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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @Galileo Which base? (Add them to GPP directly?) Those resource configs are specific to GPP.
  2. Those are okay numbers. Karbonite's percentage doesn't go much higher than that.
  3. Here's another new little thing. Resource distributions for Far Future Technologies: Antimatter, Liquid Deuterium, Liquid Helium 3, Liquid Hydrogen. DOWNLOAD
  4. Oh look, a new distro. https://spacedock.info/mod/1512/Sunflares Of Maar: SSRSS Pack Tested against @Galileo's v0.0.3.0 which was released yesterday and has city lights by default now.
  5. Reinstall HyperEdit? Doing so fixes other problems with it, namely when you add/remove planets and its Ship Lander stops working. Also, add VesselMover to easily move landed craft around.
  6. It was intended, given the descriptions on the UHB propfans that the should be stupidly powerful and resource hungry within their performance envelope. I can't say for sure anyone as someone changed specs in a few engines after me, likely including these. There is also a fault in Karbonite that it doesn't include any form of provision for as effective input of IntakeAtm as for intakeAir so currently they're doomed to starve for a propellant. The Torch drives had their Isp curves changed along with their now accepting Water instead of Ore. I'm no wizard but I believe that either there is an error in this curve or Torch drives are intended to no longer work on places like Eve... Which would be quite a bummer. @RoverDude Is this right? atmosphereCurve //current setup { key = 0 25000 0 0 key = 0 175 0 0 //is there supposed to be a leading 0 in this second key? key = 6 0 0 0 } atmosphereCurve //previous setup { key = 0 5000 key = 1 3500 key = 6 2500 } Are your percentages all pretty low? Perhaps the RNG has dealt you a bad hand. Create a new save and see if things turn out better. It is. Karbonite will appear on every planet by default.
  7. That's due to a new feature in Kopernicus 1.3.0-5 so reinstall 1.3.0-4 or older in the meantime. All star system mods have to deal with it.
  8. Please use the latest version of this mod for and in KSP 1.3. Your issues have likely been fixed. (The crafts all seem fine to me)
  9. @alex_1313 Psst......... psst.... Don't forget to crank up the black hole's gravity to over 9000. Right now it only has as much gravity as Eve.
  10. @Korsakovski I'll remove the radial intakes then. It's not an issue at all to me. @AeroGav You would be surprised. I happened to get far more lift than drag in this design. It cuts the air fairly cleanly on ascent and works very well with the shallowest of AoA. I'd much rather use a mod engine (in addition if not all/only mod engines) and brute force to orbit because stock drag's cement slippers will always clothe my feet in this game. The last thing I worry about with parts and drag is the cockpit. If it's very draggy I ignore it but I do tend to see a hellspawn of drag from the 1st through 4th parts behind the cockpit and that gets me annoyed. What drag I did experience with this plane was very tolerable. I'm concerned for you and the suggestion of empty Mk2 tanks. If ever I have to drain fuel from some, my mind is firstly on what dV I'm going to lose to wasted volume.
  11. Revert to Kopernicus 1.3.0-4 and read back a few pages for further answers/insight. 1.3.0-5 adds new sun params, without which, every star will light things over infinite distance.
  12. @Korsakovski It's fine. I know I don't need the radial intakes. Those were purely aesthetic. Maybe IRL (or with a modlet I made) they would contribute to dV like Skylon's intakes. However, the slanted Mk2 nacelles are part of the core of the design and wouldn't be replaced. The craft's performance is great but I haven't stretched the design and tested how much more dV I could add to it.
  13. Lol! You're right, it does look touched by the AllSpark.
  14. So I painted an intake last night... Made it look like a ZZZ Thing. Then it took its turn in testing as part of another new big thing I'm brewing.
  15. Maybe the problem is that both engine modules call on the same effects nodes. (If that's a thing it's a very sad thing) But also your patch doesn't add an engineID to the first engine module. Insert this before your module additions.
  16. Please revert to 1.3.0-4. Release 5 introduces new parameters for stars which will cause this exact light problem with all planet packs. I don't think this will fix your other problem, though. The other devs here may know.
  17. Yeah. Seems to have been broken the entire time. Like, the dev build on @RealGecko's PC works but he forgot to publish a final little fix before release. I'd love to be able to fiddle with this for myself. I rather like USI's warp drives but I'm on the fence about their visible warp bubble.
  18. If you love and have KSP Interstellar then this mod is redundant. Judging from the screenshot this works like KSPI warp drives but let non-users skip installing KSPI and dealing with all of its gameplay changes. Also this mod is currently broken. No one can use it.
  19. @genericeventhandler Post the whole patch somewhere so I can see, and identify the engine if it's from a mod. I had this problem too when I got into this kind of modding.
  20. @AntoniusCDXXXII It's fine. No one's going to stone you for this promise. Take your time.
  21. Maybe KerbNet doesn't like non-Squad resources... Unfortunately I find this confirmation quite a waste of Galileo's time. I never could fathom how and why a resource definition built in Squad's way but with different parameters, breaks Squad's own (other) feature (KerbNet). So it comes down Pure Stock vs Moderately Modded. KerbNet and Ore alone vs ScanSAT and CRP. In addition I don't think anyone has ever complained in this thread about KerbNet until just now...
  22. The three numbers there are Intensity (brightness), Aspect ratio (lower = wider), Scale (divides, not multiplies). The streamer in particular is @RocketPCGaming, on Twitch.TV
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