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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @macktruck6666 I have no experience with DRE or RO so my advice might not apply very well, but I think I'm on to two things. 1) In this module: MODULE { name = ModuleHeatShield direction = 0, 0, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle I assume the value of direction is of the type Euclidean Coordinate or Up Vector, so one of these zeroes (most likely the third) needs to be changed to -1 (so direction = 0, 0, -1). Currently no direction is set. If it doesn't work or it works while your pod is falling top edge first, try "0, 0, 1" 2) in this module: MODULE { name = ModuleAblator ablativeResource = Ablator outputResource = CharredAblator outputMult = 0.75 lossExp = -40000 lossConst = 15000 pyrolysisLossFactor = 40000 It's very rare that I see lossConst with a value > 1. This is, as far as I know, a multiplier to the drain speed of Ablator. This extreme value likely makes it all flash away like gunpowder. The lossExp value may be too extreme also. Drop a zero from it. It might help. Also, more surface area means more ablation. The wider you are, the faster it burns.
  2. @Nertea There is a TAC LS problem I haven't been able to wrap my finger around. Except for one or two resources, all the available tank types shar a decal (Ore I think) and some decals can be just barely seen behind it.
  3. Testing a Catullus Ascent Vehicle. It failed miserably -- I went too light on the air-breathing engines and it suffered truly immense drag by design. More boosters (warpjets) and a bigger reactor should fix that right up. (Flare Replacer for sunflares.)
  4. I just told you why KSCSwitcher is gone now. uninstall it if you still have it, and use (only) Kerbal Konstructs.
  5. All of the KSC locations are their own instance now. They all exist simultaneously and you can launch from one and visit the next. It needs KK but it resolves an issue or more with KSCSwitcher and lets you do more with KSC itself (or themselves).
  6. You'd have to get StarCrusher's permission (just so that he knows its happening and won't get triggered) and another capable visual modder to write a patch to shave the weight off of KSS Clouds. The other visual modder has to be willing to download everything and skim all those configs. Visual modding is out of my scope, apart from scatterer sunflares....And it's been a while since I've dealt with scatterer.
  7. You mentioned on my profile that Jool is a different size. Check whether it has different gravity too. A KSS-focused engine pack? Very curious. It's NASA's idea, yes. called Project HAVOC. No, you can only recharge likes by waiting (apparently a whole day).
  8. Not every mod out there is for making things easy but for making things make sense. A 1000 stock part replica of your favorite ship from a game or movie is okay if it's just a trophy ship. Expecting that ship to go as far in-game as it can in the movie --on stock fuel and stock engines --does not make sense. If there's a mod that provides high fidelity parts for building the same ship and dropping its part count from 1000 to < 100, installing this mod makes sense. Refusing to install it because you have a phobia of mods does not make sense. Any attempt to conquer KSS Eve with stock parts does not make sense. I have a mod, part of whose purpose is specifically for helping to make landing and ascent on troubling atmo bodies less troubling, but I have not tested the parts in atmo pressure > 10. KSS Eve is quite a niche thing. The only other planet mod that has such an intense planet is RSS. If someone made a Para Sci alike visual pack for KSS that could very well get more people downloading KSS. I feel pretty bad for Cortwade and his laptop. ....1/3 fps? How do you even play, bro? Pretty. It's also nice to see that you're going places.
  9. "Once in a blue moon" they say, well once was today. I did a stream and setup this shipyard. The first spaceplane delivered 48 tons of RocketParts in 3.75m tanks. I needed to do this 4x but only did it once to prove it, then I cheated the remainder because I stream so rarely and I want to see things get done and places gotten to--and anyone who watched has seen 1000 spaceplane launches by now. For such a great payload it is simply named "The Loader." The second plane is codename NOX Crown r6. It only delivered some crew but has plenty room for life support or Equipment if I had the mods for these in this particular install. The station delivered a build but either the two crafts clipped or that I forgot to remove the launch clamps from the build. Everything exploded quite violently-- even annihilated. In a blink, parts were scattered and 10km away and I have to revert to the quicksave I made just in case. ...I see draws for Stuff, Things, and Stuff and Things!
  10. I should write that big and bold somewhere. The KK dev recently changed how objects offset themselves so Sigma stopped supporting KK. It's on the KK dev to "Finish what he started."
  11. I ran into null spam with KAC while testing the GPP update. I cleared it by deleting all my existing KAC alarms and switching scenes (reverting to hangar). Galileo is probably right. Those alarms (of course) all had references to Gael.
  12. I finished a round of joyriding today in GPP. I landed at this other GSC somewhere in the south...The original GSC is still in the default location. Then I took my very loosely Milano inspired spaceplane for another shakedown run in places very certain. it failed an un-powered decent and lost a wing due to those particular OPT wings (see screenshots above) overloading Shieldnir. I really wanted to land on or near that ice.
  13. @linuxgurugamer If you're not too busy can you do these netkan updates? Thor Tech - requires Community Resource Pack; Deep Sky Core Airline Kuisine (assuming it's not already done) - requires Deep Sky Core @touzenesmy Congrats on the married life. I hope all is well. I'm pretty sure I'll accept. I'm not explicitly asking and I'm not going to rush, but I'm hoping for improved engine models with certain features and can be animated with stock modules or superior plugin mods. I've made your engines sound and perform alright without Firespitter except that I haven't gotten their blades to spin and there's no thrust-reversing anymore.
  14. I sure hope StarCrusher has no plans other than cosmetic value with this. Writing science for all of that is not an appealing idea in the slightest.
  15. KSS is actively expanding and is modular already. An expansion pack in the pure sense cannot be done for KSS.
  16. While waiting (and getting impatient ) on Nertea to release his update to Cryogenic Engines featuring his new propellant ratios I figured last night that I would polish off my own... for the Wild Blue mods in Classic Stock mode. For test engines I cloned the stock LV-N. deltaV numbers (though not important) were just right once I attached the DSEV huge sphere tank instead of this cylinder tank for PropLox (equivalent to Hydrolox). And I had some trouble at first with KarLox (equivalent to Methalox). The tank ratio didn't line up with the input ratios into the engine. I blame one of the ratio numbers having 3 decimal places. For methalox engine references I looked at the "Liquid Methane" mod by @zekew11. Zeke's mod uses CRP. What I'm working on does not.
  17. To create your own category button you will need a 32x32 PNG image in black [normal] and in white [selected]. Then create the config with just this: MODCAT { folderName = path1;path2;path3; normalPath = pathtoblackicon selectedPath = pathtowhiteicon title = mod name } Each path leads to any folder where you keep your parts. No spaces, never include "GameData" when you write a path. The title can contain spaces and is the mouseover text for the category button. This is pure stock. If at any point you want to use a shared category (like life support or things that work wit Extraplanetary Launchpads) then you'll need to get familiar with Community Category Kit which is very similar and has documentation.
  18. The USI mods are typically ready for the next release of KSP before it arrives. RoverDude still works for Squad and he just does not update his thread titles anymore. I'm also waiting on Nertea's CryoEngines to update in order to release mods, and I've been throwing many glances in the general direction of your Methane mod recently.
  19. I assume both of you are using Kerbalism for KSP 1.4. The problem is that the tank types (definitions) are missing. The subtypes (installed into the parts) are present but they are blank and null without the tank types.
  20. Please learn to read the last few pages of a thread before asking a question especially whether a mod works in the newly released version of KSP. It may have been answered. A lot of people don't read and so the repeat question liquides modders off. It works fine except for the problems discussed within the last 2 maybe 3 pages of this thread.
  21. I had assumed you could use a value > 1 and supercharge the shields by default. I guess it doesn't work like that here?
  22. Classic Resources GPP made things new and fascinating for lovers of stock Ore and the USI mods... Now it does so alongside the WBI (Wild Blue Industries) mods by @Angel-125. The WBI final releases for KSP 1.3.x introduce an alternate resource system devised by the well missed early KSP devs HarvesteR and NovaSilisko. The system itself has a toggle and is disabled by default, but is complete without the Community Resource Pack so mod compatibility is entirely opt-in. And GPP has opted in. The best gameplay feature that can be named for the Classic Resource system is that with the use of any Pathfinder-powered atmosphere/exosphere Prospector (harvester), orbital propellant depots can now be built which sit at the edge of any GPP planet's atmosphere (or any Stock planets) and can completely meet your interplanetary transfer or local lander needs. Here is Pathfinder's thread, but you can most easily get all the WBI mods from their respective releases tabs on Angel's GitHub. Flare Replacer & Better Looking Oceans With no offense meant to @blackrack, Galileo reached into a high-numbered page of his visual modding spellbook and created these two mods, for those of us who seek options for sunflares and oceans but don't want to (or simply can't afford to) pay the high performance tax brought on by Scatterer. GPP also includes its own profiles for KS3P so you should not need to manually nerf it yourself or (if you don't know how) suffer with its overbearing default settings. With all these put together and some new EVE magic, you won't even notice the scatterer sky effect is missing. Kopernicus is required so they do not work in KSP 1.4. That aside, GPP is now even friendlier to potato PCs! Even with high res GPP_Clouds on you can expect very low, maybe no lag! ....Until the stock mach FX build up on you for speeding in low atmo. Kerbal Konstructs GPP's KSC++ is even better with more island surface area, a Heavy Runway, 2 additional usable launchpads and a SpaceX clover landing pad with custom logo (and which totally isn't meant to hype up @damonvv or @CobaltWolf and their epic replica launchers packs). (But seriously. FASA is dead. Install these and give their devs some love. Yes, shameless advertising ) Be sure to download v1.3.9.8 of Kerbal Konstructs for a bug-free very playable experience. You can now move the KSC without KSCSwitcher so be sure to uninstall that mod when you update! The KSC++ items will not move...but now the KSC is present simultaneously at all the alternate launch sites so you can launch from GSC Island.... ...and land at the KSC near the South Pole. And get 100% recovery value.
  23. @CatastrophicFailure Right on time. *reads post*
  24. @Stormie Remove Kopernicus, FAR and Infernal Robotics. These mods should all be dead or causes for hell in KSP 1.4. The B9 Aerospace parts pack(s) is mentioned with these.
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