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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @Three_Pounds That will work just fine too. It's only slightly different from dealing with Mystery Goo as in everyone knows the Goo is actually alive and directly taunts kerbals.
  2. Lol! Well I was going for a bit of American slang with the Eta science. "Yo dawg, that moon is chill!" But literally, I meant "The geiger counter is cool. It is as cool on Eta's surface as it is in orbit." I'm generally called out, in humor, for hoarding the rum. Hard liquor is where it's at in my country. Now that's just shameful!
  3. I met this as well while preparing all those configs for you to test out. To help others notice I made sure that the outer nodes are the correct large size (4 or 5) and that all the inner nodes are notably smaller (size 2) and slightly offset inward, so when someone wants to attach something in a cargo/hollow section they'll easily see if the plane parts are attached wrong. I believe this offset is what causes craft file breakage. I believe @K.Yeon does not apply this offset and may have the node sizes too close (inner size 3, outer size 4) so the general cargo shielding problem everyone always faces may be due to exactly this.
  4. The better approach would be to have The Gold Standard carry your config. Most players likely won't use these mods together so it's not worth it to have Alcubierre Drive include this in itself. Granted that Unobtanium is probably an incredibly dense resource I'd like to point out that the 1:1 conversion rate would be incredibly lossy. Some high amount of EC should still be involved too. Unobtanium is not going to crack itself into other materials.
  5. @Jesse-Lacey Awesome stuff! I'm thinking of trying out the Cassini-Huygens challenge myself. I also wonder whether to go at Gauss or Nero. Both planets have a main moon with epic atmosphere. There are several factors to consider so I can't decide. Indeed. Beyond just looks, and if you like resource systems, Tarsiss also has an abundance of gaseous and liquid hydrocarbons (Karbonite and Methane) as does Titan.
  6. To all interested parties, here's the ZIP I promised. It adds/fixes inner nodes and ModuleCargoBay{} for every single legacy cargo and hollow fuselage part. Testing these things in motion is not my part, though. It's yours. Avatar Stail Stail Freight Humpback Expect or focus on any potential issue with the Humpback tail and closedPosition as it spawns closed in the ship editor while every other cargo tail spawns open. I've also set Payload category for the hollow parts that were hiding in FuelTank category. Warning. This may break all craft files containing these parts.
  7. Only 4? O .O Lol imagine the chaos if this was Human Space Program.
  8. Concerning the matter of Stail Freight cargo parts, there are several gaps to fill in there. Note that the node IDs declared inside of moduleCargoBay {} need attachment nodes with the same names to exist higher in the config file. The actual "OPT 'Stail' Class Freight Cargo Bay" part seems to not have inner stack nodes. when I can, later today, I'll investigate all OPT cargo tails and possibly release a ZIP with updated cargo bay configs for you guys to play with.
  9. Nice tanks. And I see you're not afraid of that engine's heat. But the most interesting part for me is (are?) those tiny landers? What are their dV and surface gee limits?
  10. Yes, it's the solar experiment thingy from MOLE. Well I'm missing the solar reports resource bar if there should be one, and I don't know yet if it's meant to be part of a ship with an actual MOLE and a crew. #noob
  11. Kethane makes this possible and is still current. You can use its template to provide exhaustible deposits for all your choice resources, but it currently does not do background scanning so it's effectively unplayable with certain mods like life support.
  12. Had more fun with the stock-ish Science Plane Mk2c and brought back a few loads of science from reefs, minor shores and inland water, but finally put it up for retirement as it's not expected to gain any boost in operating power or range close to where science planes need to go next. Scientist in the forward cockpit to get surface samples; pilot (currently the only one rostered) hidden in the rear cockpit. I then launched an 11 ton payload to low orbit....then quickly de-orbited it, learning that the science device can only function in Sun Ciro orbit. Finally I did a little too much "test" flying and squeezed in some science farming with the next generation of science plane... And my sunflare is small. If I was playing career mode I'd call this a tourist trap as it has no cockpit.
  13. You know that crap that keeps going around about a weather balloon and swamp gas? Well, there's more of that. So say cheese.
  14. I managed once again to drop something (intact) on the VAB. Jebediah safely returns from covert ops in a very clearly "prototype" lander. I also went chasing orbital debris (2 abandoned oranges) with spaceplans. The first one was suborbital so I kept pace with it (for some amount) through the atmosphere. I stayed around long enough that it became bound to crash into Kerbin while on rails. The second one I caught and brought back down with the same spaceplane that sent them up. Debris hunting was an amusing and worthwhile exercise after spending all day perfecting some new custom parts for myself. Valentina got to have fun and do something serious, as did Jeb. This particular plane will hopefully have a lot to do in 2.5x GPP.
  15. Not really... That would be a pointless and endless job. CRP does not need to track compliant mods. Mods that use popular resources need to be compliant.
  16. .......Now, may I ask you to tell me how to get KSP to show when something is occluded from drag?
  17. @stali79 I partially caused that. I had little understanding of ModuleCargoBay at the time.
  18. I've just noticed (in addition to that) the Humpback hollow parts all have different lookup radii. Try this and let me know if it's sufficient. KH uses radius of 3 so using for for Humpback, 3.5...maybe 4 should be sufficient. Try this and let me know how things work out. @PART[l_oms_hollow,l_6m_fuselage,l_7m_cargoTail,l_6m_cargo] { @MODULE[ModuleCargoBay] { @DeployModuleIndex=0 @closedPosition=0 @lookupRadius=3.5 } }
  19. Your new icon is very amusing. :3

  20. @Mycroft made one. It's got no butt though but it's on KerbalX. https://kerbalx.com/Mycroft_33/Valkyrie-Shuttle
  21. The pointy things under the wings look like upscaled B9 Mk1 nose or tail cones. I can't see such a think happening. Do the K cargo ramps have Mk2 attach points? I doubt and I'm sure @agrasyuk makes good use of the ramp that it can't be traded for engine mounts. I know the Humpback cargo ramp has Mk2 adapters.
  22. Your link seems to be broken. If it's on MediaFire then I guess the new forum software censors it more strongly. please post it elsewhere so it can be seen.
  23. In addition, there is an FOV penalty when sub-optimal. The scanning width is reduced.
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