Angel, explaining why it may be so.
  5. All of the engines from Nertea's MkIV Spaceplane System are in NF Aeronautics. There's also the all new Project Eeloo atomic multimode engine.
  6. Generally you do any combination of the following: Install BetterTimeWarp for higher timewarp limits spam tanks on your interstellar ship then point and (shoot) burn like a madman grab lunch because these burns will likely be very long install a mod that provides some form of FTL tech, which may not always be readily able/prepared for you to get around
  7. If you're not editing the files directly then maybe you're doing something wrong in your patch config. Show your config.
  8. The throttle can jam, it can refuse to shut off, and it can explode either randomly or on demand after it failure to protect the ship.
  9. That mod has been broken since 1.3.1. There's no working around it. When ProtoJeb gets the memo and gets back on it, it will work again.
  10. @spacecoyote Your efforts making a visual bundle for OPM will be greatly honored...but will not be included in the OPM download. Poodmund's OPM-VO has never been bundled with OPM, and when installed with GPP, GPP lends its own visual assets to it. You're welcome to publish as its own mod, then share it and screenshots here, and we'll promote it however we can otherwise/ it will promote itself to whoever visits this thread later on.
  11. @Hotel26 Awesome plane, and I'm glad you have something new and functional for your squadron... but what I built is not Skylon. My plane is from the LAPCAT A2 concept hypersonic passenger plane (also British/European). The SCIMITAR engine goes with this.
  12. @Mecripp ooooo. I'm honestly truly surprised at this. Pardon my negativity and lack of wisdom. As for just changing the link to another plume I didn't consider that. I figured the OP wanted exactly the Panther's plume but recolored, and wouldn't accept anything else.
  13. While I'm in this thread.... I finally launched a warp ship (in sandbox) to Epona, which orbits Grannus, and went about laying flags and footprints via OP VTOL/HOTOL spaceplanes.
  14. You better do something with the new SCIMITAR 2.5m jet engine I put in there. Based on the real concept, it's even more advanced than SSTO engines and appears after them in the CTT. It's not meant to help you go to space but it'll push further than a Whiplash cluster, with efficiency near that of a Dry Panther.
  15. Lithium makes for heavy-lifting ion engines. And because it's Near Future stuff, I provided the options. I've seen players (however rare) use OPT with Near future ion engines.... And I tried it myself once.
  16. @NHunter Yeah, the cockpits aren't meant to hold cryofuels. I thought it odd to allow that there. Most propellants have the same "units per volume" value because that's usually how it is with B9 tank types. I've never tested the Lithium tank type to see if it was insufficient.
  17. Harvesters (at least exospheric, maybe atmospheric too) produce 10% or 1% of the displayed resource abundance. So maybe (anyone, please correct me) if you deploy an exo harvester on a resource with 0.001% abundance, will it not produce 0.00001 unit/s? To gather just 100 units of anything at this rate with one, probably large and costly harvester, would incidentally take a year and a day in-game. And no one is going to settle with just 100 units of something super rare. So harvest time already easily measures in years or (if one is determined) decades. The typical and far easier way to balance resource harvesting is to make the harvester costly in electric charge or to nerf the devices that use the resource afterward. Where is the fun in having resources measurable at nano-scale? At this point it's better to dump the mod that involves this resource and install something that provides an alternate path to whatever is required of it, or players will ask how to edit CRP files to make the resource more abundant.
  18. The source files would be the 3D object files in Blender, Autodesk Maya, etc format...the Unity projects...and the C# files for the plugin.
  19. No, there is no plan, but you're welcome to start. Localization framework is already in place. Just copy and rename the English file, then delete and change what you must.
  20. Yeah. Some of us aren't bothered by the need to change kerbal suits so conveniently so Sigma Replacements was not built with much in terms of UI or features for that. TextureReplacer has you covered. What is SGP? in any case, the PDF included in the GPP download will help a lot more than the wiki will in terms of numbers. The GPP wiki uses data from the PDF. To get the Ap and Pe from an SMA you do, respectively (1 + Eccentricity) * SMA and (1 - Eccentricity) * SMA.
  21. The basis for my statement lies in my experience that the texture (which doesn't always exist; doesn't always accompany the plume's model file) is usually only for the plume's alpha, to shape and discern its opaque parts from its transparent parts, and the plume is colored internally/ in Unity. Recoloring the plume texture will only lead to messed up transparencies and maybe messed up color...if anything. I can make plumes so I would know.
  22. Yes it is. Once you're at the KSC view you can change the head and suit on any available kerbal. Sigma Replacements does not allow changing kerbal suits on-demand/mid-game, afaik, but does allow giving custom suits per individual and I think, per level. Assuming the coat hangar is an MH feature, I strongly doubt anyone is going to go wild making mods that require MH.
  23. ....which does not provide fuel switching. So it's not an option. B9 Part Switch is incredibly light versus IFS. It's only the plugin and a few config files; no parts to think about deleting. About IntakeAtm, this provides for air-breathing engines that work on planets other than Kerbin and Laythe, and preventing the player being locked into using just a few specific intakes that will work on these planets. And other popular mods make use of this. My experience says no. Feel free to look at my mod, OPT Reconfig: one of its main files: OPT_B9PS.cfg and its CRP folder for insight into how things will look, and my earlier comment that shows how much easier it is (for anyone) to add tank options to meet their needs. There are some (just 1 or 2) entries for mesh switching parts too, but they are there, working just fine. Feel free to ask me or @blowfish for help at any time if you start.
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