Jump to content

JadeOfMaar

Members
  • Posts

    7,739
  • Joined

  • Last visited

Everything posted by JadeOfMaar

  1. Nope. The value you set is computed into distance [in SemimajorAxis] = (value * half body radius) + body radius and should give you pretty generous fields of it as it is. I don't get why it fails. Try adding Variance = 10 and Dispersal = 1 (maybe these are needed in order to function).
  2. Check whether there is already a GLOBAL_RESOURCE entry for exospheric Karborundum. You may be conflicting with it. Karbonite has a GLOBAL exo config already + many PLANETARY exo configs. PLANETARY overrides GLOBAL allowing for granular control of a resource distribution. Making the PresenceChance < 100 would help you to enjoy the hunt more. That would make it so it doesn't absolutely always appear everywhere but will still be likely to appear in many places and different places per new save. Sun Karborundum should be around. You may not have gone close enough via HyperEdit or a legit Sun-dive to spot it. Your abundance values for global exo Karborundum may be too high compared to Eve and Eeloo also, devaluing those planets as significant targets. I must warn you. Given the way the Karborundum engines are now, they become useless in thick atmosphere. If you plan to land on Eve or Titanus you may want to think about finding or making a patch for them.
  3. @Gargamel @bpilgrim That is correct. There is a fundamental error somewhere in the Snacks modules which is copied over into SSPXr. It will be investigated over the weekend.
  4. @Oracle255 There should be no conflict. Both are merely parts mods.
  5. OPT's current releases work as far back as KSP 1.2 I think, and work just fine in 1.3 and 1.4. IVA is never required for any parts mod to work... But other mods (Raster Prop Monitor and ASET Avionics) that make IVA actually add to gameplay need IVAs.
  6. It would be wise to retire all affected craft in advance of installing the update. What you're suggesting will merely only cause mental stress for Nertea and needlessly slow a process that needs to happen fast on the player's side. Players should know better by now and: Exercise restraint when grabbing updates; Pay more attention to the Backup folder within their save folders; Keep a separate install of KSP for testing mod updates;
  7. @johnkeale 1.25m is not a practical size for any greenhouse worth having. A greenhouse needs to have significant internal volume for both fair gameplay and a fair dose of realism (to contain enough surface area to sustain lots of plants and grow food fast for any practical amount of time, and free internal space so the botanist can move around inside). Due to Snacks itself not having a true greenhouse (unlike the other WBI mods) neither does Airline Kuisine, but that will change very soon. On the other hand, a 1.25m Soil Recycler or Snack Grinder is very doable.
  8. @Gordon Dry Your career game may has just become a test install. Try removing Kerbalism and see if the problem goes away. Any time you know you're not sure that two particular mods will coexist peacefully, it's your responsibility to troubleshoot your install after an error happens, avoid/sacrifice mods beforehand for stable gameplay, or create a new install just for testing the potentially unfriendly mods. I say this because your install is massively modded. This does not help the affected modder or yourself to diagnose a problem.
  9. That is for you to find out and to share with other players who may want to attempt to use BARIS with Kerbalism. Go to Difficulty Settings, find the BARIS tab among the mod tabs, and get to know the sliders and buttons.
  10. @CatastrophicFailure Check // radiation settings in Kerbalism/Settings.cfg My guess is you can massively buff shield efficiency there then nerf all the existing shield parts back to hell to compensate.
  11. I've finally gotten around to preparing the big update for this mod. I've discovered another issue that causes the cabins to never appear (so far it's known for Snacks ). Configs are nearly all done. Texture stuff hasn't been started yet.
  12. This mod (separately) has reached EOL and is discontinued. It has been integrated into the next release of OPT Legacy (for KSP 1.3/1.4) and updated as necessary.
  13. This mod (separately) has reached EOL and is discontinued. It has been integrated into the next release of OPT Legacy (for KSP 1.3/1.4) and updated as necessary.
  14. There is no conversion process needed as far as I know. One resource: LqdHe3, is what must be scooped and burned. @Maffif Try this, and delete anything in KSS's own LqdHe3.cfg in the Resources folder except the RESOURCE_DEFINITION node. KSS Home LqdHe3.cfg (Affects the 4 gas planets that keep Kerbn company).
  15. @Maffif I have a method devised by which a resource config can be easily adjusted and which would easily apply (through MM cloning technique) to all of KSS's gas giants. If you're up to it and any of the KSS devs grant me a list of all the gas planets' names I can create a sample config and you can go from there. It's time to believe. The mod linked by @Sahadara has exactly that feature. Lol. The Wild Blue Industries mod suite which contains it is incredibly powerful and versatile.
  16. Insert just the direct link (which ends in .jpg or .png) and the image will appear. Album link embedding is forever broken. (Believe me)
  17. I made this at pure random. It can SSTO 90km with 260m/s to spare, and land again pretty nicely. (But no cargo space...yet?) I'll likely rename it to The Shadoen... I got your Roswell Conspiracy right here, boi! More pics here...
  18. Someone at Deep Sky clearly pulled this idea out of nowhere else but their buttocks. Believe it or not...this can SSTO. It made a 90km orbit with 260m/s to spare. It even landed well, granted no yaw input was made which happened in one instance to trigger a fatal flat spin. Let's ignore the issue of a 6 legged ...or 5 legged thing being named Tarantula. Maybe it should be named "The Shadoen" because it looks like one from above. Any Roswell Conspiracies cartoon fans?
  19. MOLE and Kerbalism both deliver their own science mechanisms. Here's hoping Kerbalism does not interfere with MOLE.
  20. Hydrogen and Helium (especially Helium-3) are very different. Hydrogen is immensely abundant and fills gas planets, stars and the stellar medium...But that's very cool.
  21. Lol! Did your sideslip happen with just OPT Main installed or OPT main + Legacy?
  22. @Maffif I intend to do away with FS and IFS. It is painful (very manual, very messy) to add tank options to a wide array of parts, meanwhile B9PS makes it quite easy to do the same. OPT's B9PS config is designed to remove all FS-related modules from its parts, and is already complete, supporting CryoTanks and preserving any native mesh switching features in OPT's parts like the drop tanks and Stail fuel tank, and I've even used it to create subsets among the parts so tank options can be added to only the subset(s) of parts that are most fitting. That said, FS and IFS are quite alike. So renaming modules should hopefully be all it takes. For example, this: @PART:HAS[@MODULE[FSmeshSwitch]]:AFTER[InterstellarFuelSwitch] { @MODULE[FSmeshSwitch] { @name = InterstellarMeshSwitch } } It's not guaranteed to work but I hope it does. I'm not home and not in good position to get the names right and list them all for you.
  23. @Maffif Unfortunately yes, your experiments are doomed. If it was I who prepared an exotic resource and its propulsion system, I'd see what I could do to balance realism and playability within reasonable timeframes, and even add some challenge or danger to the locations of sweet spots for a resource. The mining system would always be near top priority. The stock planets don't have the kind of variety that could provide for a high Xenon/Argon atmosphere, although, back in KSP 1.1 or 1.0 I had designed bases with Argon extraction capability, and even a Duna SSTO rocket that refueled from Argon while landed. That's how good it was at one time, at the RNG's mercy. I don't use KSPI so I don't know the stats for its engines, but yours is a reassuring statement, that KSS's engine and its high stats should make ISRU a not-so-big problem. But I think that's the case only for Kerbin to X and back flights, not Kerbin to X to Y to Z....... Also I'm a warp drive person so I have no grasp at all on how far you can go with an interstellar torch ship.
×
×
  • Create New...