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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Most of the resources used by USI will show up in-game on their own. There's no need to have configs for them unless they tend to be super rare or absent by default (like all atmosphere resources, needed for some life support mods).
  2. @DougS2K If you can, please open GameData/OPT_Legacy/MM_Patches/OPT_AeroShield.cfg and replace its contents with this. Compared to what you described I may have completely reversed the cargo bay functions.
  3. I took some time and built this up again, but with much more care put into what packages I slip into the backs of the ring modules for a possible serious test play. I had a fair bit of trouble docking a Ranger back to the main ship but mostly because I have an angle snap MM patch. If anyone's particularly curious I've also fitted this build with Karbonite ISRU. Here's hoping some things I clipped don't cause modules to jam when I undock them...
  4. You are right, this is the case. But no one has mentioned this as a problem. There must be something unique to your install, but thanks for mentioning it.
  5. Oh my. I've still barely gotten to play just 2.5x and I feel it. Of course, I need my "OP" mods to get around. Realistic Progression isn't my thing.
  6. @Galileo @Sigma88 Perhaps the disagreement is due to Gael using cbNameLater? In any case I may have an answer to this. I'll test it in a couple of hours.
  7. Insane Eccentric spacecraft design: A prototype warpship. Launched from Kerbin.... DOE is an interesting mod. Jool shows pretty clearly still... I don't know how to use Oberth with a warpship to slow down so I slowed down the old fashion way....using the same warp propellant for these custom engines. By a hair's width it survived its landing attempt on Gratian. There's no way this is landing on Laythe or back on Kerbin... Well, maybe an ironman pilot can do it.
  8. Ohhh. That's still pretty complicated. You might have to write your own warp plugin. I think USI warp drives stop working if there's more than one on the same craft.
  9. Yes. The red star is indeed Grannus. Just install its containing pack along with GPP (after our release, of course).
  10. A warp drive is not "cheaty" and OP, good sir. A warp drive is a warp drive. There are caveats to using these things, namely, once you warp to a planet, your approach parameter matters and you need a high powered sub-light engine (or a convoluted warping technique) to set a proper orbit once you arrive at the next planet. Further difficulty is imposed if a life support mod is in use and a crew absolutely needs to get somewhere fast. Karborundum is the nearest option for uber-efficient and uber-powerful sub-light propulsion, as it is another USI mod, for setting a proper orbit after warping somewhere... But Karborundum is super rare and is challenging all on its own. You also have to watch your throttle and distance on the last few million km towards a planet. And if I may suggest, forcing a warp drive to be disabled anywhere within Eeloo's SMA is totally unreasonable. Absolutely no one would entertain such a handicap on a technology. On a light note, I just happen to have been experimenting a lot with warp drives lately and found something relevant to you. If you delete the call to a thrust transform in ModuleEngines in the part configs, you can cure the phantom thrust problem (No thrust transform = no thrust). It might cause a null but I'm sure it will be harmless. USI's Warp Drives differ other than in just their sizes. The big one has 3x the top speed of the small one. Also.......indeed, the NavBall is LoL when warping.
  11. Time for a tease. Ciro and Grannus are present in this picture. This isn't one of our planets/moons, but...
  12. In real-scale??? .........You don't...? Talk to @RocketPCGaming. He's doing real-scale GPP and he knows his stuff. (But he might give the same answer, lol)
  13. I installed Mk3 Expansion again after catching some fresh Skylon hype, and built this. It does contain parts from just one other mod (the scramjets from Mk2 Expansion) but they're completely unneeded. My hype was beyond satisfied as this craft took a Big Orange to Mun.... I can't recall the last time I built a spaceplane (without OPT) that can reach Mun. Maybe I never did...... Only last night did I learn that Skylon had a center engine for OMS so I fit one in.....The ugly Poodle. It has a just satisfying enough TWR but it's the best stock vacuum LFO engine (I don't want any more mods in this plane). There are three variants of the craft file for this. The changes are all in the main wings and nacelles. I'd kinda like to work those Mk3 chines out of the design.
  14. @Galileo I believe this effect is akin to attaching radial things fitted for a 3.75m section around a 2.5m section?
  15. This is not a request thread. And if BARIS burns you, you're posting in the wrong place, sorry. Anyway... As with any mod Angel makes, everything, and I mean everything, configurable. Nearly everything can even be switched off separately of the next. The man poured his soul into making the wiki and providing options for folks to make BARIS easier on them, but in the end the whole point of BARIS is so that things eventually break and kerbals need to get out and fix things. Angel had his thread locked and took down his mod because people don't read. They don't take the time to test a gameplay mod and see how flexible it can become for them, and they even see a very wrong purpose for a mod (like everyone who wants MKS just for its parts). BARIS is a game-changer. It's a big boy's mod (or big girl's mod). But like all of Angel's mods, BARIS is configurable beyond belief. I consider BARIS a great mod as I don't play career and this is one of those mods that keeps Science or Sandbox mode eventful in the long-run, and gives you something other than fuel to carry into deep space, or produce off-world. It presents these things and possibly more without directly presenting the option of death to kerbals in flight (like any life support mod). So I'm hoping that Angel reopens BARIS to all, just because.
  16. @MaxxQ I see Lithobrake Exploration Tech. Also you must be running Color Coded Canisters for the green tanks. (Both mods are made by NecroBones so they may be bundled or recommended in some way by CKAN...assuming you use CKAN). Your flag reminds me, I have a new idea for my own.
  17. I don't get to read this kind of comment very often. Glad you like.
  18. @Galileo Which base? (Add them to GPP directly?) Those resource configs are specific to GPP.
  19. Those are okay numbers. Karbonite's percentage doesn't go much higher than that.
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