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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Unfortunately, no. There is no good way to do so. Given the way the resource system works (especially in the area of rounding off small numbers) I expect that you virtually cannot mine LqdHe3 at all. Far Future Tech actually boosts the stock system's distributions to low amounts that are actually playable and enjoyable whereas KSPI seems to try to make things hard. I have never done much with engines like the one KSS provides so it was never much of a bother to me. And in the Avatar movie (that KSS's propulsion system is inspired by) there was no hint of any need, any system, to refuel the ISV VentureStar. There is no hint in the part pack portion of KSS, of a desire to have this fuel be mine-able. The lack of it may be an oversight.
  2. Codename "The Witch" This is a prototype rocket-plane (with sadly zero payload capacity) which uses SSME for main engines. It can make orbit with about 900m/s remaining and just over 4km/s fully fueled. It is an exercise in SORCERY due to directly opposing the typical nature of using air-breathing mode at first and changing to closed cycle for the late phase of ascent. This spaceplane does the reverse with the use of M2X scramjets, and can save maybe 100m/s after orbital insertion. Orbital correction needs a whole new approach due to having to deal with extra drag loss when the scramjets flameout at 38km and the option is taken not to do any slow burn with the SSMEs between 38km and 70km to hold the apoapsis up. Inline VTOL engines are also present, granting > 1 TWR on Mun and high Isp. But the dry and wet CoM are not aligned, which means trouble for the pilot.
  3. Today I returned to otherworldly aircraft design with my signature combination of purple self-lighting scheme and exclusive use of Mk2 Expansion parts (no other part mods whatsoever, so I can share on KerbalX). When I post more pictures they'll be available for anyone to enjoy. The prefix "Jade's War Planes" means they have extra emphasis on steering and may be fit for battle as I was encouraged to get back into craft design by the owner of a KSP Discord server. The JWP Nemean Lion The JWP Dragonfly
  4. That's correct. Legacy is an expansion pack (as much as it is a retirement home for parts from OPT Main; anyone is welcome to contribute to Legacy). Unfortunately as the main dev is very rarely around, Legacy is the only means to getting any OPT updates at all.
  5. Are you using KSP 1.4? If so, try it and let us know. Nertea is a very, very busy fellow.
  6. OPT as-is works fine in 1.4.1. (It's just a parts mod. But I can't speak for FireSpitter and the fuel switching feature.) I have authority over OPT Legacy (and can do releases on SpaceDock) but not OPT Main. My modlets will be in the Legacy package, not optional but will activate for themselves when their prerequisites are installed and will affect OPT Main. As separate mods on spaceDock they are now EOL. The Cryo options I haven't decided on but can either arrive as contents of an Extras folder as Nertea does, or built-in and setup so you do not have to "deal with them at the gate." The tank types will only appear if Nertea's CryoTanks mod is installed. The engine options will appear as secondary engine modes. There will be no need to repeatedly add or remove a config file after every following update except maybe the optional engine balance pass.
  7. yes you can. you can add a tank type for each configuration you want and then add a subtype (switching option in the parts) with great ease. you cannot, however, add KIS volume as a switching option. Here's a sample config to get started. Nope, no support. The Kerbalism fans have to create it and ship it elsewhere or in Kerbalism itself.
  8. New plane. Simply called (The) Loader, it answers the call for 3.75m payloads. I've come up with an orbital station and its arms are that width. It performs maybe too well with 18 tons aboard (especially steering)... I wonder whether it can handle 54 tons. Also, it's not every day I manage to build a plane with the main wings ahead of CoM. 4x HAE-02 and 2x J-60D engines to go, 2x drogue chutes to help it stop.
  9. Ah, well the solution seems simple enough, and applies to a few things irl: Don't use it while charging it. Regarding Xenon, assume the engine's tank is just a buffer for its core, and attach a stock Xenon tank ore more to the ship. Some other advanced engines are like this.
  10. @Rakaydos In that case you may not be aware of the (possibly) insane EC demand for generating ExoticMatter. So trying to use the engine while charging it is suicide. The warp drive is supposed to blow up on flameout. If you mean to say the engine is off, you run out of EC and it still blows up, that may be a problem.
  11. Two guys did it with pure stock, yes. They took advantage of a secret hiding in plane sight. Congrats on nailing Tellumo, dude. Now go and do the next best thing: Plant a flag on Catullus.
  12. @Rakaydos Retry your experiments in an install without KSS. I'm betting on something...
  13. FFT is in limbo because there is a major issue with the stock heat mechanic. It's not too bad for most mods that have things that get pretty hot, pretty fast, but for this mod it's a catastrophic-- unplayable level problem. The thing is, once you do a really long burn, your engine and nearby parts build up tons of heat. When you enter and exit timewarp the total heat is averaged across all the parts in your craft. Parts with very low tolerance then instantly explode from heat they should never have been holding on to. These parts can include command chairs, wheels, solar panels, science experiments and the antimatter tanks. I've read that you can guard against it by patching Nertea's radiators to only cool nearby parts and attach them all only to the reactors and engines. But I doubt anyone has done so.
  14. This does not compute to me. If your PC can't handle a press of the F1 key there is absolute cause for concern! I think you're asking for punishment by installing the entirety of KSS and its visuals if that's what you plan to do. Upwards of 16GB (and the best CPU with more power per core, not more cores) is the kind of hardware you have to look at for smooth gameplay.
  15. OPT Legacy release is nearly here. The biggest part(s) of it (B9 Part Switch configs) are mostly complete. K. Yeon's FAR config will finally be included, and my modlets for USI and WBI integration will be absorbed. CryoTank and CryoEngine options are inbound.
  16. One folding model, one non-folding model. Yes they have TweakScale options. The greenhouses are actually "hub" parts. They are "ZZZ Things" (misc unlicensed parts made by ZZZ).
  17. I'd like to know where the players are who are happily playing KSS. The only person who throws screenshots around in here is StarCrusher. Where are yours? Mr big shot novelist @Cortwade *staring hard at you*
  18. @ExcaliburVT someone else mentioned this same problem and I think I met it myself and didn't realize it. What I found is that the OPT aerodynamic RCS blocks (among other things) started producing cruel and unusual amounts of body lift, but even without them, it happened to me with both a J body and K body plane. I suspect it's actually some new glitch in KSP because it's not every day I get this problem.
  19. For fun, testing/learning and finally because I can, a rather long Buffalo equipped for Extraplanetary Launch(ing). Four drills seem quite sufficient for getting up to speed but better solar or a SAFER are very welcome during peak hours. Nothing has been launched because I don't know if Angel's logistics system still dislikes me, and there's no significant LFO storage.
  20. After quite a few weeks, maybe even months, of hoping and waiting, I can finally do this.... Use Extraplanetary Launchpads (with > 90% of its parts deleted though) together with Wild Blue, without my game breaking. And I had a little more ultrasonic fun...
  21. In a corner of the galaxy where the celestials are so colorful one would think the celestials themselves are snacks.
  22. I've experience something similar last night while testing a coming update for another mod. I landed or splashed somewhere and left only a few engines on (including ones that change to vtol mode), quicksaved, quickloaded, and all my engines were on. I had to turn them all off before quicksaving to stop it. Our discoveries together are quite concerning. (No, SSPXr was not in that install. Neither was there any life support mod)
  23. I'm expecting KSS 0.8 to work fine in KSP 1.3.1 and 1.4.1. Kopernicus is usually highly backward compatible, and has passed its phase of delivering planet-breaking changes........ Or is it?
  24. That's the kind of answer I expect (for the second option). The first option should be a piece of cake (install this, copy-paste this, delete that, case closed) because GPP Secondary already does a lot for you already. I can test it soon.
  25. @Gameslinx @linuxgurugamer To add GPO to GPP but keep Gael as the homeworld, GPP Secondary would need to be installed and Gael.cfg (within GPP_Secondary's folder, not GPP's main folder) would need to be changed so it properly spawns (as now it's treated as a moon: Sun -> Ciro -> Gael; see Sun -> Sonnah -> Kerbin in New Horizons). This in addition to deleting Gaia from GPO should be what is needed. Expect the contract system and science archives to have a problem with this. This is the easier of two options. The other option is to patch GPO (and all the stock planets, and possibly all their scatterer configs) to load as the remote star system, and delete GPP's Kopernicus config.
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