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JadeOfMaar

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Everything posted by JadeOfMaar

  1. I haven't seen this video but these names come to mind.
  2. It doesn't seem so to me. Try sending daniel a PM.
  3. Ask the Spectra dev (Avera9eJoe) to provide support. It's entirely up to him what bodies his visual mod applies to. Ask daniel to provide support. In most cases it's up to the maker of the other planet mod how OPM blends in with that planet mod.
  4. I did some development on Airline Kuisine (and by extension all of the Deep Sky part mods). This test plane confirms the resolution of a known painful drag problem with the particular intake shown (most of the time) and a worse drag problem with the Mk2 long cabin. If I were to take this craft seriously it would be named the "Flying Dinner Date" because the cabin is meant to provide relatively high comfort for two kerbals. (TAC LS is installed)
  5. Google is your friend. Also, this zip software is free, awesome and beautiful. Bandizip
  6. Never do that. It will choke the forum software. Zip it up and share a link to the zip.
  7. I should have mentioned this sooner and in the OP. (OP is updated now) WBI Integration Some parts in MOLE, Buffalo and Pathfinder gain the upgrade ability to hold Spice Four additional LDEF wedges with spice science appear for MOLE Install just Wild Blue Tools and all resources will be tweakable in the editors The Refinery module (KSP 1.4 only) will let you deposit to and withdraw from local caches under the KSC. (See Far Future Tech by Nertea). At launch your craft will be emptied and it will cost you in career mode to withdraw and fill your tanks. Soon™ Part tips just like on first launch for several of Angel-125's parts will appear for nearly every Spice part, giving you a rundown and possibly revealing little secrets. (This will apply to Airline Kuisine and Thor Tech too.) Soon™ Some engines gain Cruise Control and will let you burn while in high time warp.
  8. It would be nice to have logs if they generated for you. KSP.log (in the main game folder) should be enough now in 1.4. I made sure to have every (other) needed mod installed while making my updates today. Sorry dude, I can't help you if there's no log.
  9. My flares should work just fine in KSP 1.4. The real question is "Will scatterer perform well?" It is known to be very unstable right now, and I have not used it for nearly a month.
  10. Release 1.0.2 Removed dual WBI tank option on Stail docking port, adjusted legacy wing volume in B9PS Fixed bad references to OPT Legacy (This might have kept provoking CryoTanks) In this case I found potential bug-causing things elsewhere, unexpected. Try this update.
  11. A Hermes-inspired station. It has deltaV for daaaaaays. It carries the codename FunHouse mobile base in the DSEV hangar bay, a spaceplane, 2 other landers and 2 probes. This is slightly farther than Eeloo but signal is still very strong thanks to the two dishes on th hangar. The stock reaction wheel at the back is scaled to 3.75m or 5m. The intake-looking thing is an atmo and exosphere harvester but it doesn't work in my install. The station is meant to refuel from the high ambient LqdHydrogen Propellium in Gauss' SOI and have reasonably high dV and ability to go increasingly far from home, but since refueling in orbit is unavailable to me, the main engine uses FusionPellets and Water and has insane dV but ultimately must return to Gael to refuel. CubeSats... Made with Buffalo service bays. They have SAFER reactors inside so they can operate at any planet or moon far from the star. Fully equipped for SCANsat needs. I forgot what their dV is. I'm sure it's a little over 2km/s. The "FunHouse" untested. It's meant to land on the likes of Minmus, deploy its inflatables and be self-sustaining to some small extent. I believe th4 inflatables are 2x Hacienda IMF and 2x Casa IHM.......otherwise 3x and 1x respectively. The base intends to do mining, stock up on Equipment and LFO by itself, and even have (unneeded) hab space so the crew can be "comfortable" for lengthy time periods here. More inflatables are stowed inside and there is/will be room, once landed, to deploy those extra inflatables. The base may or may not move anymore at that point......... Buffalo wheels can decouple and self-destruct. I might use that.
  12. I played KSP for over 6 hours straight, even on stream, and finally started an interplanetary voyage. Half of the voyage (or what needs to be done) is already done...just getting there, landing in atmospheres and planting flags. https://imgur.com/a/LMffY Album with captions. My Hermes inspired station with 2 landers, a rover/mini-base, 2 scanner probes and a spaceplane. Its exit burn from Gael cost nearly 7km/s and the Gauss capture burn cost 10 or 20km/s. (In KSP 1.3.1)
  13. @DracoSilverpath Signal Delay does not exist in KSP....... Unless you use RemoteTech. In any case, signal delay would indeed = don't even try. Lol.
  14. I'm sure there will come a point where no antenna's range can extend anymore and the only option would be to have a mega control hub with at least 2 pilots aboard so it can substitute for Kerbin's DSN and allow for controlling unmanned vessels anywhere within Dawn's SOI. I believe there's an unavoidable falloff that limits how much any antenna's range can reach.
  15. @linuxgurugamer I've ben entertaining the idea that th missing dev eventually might and will drop a big update and cause a (more) hairy situation. Otherwise, I simply don't feel ready to takeover OPT. I haven't yet learned to make a new part and finish it from scratch-- nevermind fix existing ones. I have another reason or two on top of that.
  16. It's just a config bundle. There will never be any parts in it. It causes OPT to be as if it was directly updated for 1.4.x
  17. Last night, before releasing OPT Reconfig and OPT Legacy for KSP 1.4, I made a spaceplane with only Legacy parts. And I tested air-breathing engines at beyond Mach 7. The results were adequate™. I'm contemplating buffing the heat tolerance on those wings. 2500K has often uniquely proven very inadequate for them. Or... everything else is rated for 2700K and above. This absolutely cannot do for Eve ascent vehicles.
  18. It's an easy solution. Open GameData/OPT_Reconfig/OPT_B9PS.cfg and look for B9_TANK_TYPE:NEEDS[!CryoTanks] (practically at the top). Delete this part: :NEEDS[!CryoTanks]
  19. It means OPT main won't get proper or better integration with other things that players need and want like life support and fuel options. Aww yeah. you're welcome. I think I know what the problem is. Do you have Nertea's Cryo Tanks/Engines installed? The tank type is conditional (and should not appear if you have CryoTanks) but the subtype (tank option) is not aware and always expects the OPTOX tank type. I should fix that.
  20. You don't mention in your statement that you have OPT Reconfig installed. I have been error-free the entire time, even a few hours ago in KSP 1.3.1 and 1.4.2. I assume you have it since you're commenting here. What KSP version are you using?
  21. All 3 go into the root (top level) of GameData. Many mod downloads have a GameData folder inside as a guide. OPT Legacy needs OPT Reconfig (not optional) OPT Main needs OPT Reconfig (optional, but then your OPT won't integrate well with other things).
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