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JadeOfMaar

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Everything posted by JadeOfMaar

  1. That's the power of MM. It does that. It lets you do as you need (within KSP's abilities) to adjust parts and gameplay during startup. The MM wiki should be pretty easy to digest. https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax Also, there's this. It's more precise and more efficient (saving on lines of code) than my previous example. @PART[engine1] { @EFFECTS { @AUDIO { @running { @clip = // new path } } } } @PART[engine2] { @EFFECTS { @AUDIO { @running { @clip = // new path } } } }
  2. @Corona688 Merging into the Squad folder is highly discouraged so MM is and should be your best friend. This is all you need to fill your config file (just one file) to achieve your goal. @PART[engine1] { !EFFECTS {} EFFECTS { // new stuff } } @PART[engine2] { !EFFECTS {} EFFECTS { // new stuff } }
  3. Finally built a mid-sized plane using my new parts pack, Thor Tech, and flew it to test the 3m VTOL engine's capability on Niven, Augustus (and any Duna-like world). I need to rebalance it as it failed (or needs excess tweaking) between Gael sea level and sea level on these worlds. Why I made this mod is so I (and anyone interested) can: Do nearly as much with air and electric engines as they can with Karbonite-- without Karbonite, and have great fun and get things done with GPP's many atmospheres Have interesting and capable new early-game means to get around on Gael Have access to uber WarpJet late-game engines without having to install OPT Spaceplane Parts Maybe I should apologize for advertising? Would ordinary kerbals invent this? #GaeleanMasterRace Vertical speed < 1m/s but currently too much TWR. Just when I teleport to Augustus, it's eclipsed by Otho. Could have hovered higher but didn't bring enough intakes.
  4. Finally, a test of a large aircraft on this mod, on a Duna-like world. The point was how high can I hover? The Ascendant VTOL engine is secretly able to sustain an airship at the edge of space (granted you can somehow meet its demands there). Maybe I make its Isp curve static again. I could have hovered higher but didn't think to install more intakes. The air RCS is also quite demanding in this situation too. The engine is purposely OP (except that it flames out at mach 1.5) so remember to drag down the throttle limit if you're only using this on Kerbin or Laythe, or otherwise watch your speed while trying to use it. I may nerf or rebalance it a bit in the next release but its purpose is obviously to save part count and provide ample VTOL power. Back on Kerbin Gael, I was a little surprised that the 1.25m engine pushes well....It'll overheat though, as it's straining to push the plane's mass.
  5. I beg to differ. OPT's CCK config is within OPT (Main) so fixing it and tagging pats is on us (and K. Yeon) "cck-opt" Is a great idea, I say. I whipped this up real quick. Untested but should effectively override the existing one and even work well with OPT_Legacy without OPT Main. Try it and let me know @AccidentalDisassembly OPT-CCK fix preview 1
  6. Given the fact that we can't swap out Karborundum (and normally I'd reject the idea but), yes you can. PM me if you need a helping hand and a few second opinions.
  7. No problem. Take your time and enjoy your holiday.
  8. My patches seem error-free but the parts still require Karborundum in-flight. I tried to change the beacons' Karborundum tank but my new resource either added beside it or the plugin re-added the Karborundum tank after being changed. these things are clearly hardcoded.
  9. @Booots I've begun exploring this mod myself (prodded by @eddiew) and have patched it to use a different resource. I haven't gotten to send anything through th beacons yet but what I've managed to notice is the tankage for the new resource is added beside, not replacing, the Karborundum tankage but that may be my needing to learn the new things in MM 3.0.
  10. Close, but never the homeworld or its moons. Why bother keeping anything challenging if the Karborundum is in the soil around the KSC? That's normal. Ciro has a Karborundum band (well, more like a sphere) And that should be no secret.
  11. @eddiew It's easy to spot Karborundum as described by Norcal. Keep its scanner window open and warp to Pe (make sure you have a very low Pe)...Or drag the Pe slider in HyperEdit's Orbital tools. For planets (and no moons) if you find the Karborundum band in space, then you'll find it on the surface, and vice versa if you teleport and land everywhere. Be sure to check every planet. Again, there are 5 places. And yes, it will behave like Ore as you described.
  12. Is it bad that this statement brings me satisfaction? It's pretty nice that you found a new and potentially very popular use for Karborundum in GPP. I can't tell you what the locations are since I'm the one who set them and I want people to find it themselves There are 5 locations, though.....and 2 of them are as obvious as it gets. @Norcalplanner is on the ball with another possible location.
  13. I'd sure love to list some, but there's a surge of planet packs that insist on replacing Kerbin (and likely the whole solar system) just like GPP. The only name I can call is OPM which is now under Galileo's and my control, and will fit around Grannus.
  14. @Skalou @linuxgurugamer LOX augmented rocket mode is a legit thing. Nertea's Kerbal Atomics and/or Cryogenic Engines possess this same secondary mode. No need to remove it from the legacy engines here. If anything, their configs just need some polish.
  15. StarCrusher said somewhere he's temporarily removing all planet mod compatibility to help him fix stuff concerning Kopernicus. By default, KSS will remove any planet pack whose name alphabetically starts earlier than it. @Galileo in his great wisdom (and this is a compliment. No sarcasm) marked GPP and GPO incompatible because they both make the home system gigantic and they both replace Kerbin.
  16. Last night I launched my small sandbox warpship, the GN Phoenix, and visited OPM to test the Kopernicus Asteroid config I wrote for it. Evidently the config didn't seem to run. Maybe I need a new test save. But I got amazing screenshots. OPM-VO is installed (so better gas planet textures), but currently the clouds and auroras are locked to SVE which doesn't mix with GPP. I didn't visit Neidon, Thatmo or Plock. There was no need to. Landed at Wal. Good thing the ship has ladders. Jet packs don't work here. I had Bobbert Gaelan step out and sample the coastline and "black" ocean... For shiggles since this is, well, sandbox.
  17. In early/earlier versions of KSP, nuclear engines are known to consume LFO. It's a simple matter of discovering a legacy practice and dealing with it. It's just like this.
  18. The KSS devs are not going to like that. It wastes their effort that the KSS modules are being added to the plain old stock system. Also, those modules will break because the planets they add will have no stars to orbit, and the sunflares will break because KSS Core contains all the stars. KSS is designed that it is safe to add and remove its planets unlike most other planet mods.
  19. By design, no. It does a lot more than just add planets --it adds history, philosophy, a mini-game, realism, and a consistent and better art style to all bodies. Why do you want unchanged stock when the stock bodies themselves now are as unique as any extrasolar body? It's cosmetic. There is no mod that generates space particles that you can defend against. But it's very effective for aerobraking at gas planets.
  20. I've been seeing increasing reports of this issue. Apparently it's a glitch of Kopernicus 1.3.1-3. Install 1.3.1-2 and report back.
  21. @seanth There is an additional little issue in Kopernicus 1.3.1-3 so test with 1.3.1-2. As for learning to use sun curves, the following comment is a nice start. @OhioBob who wrote it may need to revise it as I now end up linking everyone to it.
  22. That's the Science Full Reward mod. I've noticed this problem myself. Funny thing is, it simply stopped working. I don't think I updated any mods in my install between when it did work and when it stopped. And MM 3.0 didn't exist yet. Change the config to this and let me know if it works. @EXPERIMENT_DEFINITION:HAS[#id[*]] { %baseValue = #$scienceCap$ }
  23. It's dark in-flight too? Now that's a problem. Find any of Sigma's comments and click the nyan-cat in his signature. Post logs, dude.
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