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JadeOfMaar

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Everything posted by JadeOfMaar

  1. I'd like to take the chance to drop a little note especially to those of us who are not modders. If you have planet mods installed and you want KSP 1.4, be sure that you do not install, or have not installed 1.4. Remember that Kopernicus is version locked and will fail. Do not come complaining here because your game broke. You have had many occasions already to learn how to not let Steam update KSP by itself, and to wait for Kopernicus to catch up.
  2. I'd like to take the chance to drop a little note especially to those of us who are not modders. If you have GPP and-or other planet mods installed and you want KSP 1.4, be sure that you do not install, or have not installed 1.4. Remember that Kopernicus is version locked and will fail. Do not come complaining to Galileo or the Kopernicus developers because your game broke. You have had many occasions already to learn how to not let Steam update KSP by itself, and to wait for Kopernicus to catch up.
  3. @Norcalplanner @eddiew @CatastrophicFailure I'd like to draw your attention 2 posts up from here for a bit... You guys are as good at play-testing as you are at telling tales.
  4. I finished working on parts and other functional things for a mod today, and did a not-too-open pre-release because reasons. The parts are For science!™ (stock parts for scale) Some plain text on one of them reveals the mod. Then I revisited my After Kerbin expedition. Before leaving Aridos, the crew of 4 have 6 waypoints to fly through and observe. Not all of them are landable. Upon landing and using some timwarp, note the outboard aerospike mounts (down-scaled slanted adapters).... the plane suffers extreme cramps and the adapters pop off. I call this a @CatastrophicFailure and need to revise the plane's design and teleport a new plane into the proximity of this one.
  5. Do you have Tweakable Everything installed? It is known to interfere with OPT pretty fiercely.
  6. The last two parts that needed to reach a usable, presentable state are in: the Spice-O-Meter scanner (left) and the multi-experiment Science Junior Sophomore (right). The Sophomore's experiments are OP and only meant to be used on the spice planet, but there is no mechanism to restrict what planets an experiment can be used on so it can easily be abused. Please don't abuse it. At this point, finally, gameplay development is complete except for custom writings for the stock experiments, and a plugin feature coming soon™. Once these arrive, so will a few cosmetic features I have planned and "version 0.8," the first true/full release. Some hurdles to look out for before installation: Kopernicus must be present or this mod will break (on purpose). Make sure you have Deep Sky Core. GitHub :: SpaceDock. Make sure B9 Part Switch is installed. If you have any of the Near Future mods, all is well. The Warp Drives require this pre-release version of USI Alcubierre Drive. They're not expected to work well with the current main release. Some hurdles to look out for after installation: The Spice Gardens are very large and very massive. Unless one is deploying on the spice planet, you're going to need an LFO heavy lifter mod (or Spice Drives in LFO mode) to lift their weights. Currently the resources are non-tweakable in the VAB/SPH and will not allow easy tank filling or thrust torque alignment. The idea right now is that you deploy an un-fueled ship, then bring home a Spice Gas delivery vessel and fill up from that. Once I have access to a certain sort of tankage plugin (or I get feedback that it's too much trouble) I can remove this difficulty that was put here. This mod adds a kerbal trait. Removal of this mod after deploying kerbals with the new trait can lead to issues. Get your game on. DOWNLOAD v0.7.3 Please don't do a review on this, KottabosGames. I am not yet comfortable with the idea of this mod getting so much spotlight. The way it's configured right now will give you a harder time than Thor Tech did.
  7. Unfortunately no, that compatibility does not exist. I can arrange it but I may need to discuss something with LinuxGuruGamer first, and ask him to write a feature that I believe would help things a lot. IFI makes things complicated in its own way and SSPXr is not prepared for this.
  8. OPT is quite worth it. All of its body types have cargo bays that can hold payloads that are 2.5m and a little wider. What you need or may be missing ought to include: Better engineering skill OPT is quite capable of what you want but clearly you're doing something wrong, or your particular spaceplane should not be an SSTO (give it drop tanks). OPT Legacy There are two of this mod. You probably only have OPT Main. Legacy contains engines that are more OP but also give you more options in propellants, shapes and sizes, and will allow spaceplanes to operate very well on bodies other than Kerbin and Laythe. Legacy also has even more body and wing parts too, to truly feed your creative need. Install a station parts mod If building a really big plane is overall too much trouble, build a station with OPT engines attached and have it carry the plane around. Perhaps I should have suggested :AFTER[MOLE] (if you have that installed) or not put any such pass statement on the experiment patch. In MM's boolean system, OR takes precedence over AND, so the basic structure you want is [A,B,!C|A,C,!B] (comma and & for AND, pipe character for OR). Assuming you want B and C to be absent together, the way you should write your condition is [A&!B&!C] or if you have a condition for when one or both other mods are absent, write two patches: [A&B&!C] then [A&C&!B]. So far I've only used OR for additive needs. I don't use OR in subtractive needs.
  9. @Apaseall Are you absolutely sure about that "AFTER Pathfinder" stuff? I don't see any of that in my own file. I highly suggest you rename your mod on the whole to something easier and more precise for your :FOR passes like OPT_X or OPT_Z. This and no "AFTER Pathfinder" actually existing should save you nearly all your trouble.
  10. A big fat oops. As I haven't gone this far with angel-125's science system my wisdom reaches its end. But perhaps this is what you need. If not, then what needs to be changed is either elsewhere or is hardcoded in the plugin that powers it. // changes any WBI experiments that have a required part list, adds this lab to their lists @EXPERIMENT_DEFINITION:HAS[#id[WBI*],#requiredPart[*]] { requiredPart = h_3m_lab_mm }
  11. There's another option: Nertea's mods. Make the large(st) device require perhaps two of the tallest 3.75m reactor from Near Future Electric (I think 3000 EC/s each) and 2 to 4 of the best radiators from Nertea's Heat Control. These can do 4kW of heat each and they take up less space than the equivalent number of the best of the stock radiators.
  12. Oh. It's pretty harmless. Just learn to ignore it or uninstall CommunityCategoryKit (which will remove any and all custom category buttons).
  13. *heavy breathing* (full res installed) *intensity intensifies - per frame*
  14. You're going to need to be more specific and more detailed in your writing. All three greenhouse capable parts are supposed to show in the life support category. I just looked.
  15. @Gilph Thanks for the heads up. The configs indeed seem to be just fine for Leto. Congrats on that mission progress. I can only dream of getting that far for myself. Your ship should have a GPGT flag all over it, from the sound of things.
  16. @kraden I've had for a long time, the idea to turn some of the existing attach nodes into docking ports to avoid the problems of adding and clipping docking ports. I never went through with it because as a modder, there are many other, more interesting things to experiment with. (See OPT_WBI, OPT_USI, upcoming OPT_BP9S, and the WarpJets)
  17. There are no plans to make H body complete. (Which is why there's no H cockpit) It's not meant to help or replace Mk2 body. It's meant to complement K and KH body. What H body needs in my opinion, is a mechanism (whether a docking system or K parts with chunks cut out, or both) so an H plane can sit, fit and properly attach to a K plane......and an H cargo bay or two, and a bicoupler that doesn't offset engines attached to that.
  18. Trying to build a (spaceplane) SSTO with a warp drive is indeed a futile effort if you don't know your mods. If not for the fact that fitting the plane in the bubble will be supremely difficult, you can be punished by it producing more drag than the plane can spare dV for... Plus, the warp drive and supporting parts make for quite a bit of added dead weight when in atmosphere. Build the transfer ship separate from the SSTO, and give the SSTO the dV and RCS to rendezvous with it. That said..... I went further and made the warp drives run on GN particles. But to keep things fair I only use the GN Tau which needs to consume EC to keep itself charged...and which may not be present in your install due to a packaging error by its maker.
  19. Unified Spice Drill, 2/3 the size of the stock drill. It used to be a separate large drill + mini-drill (from Karbonite), the latter alone had the ability to harvest Worm Essence. It's meant for its niche uses only so (currently) it will not do Ore.
  20. Some more Thor Tech experimentation, innovation, and some jubilation. Even more VTOL design opportunities arise with the Razor Hybrid WarpJet able to to dual duty as an intake (but only if facing the wrong way and moving at > Mach 0.8). Anyone who's seen the Swat Kats cartoon knows where this is going. And some Skylon intercooler revelry with this big plane. Speed + draggy radial intake + EC + Oxygen = LqdOxygen --> Oxidizer. And for those who missed it, that's the stock aerospike firing, not the Thor Tech version.
  21. I will need a bit more information that just the log snippets. I suspect some other mod that adds tankage or other features to parts may be causing conflict. KSP Interstellar simply triggers me and Recoupler (for whatever reason) is prominent the messages. I haven't used Recoupler so I have no insight. It's on you, in this case, to copy your install and prune mods because I get no issues with OPT_WBI. No H cockpit exists, sorry. Yes it is.
  22. After getting a load of headache with my main sandbox game last night, I'm considering sweeping all the dust off my KSP 1.3.0 science game (which is GPP 2.5x). Or starting new in a similar loadout but staying at 1x so I can reach further (into another planet mod) sooner. As ever, your machinations and personal rules are interesting as all heck.
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