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JadeOfMaar

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Everything posted by JadeOfMaar

  1. The Mk2 reactor is in! Its texture derived from the 2.5m one, which i may buff to produce a solid 1000 EC/s rather than 900. I'm also contemplating including these: Mk2 short pressure tanks for holding some popular liquid and gaseous goods. ... @baconfortress <-- That's all I have to say to you. Oh. Do you use the air verniers? They'll save you a lot of trouble with steering while landed.
  2. That's a glitch, an issue with the Japier engine models. For some reason that happens with stock engine FX but I fixed it by replacing that FX... Your seeing that means you're behind and haven't met or missed the (ship-breaker) update. I recommend you grab the update and Deep Sky Core, and adjust your craft files ASAP.
  3. Them's fight'n words. USI LS and some (however shallow) MKS support is already there... now that I think of it, one basic feature is missing, Logistics/the warehouse module. @Fraz86 KerbalHealth, woo!
  4. @baconfortress You still can't use IntakeAtm freely? Well tbh I haven't tested a planet mod that adds onto the stock system (I've tried two mods that replace the stock system and things are fine in both) but I expected that the mod's planets alone would be free of this problem. This is really terrible.
  5. @Fireheart318 Open your craft files that have the cockpit in Notepad++ or MS Word and use Find & Replace to change every instance of dstt_srfcockpit to ds00_srfcockpit. If you have a backup of your save, do the same thing in that.
  6. @Kerbin's Bill The blue packs will come if and when any planet modder makes a star system mod that has blue giant stars. Unfortunately blue stars aren't popular, and it may be obvious why not... They're so huge, they have short lifespans, and are known to be unable to host any planets.
  7. @baconfortress @Gameslinx What's going on there is a fatal fault within CRP (Community Resource Pack). IntakeAtm only works on planets which have Oxygen (defeating the whole purpose of IntakeAtm). The solution is to delete all of CRP's localization files except English. From my experience, I need to install Kopernicus and replace the solar system. With just the stock planets (or Kopernicus installed but no new planets) I'm SoL (the issue remains) and I might as well invent my own intake resource.
  8. Yes. I keep a GameData folder in all my downloads to prevent this kind of issue.
  9. @baconfortress Is that really your voice? The documentary style is epic!
  10. Turbo is for all scales of systems but is not to be confused with TurboMult which is a rescale factor for the Turbo. (Meanwhile some planet/galaxy modders whose names will not be called, may make or have made their stars incredibly far apart in stock scale.) I have a lot of modding to catch up on but when I do, I'll come back to this.
  11. @helaeon I didn't think to recognize the resemblance to an FSD's operation...mainly due to my not yet having a copy of Elite, and stepping away from tinkering with warp drives just before getting a copy. Those features all sound great now that I've played that game. I assume in your comment about warping near Eve vs near Jool the main factor is proximity to Sun?
  12. Yes. One nacelle = most limited of top speeds. No. The warp drive mod now has turbo features, making this pointless to put into practice. If anything, the extra nacelles ( > 2) can only show their worth while in turbo. Different sizes would be nice. This whole warp nacelle thing can easily get complicated with how many sizes of warp drive are available now. This may be a bad thing but I'm starting to think of Elite:Dangerous.
  13. I managed to scrape together a base a few weeks ago. It's my first attempt at this, off-world, in KSP 1.3.1 with its heinous returning ground contact bug. It would have grown but I had to dump the save it's in due to some mod causing: the Casa and Ponderosa's Manage Operations button to add a useless empty Converter to its PAW every time it's clicked; antenna null spam. Spoiler: That lonely Switchback hub and a second Patio slab get eaten. Those straws broke the camel's back.
  14. @TheKurgan Given the limitations of the alcubierre mod I devised a different approach to a warp core, warp nacelle pairing. The warp core would be the actual warp drive but the nacelles would be the harvesters and converters and which are explicitly set to only produce and store a fraction of the demands of the core for 1 second of a burn at full throttle. This would enable the player to simulate having the usable region of their throttle capped to the number of nacelles, and like in Star Trek, if you lose a nacelle, you can limp away if at all but you can't sprint. Alternatively, or maybe in addition, I'd rather that adding nacelles affects the bubble size in-flight. My considerations attempt to avoid the point of asking @helaeon to code the ability for multiple warp drives on the same ship to function at once. I'm sure he has a very good reason (or a few) why he did not Make it so™
  15. Two options come to mind. USI LS is highly configurable. I don't recommend mixing the large LS mods but you can try installing USI but turn off its consumptions of, and penalties for Supplies and EC. You can try this mod. It's purely a hab system mod and may be comparable to the same portion of Kerbalism. You have to deal with cramped quarters, radiation (from space and from other parts on the ship), random illnesses and you also have to deal with HP, atrophy and gradual death from simply being in space too long...but of course it has a means to restore HP and keep kerbals happy on long voyages, and it's explicitly compatible with USI LS and DeepFreeze but I bet it will get along just fine with TAC.
  16. @stali79 Lol. No I haven't made such a release yet. I'm waiting on a few big projects to finish, and I need to clear my KSP modding task list so i can actively develop Legacy some more. I intend for the next release to be very large.
  17. Try this: @Scatterer_sunflare:AFTER[GPP] { @Ciro { ghost2SettingsList1 { Item = 0,0.56,1,1 } } @Grannus { ghost2SettingsList1 { Item = 0,0.56,1,1 } } } If it only works on one star, try this:
  18. @TheKurgan It's not mentioned anywhere; I should change that. @Reknot Cargo bay occlusion uses an imaginary cylinder with a given radius and which uses the inner attachment nodes of the bay as its height and its caps. Anything that intersects this cylinder should be shielded but OPT's cargo bays have been broken for a very long time (especially the legacy ones), and I'm in need of a helper or a fanboy/fangirl who has the time and interest, and who can take my work with the legacy parts (I've revised the nodes and bay modules somewhat) and finish it. I love modding and tweaking things but tbh I don't casually play enough so for me the answer is to pack extra dV and either brute force an ascent or do much longer deorbit burns. To prevent this, right here...... Your appreciation ( <3 ) is very welcome.
  19. I'm fairly sure the answer is no. FFT has no compatibility patches except for itself to fit into a very basic playthrough.
  20. Released a semi-major update to Airline Kuisine, containing some certain vital changes that were overlooked or somehow went missing. The missing Mk2 greenhouses are now actually there, and (unfortunately), I had to de-shuffle the Kerbalism Mk2 processors which will throw any existing craft out of balance and endanger crew. Released a minor update to Deep Sky Core and Thor Tech. These fix missing engine sounds and FX. The OPT_WBI patch is nearly done. I've decided to have the Wild blue resource switcher replace the Firespitter setup for all applicable parts except wings. The array of options will be roughly the same and some parts, mostly cockpits, may be convertible into KIS containers.
  21. Release 0.8.6.1 Fixed missing FX and sounds in aerospike engines @Fireheart318 Odd. It might be a case of ever-so-slight clipping. I've had moments where I can board a vehicle (example, insisde a cargo bay) through a certain part but can't exit from the same part. I didn't have a board problem with that cockpit when I fixed the IVA connection.
  22. Release 1.6.1 Applied Mk2 greenhouses. Somehow the changes were lost or overlooked. Added "DS" prefix to parts. Fixed massive oversight. Kerbalism processors were assigned to wrong part names. Will cripple (but not break) existing craft.
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