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JadeOfMaar

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Everything posted by JadeOfMaar

  1. There is no danger. The planets' orbital situations won't change. And Grannus is a dude not a chick.
  2. @reducing What is GEM? (I assume you mean GEP for Grannus) OPM (by Galileo) is the official OPM now so use that. KSC Switcher is phased out now and our configs for it may not take into consideration whether GPP Secondary is installed (known issue) and cause KSC to appear on Gael and give you a hard time. We use the latest version of Kerbal Konstructs for providing alternate launch sites now-- and which is not recommended for use with GPP Secondary. If you're trying to get make GSC work (in essence, make Gael the homeworld) while in GPP Secondary then we're not going to help you, sorry. There are major issues associated with that which we're not inclined to get into. Concerning your OPM and visuals issue, you may want to zip up a log and share it. See the red button in Galileo's signature or mine for guidance.
  3. Project Slenderman A super lean J bodied spaceplane. The OPT engines are quite sufficient for it to enter or leave atmosphere but the Thor Tech engines are for the craft to VTOL and to cruise at great length in atmosphere (mainly where oxygen is not present). I intend for it to go to Gratian in GPP and scout for potential landing sites for bases and rovers. Slenderman steers and glides incredibly well, even at low speeds with such a narrow profile. The main wheels are somewhat far back, disabling it from nosing up from the runway with ease but it's better to have this issue than the CoM possibly eventually moves and the plane becomes very rear heavy. The 2.5m engines fell off as they melted out the inline turbine devices they were attached to (their heat production is too high, which should be fixed now). The craft's aerodynamics are not affected at all.
  4. I made an advanced radiator that consumes water, not EC, and then ablates it for very effective heat control and fast heat loss in space...and in atmosphere. It gives native purpose to the Water tank options in Deep sky Core/Thor Tech (this radiator is why those options are there) and is a decent, innovative mid-game solution that unlocks before Shieldnir and can be attached anywhere on a craft. It will be a great help in keeping engines, power sources and small vital parts cool without needing a lot of headroom, provided there's plenty water to spare or water can be quickly replenished, but its tradeoffs are the limit to the water supply, its high dry mass and potential to produce a good share of drag.
  5. I've been hoping for a superior radiator to add to this mod and it seems that finally I have it. And its name is "Code Blue" for the use of Water (or WBI Coolant), not EC. And it finally gives purpose to the Water tank option in DS Core's pressure tanks for Thor Tech and not for whatever other mod that may have use for Water in spaceplanes. The Code Blue is designed upon the concept fuel-fed transpirator system which consumes main fuel or cryogenic substances to disperse heat faster and serve as a form of ablator during re-entry or the late ascent phase. Code Blue has a new catch-all resource which is converted from supported resources and which is used for the radiator function and as ablator. It defies the rule that radiators have poor dissipation in space due to near zero ambient mass for them to transfer their heat into. The idea is that it effectively releases steam into the void, and its accumulated heat with the steam so that it cools nearby parts much faster, and therefore, eventually the whole ship, except for other radiators that have been active and are storing heat as well. If it was possible (or it is but simply waiting to be explored) this could be made into a steam engine in space. But its thrust and Isp would likely be on the level of the stock RCS thrusters. The Code Blue is incredibly powerful, able to draw 4 MW of heat into itself (it needs to be OP so that its effect means something. Though its stats are very high, it will rarely reach the height of those stats so it's actually still weak most of the time.) but only while its catch-all resource is being refilled so you can leave the radiator module on and not worry about it directly draining the Water when you don't want it to. It is a mid-game heat control device and should be accessible before Shieldnir, and doesn't install ablator module into everything like Shieldnir does.
  6. Gundammmmmmmm! : o <3 But which one? Which series?
  7. There are many mods that don't agree with KJR: anything that allows actuation at joints like Infernal Robotics, KAS probably, DockRotate (rotation on docking ports), the trailer hitches in two rover mods, and very likely any construction mods. And it's a very bad idea to add any other joint strengthening mod on top of it. Phantom forces would be much easier to encounter and get rekt by. KJR and even autostrut may also be a combination to avoid...
  8. The question is "Does Custom Asteroids work?" OPM's config for it is still there. But OPM has a Kopernicus asteroid config now and it will always work (as long as Kopernicus itself works).
  9. @Lightning_Gamer Try your game without OPT Reconfig and send your log again. Thanks to your log I'm on to something. Someone has brought this up before but now it's clear. For some reason the CryoTanks mod's cryofuel tank types are not loading so these options do not exist for your tanks, therefore your problem. (Perhaps also re-download CryoTanks/Cryoengines?) If you still get this problem then there is something wrong with Nertea's mod or some other mod is for unknown reason deleting or preventing the tank types. If the problem goes away then OPT Rconfig will bring its own cryofuel tank types and no longer use those provided by CryoTanks.
  10. You never come short in your designs, dude. And you always supply motivation for me to find something to do with Thalia. As Karborundum no longer personally interests me, it's as hard as can be to settle on something. Meanwhile, I slug about with my Gauss station hibernating in high orbit of Loki. Codenamed Hermes it's indeed a messenger of the gods. Fueled by FusionPellets and Water it had dV for days, and made a 6 year trip in just over one year. It brought with it a spaceplane for those two moons which have atmosphere, two landers for Loki, the airless moon, two probes and a mobile base. This Hermes can be reconfigured to run on LqdHydrogen and can then refuel while hanging low at Catullus or any gas giant (see the big "intake" device between the landers, it's an exo scoop)...but I'm sticking with the hard way and trying to build up a re-supply of FusionPellets and Water.
  11. NF Propulsion has a scanner for Xenon and Argon, and an ISRU for harvesting them. It also adds Ore --> Lithium to the Convert-O-Trons. So you can refill anywhere that you can get Ore. There's a mod called Buzzard Collectors that uses DMagic's dish model as a scoop (more like a particle accelerator that sips on just EC and simply trickles out LF for the stock NTR). Its dev does not know the ins and outs of space resource configs. Resources in space are doable as spherical regions per celestial and can have differing radii and densities. But there's a very bad glitch with the resource system that prevents making these regions very wide around stars, otherwise the abundance curve flips over and becomes 0 where there should be the most, and becomes infinity where there should be least/zero. I've made LqdHe3 configs for the KSS home system, with generous values so players don't have to suffer waiting as long during a harvest. Realistic scarcity is not cool if it makes you have to leave KSP open for hours or days to finish the harvest.
  12. @Ixamus Congrats, man. This is a thread of the month.
  13. Doesn't have to be in Addon Releases. Note that another TOTM is in the Spacecraft Exchange board.
  14. I've begun making parts from scratch. In what mod/whose mod? Who knows... Until I spoil it, that is. The first created part is the KrakenJuice heavy engine for KrakenScience, completed by the KrakenScience dev. (I owe that mod an update-- retune the engine, set better plumes, and write CTT configs.) I only provided the models. I could not UV and texture yet. I have a model for the KrakenJuice jet engine, to replace the lame placeholder one (a squished Whiplash) in the mod already, but its dev has set all his interests elsewhere in (or out of) KSP now, and he doesn't want a heap of engines appearing in his mod. I fully respect that but meanwhile, I'd like for the existing jet engine to look a little better. I just made this too, a 3.75m Fusion Drive with reactor...for, uh, a specific mod. The bulk at the forward end may change, or the overall design may change a lot. Maybe it's not "long" enough, or the reactor section is bloated or too big relative to the nozzle... but I've greatly reduced the thickness of the 5 symmetric plates by a lot, which already helps the aesthetic by a good deal. I may make a very different model soon™ then one of the two can be SA licensed.
  15. My favorite vessel type is SSTO spaceplane. I'm not saying they're the best, but they are what I feel at home with. I generally always build with sci-fi tech too, because I like my planes to reach speeds and provide fuel economies that just can't be done with stock tech and the era that the stock tech and most realism and replica mods are set in. For me, I have enough struggle building a fashionable plane that can haul any kind of weight and perform well throughout its mission, and I prefer crafts that can use the air to cushion their landings and to some moderate extent have the ability to change where they land, meanwhile, I have no hope of landing a capsule where I want when aerobraking is involved.
  16. I'm using several of the Wild Blue industries mods. Pathfinder for the base and launchpad. The launchpad and some base parts gain EL features. Buffalo, the rover mod, for the probe bodies. Included with Pathfinder. DSEV for station parts and the majority of the probe control craft, and the orange tank in the probe launcher. The plumes are custom. I didn't make them bug I rigged them myself. My mod, Thor Tech, changes the plumes for the stock aerospike and the RAPIER (and gives the aerospike what it's been missing forever, greater Isp and gimbal). Better pics of it here:
  17. I brought the Dukes of Hazard to... the moon? I miss my Batmobile now. Anyway this rover is intended to carry the engineer and the next thing or more he or she needs to (re)place on a surface base. Because it really sucks when they hold something and can't run or jump anymore. It has roughly 500m/s in Mono and carries a modest weight in LFO for the fuel cell. I updated this plane too, to be able to VTOL and SSTO from 1g rather than 0.5g.....It's an intentional challenge in that the particular main engines (Razors) are not made for SSTO but are best for the low altitudes and thick atmospheres, and have less EC consumption than the Japier engines which are tuned for SSTOs. These 2.5m Razors get bloody hot quick too... Maybe I should nerf that. Mmmm... profile view... Following this I began experimenting with the Thor Tech radiator. I may have to provide a second one for what I want. It has a novel feature idea inspired by DSEV radiators (by Angel-125).
  18. Heisenberg Airships, one of his mods. Links in his signature.
  19. All these threads popping up asking for mod things to be added into stock. No one seems to consider (and I don't mean to offend, just being matter-of-fact here) ... Whether their request has already been made. Every day someone new asks about stock multiplayer and the run-around debates go on. Squad never gave a clear answer in words, but the fact that it's still not here speaks volumes. It's not about whether it's easy to do. It's about whether it's relevant to Kerbal Space Program. Any engine concepts I've seen concerning aerospace are generally chemical rockets and ion drives. Any engine concept that seeks to exploit foreign atmosphere will very likely be a chemical rocket and I've never seen ideas for off-world fan engines... If any real space agency launches something with a fan engine in it, that launch is not going to be in our lifetime. If it's in a mod already, it has much less chance of becoming stock (in my opinion). Anyone who knows mods well should be aware by now that Squad will do a weak, halfway and bugged out version if they make a mod thing into stock. Once a mod doesn't break easily with KSP updates, and meets people's needs, they ought to download it, keep it around, and add it to their standards for share-worthy craft files. For example, Tantares by @Beale puts the parts portion of Making History to shame. KerbinSide Remastered by @Eskandare wipes out the stock launch sites. Multiplayer, prop fans, more planets, life support, weather... We've asked Squad for years for these things and several if not most have not been delivered. (Several existing mods have become stock...but all we really have to stand on is whatever and whenever Squad randomly decides to surprise us with in the next KSP release.
  20. BLO is a tiny mod and would be no effort for Galileo to post an update for at a moment's notice. BLO is also the kind of mod that runs after every other mod so it's best that BLO alone provides Extrasolar compatibility. I recommended that any BLO configs be removed from Extrasolar and Galileo be pinged when you and Andrew are ready.
  21. @Maffif Try your engines with intense heat production and have your radiators contain parentCoolingOnly = true, and see if your engine releases all its heat into the rest of the ship after very high or highest timewarp. I've suggested this before but no one seems to have tried it to confirm it. MODULE { name = ModuleActiveRadiator parentCoolingOnly = true // etc ...
  22. Yes, there are several combinations of atmosphere pressure and gravity. There are 8 or 9 new combinations (excluding Gael itself, Augustus which is near exact to Duna, and the gas giants). You'll have quite the party ahead. In total there are, I think, 16 atmosphere bodies in total. Have you been inhaling that atmosphere??? Lol.
  23. Probably not. GPO fills the higher orbits with bodies so it's very likely that orbits and SOIs will come too close or overlap. GPO should not be used with any other plant pack that adds planets to the stock solar system.
  24. This is perfect, assuming anyone's part config has a maxPressure key. I've never seen it so I'm not sure it's even valid. If it is valid then be sure to turn on part pressure limits in Difficulty Settings. This feature is off by default but is toggled by RSS or RO, which gives Venus its surprise crushing power. Assuming my suggestion re: Difficulty Settings, I also think a fresh install is not needed. The % modifier prefix is appropriate. It means "edit this if it exists, create it if it doesn't exist," and i'm sure it has been around a long time. Using @ won't work as I'm confident no current mod's part configs contain a maxPressure key for the @ operator to operate on.
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