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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @Bottle Rocketeer 500 Your configs look good but there are two things I can point out: I recommend that all the textures in a given switch module should be in the same folder. (It might not be necessary but who knows) The objectName is not always that value of the name, model or mesh fields in the config. It's definitely never the value of the title field. It's the name of an item in the part's 3D model's hierarchy. If you can, install Blender and the .mu to Blender plugin available somewhere on the forum. Then you'll be able to find the objectName.
  2. Add these to your method: Zoom out until the craft vanishes; Aim the camera at the part closest to the center of the screen. This will increase the offset of the craft body, pushing it away a little more.
  3. @ARS @genericeventhandler Thanks guys. I really like what I see. I also found the root of my problem. Gypsum doesn't have an hsp (specific heat) value, but Water does. So I see flux ratings now and ablation works without the pod or cockpit needing to carry Water (or Ablator) itself. I might play around with Char settings too. I would like some parts to show that they took the heat.
  4. @danielboro But the IVAs on my parts were usable, right? That's good to know. I don't intend to ever make IVAs as I can't model for KSP yet and I'd be spending my efforts all on making even more parts that are functionally distinct (typically not cabins) and will make things interesting. That said, I have two nose-type parts in my game that I would like to see turned into cockpits and given working lights possibly...
  5. @PanzerAce Actually no. Both are still going, but only OPT Main is bound to K. Yeon's dev plans. This update of OPT Legacy finally comes now because I was able and eager to dump some contributions in, and it seems larger than usual because it has new parts and screenshots of them.
  6. Yes, when I saw what could only be politely described as a placeholder :D I had to try to do something about it. It's even better than the SURGE imo.
  7. v1.0.7: The Legacy Grows! K, KH and Humpback SAS! They are named OMS but the thrusters don't work yet. J-6X Lineage! New engines to carry you to space today! WarpJet engine (left), slightly improved classic ScreamJet (middle) and new J-60D for Dual (right). Long (S.U.R.G.E.) and short (S.A.G.E.) WarpJet engines!
  8. I know of the ablation technique whereby the ablative material is a propellant and is pumped around and within or over the external surface of the craft body instead of being built into the frontal surface like on discreet heatshields and shuttles. I'm trying to reproduce this technique in KSP so I (and anyone interested) has a fashionable and effective alternative to weighing down the command part (and if it's a cockpit: blinding the pilots) with a resource that (in addition to being very heavy) is inaccessible except by the part that holds the resource (like SolidFuel). My problem is, I don't know what to do to get the flux rating to be a non-zero value in the part info window. It drains in flight when heat builds up, but I'm not confident that friction heat is being controlled. In some of my test launches, critical temperature has gotten as high as it would if I never bothered trying this experiment. I made the cockpit hold some resource, thinking that would fix it but it did not. The ablator module is copied exact from the stock heatshields but the resource name is the only thing I changed. Once this works I'll use a more appropriate resource. Gypsum is only a placeholder. Or am I forgetting how ablator works in KSP? MODULE { name = ModuleAblator ablativeResource = Gypsum lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 }
  9. I re-textured an upcoming new variant of a very old OPT engine. Apparently it took me a good few hours. Left: My personal variant (completed weeks ago, unreleased) Middle: Original artwork by @K.Yeon Right: Today's work and the new variant, not mine. I also struggled to get the cargobay module to work in OPT's cargo bays but failed miserably. I assume this is a glorious new [feature] of KSP 1.3... aero shielding only works for SQUAD. Or OPT's bays are all critically bugged. And I got my "superior" airbrake to work. It deploys faster, drags harder, and takes up to 2700K versus stock's 1200K......The piston, however, looks dislocated due to the non-uniform scaling but I can deal with that. Now to make something very specific to complement the airbrake.
  10. What engine is this? It's not mine. And I'm sure it's nothing special. #melodrama
  11. All about that sea bass Testing Scatterer's upcoming (under)sea FX A souped up seaplane for retrieving splashed kerbals and maybe splashed vessels: with plenty KIS space. A Kaspian Sea Monstah!
  12. @ShadowZone has deployed his megaships in all game modes. Ozymandias and the OPM conquest was a science run. And I think Jeb lost his keys in career mode. I have built a few megaships before but so far only one has been completed and allowed to have a real launch. This is my GPGT Station, a grand tour vessel. Its part count is a little over 300 and its total crew capacity is 60+. Maybe 90+ including the freezers. Most of its body is OPT Spaceplane Parts and it contains Near Future solar panels and reactors for reliable power supply far beyond the likes of Eeloo, USI life support, DeepFreeze, Karbonite so it can refuel without landing, and Karborundum so that the minor spaceplane and rover both have amazing dV and TWR, and which presents a giant ore drill with which the station can refuel when it does land somewhere. These three vehicles together: its crew can plant flags literally anywhere and return to tell the tale.
  13. @Bit Fiddler Sorry, the textures are not selectable by themselves. They are indeed tied to a given LS mod and are per-resource or per-resource group after that. These textures aren't just for looks. Every color and pattern is based in something specific so the free selection you're asking for would violate these specifics and make them a waste of time. The stock textures were disabled in the first place so that these non-fuel tanks are visually distinct at any time from the fuel tanks. If I get more posts here asking for a less vibrant, universal kind of theme then that can happen.
  14. The person seems to somehow only interact with resource lodes perhaps? Among their 50+ mods could be MKS, which in turn could be (and I know this is unlikely) interfering with the drills somehow. "Red balls" makes me think of Kethane and RemoteTech.
  15. If the Mun problem indeed happens with Iota then something is very wrong. Iota does not use Mun's template and should have no chance to "inherit" the problem. I take it your excuse paid off well.
  16. Kopernicus may make it so with its heavy backport capability, but the work will not be put in to ensure a flawless game. All of the KSS team's effort is going forward, and forward only.
  17. That's part of the point of this mod. Use your scanners. Find out for yourself and don't spoil it for other players.
  18. Players have had problems once their craft were in Mun orbit or landed on Mun. This does not automatically mean it happens to crafts in Iota or Ceti SOI. About going interplanetary, the only answer is to find out for yourself. But the Kopernicus devs should know very well about it, and only a portion of players experience this. The part with Galileo is that Kopernicus changes resources and syntax concerning planet-making: that means a steep learning curve and a lot of troubleshooting to ensure that GPP (as simply a collection of planets) loads at all, loads properly and the issues or oversights that non-modders discover later on are as few as possible.
  19. @Pinchy Nothing can be done to GPP to cure this problem. It's a Kopernicus problem and is well known for plaguing players when in Mun's SOI. GPP had a few code errors that provoked a similar problem but those were largely fixed before Grannus existed.
  20. @Pinchy Once you start unlocking parts in the Logistics category (nearly everything there is kontainers) you'll be able to attach a kontainer and switch it to hold MaterialKits and SpecializedParts. Yeah... everything there is a kontainer.
  21. @Pinchy MKS tech support should be requested in MKS's thread. But I bet you may be missing something small like only an EVA kerbal can change the drill heads. I assume the craft is unmanned. MKS puts a heavy emphasis on EVA. As for the exciting news, heck yeah. Make sure to bring back some screenshots.
  22. @Chirality Have you tested any CO2 harvester parts to see if they work? Make sure that they are moving as KSP 1.3 has a new bug where harvesters don't harvest if they have 0 horizontal velocity. (Incomplete code issues) CRP is a set-and-forget kind of mod so it should generate no issues in most cases.
  23. My mod count for a main-game or wouldbe main-game typically coasts in the 40 ~ 80 range. I'm a sci-fi engineer and I have many niche type needs which fit together under one playthrough goal: To have a very fashionable but middleweight arrangement covering orbital construction, off-world colonization, single stage to and from everywhere, even interstellar, in a non-stock planet/star system. A lot of my installed mods are either small parts packs or utilities (except the big mods: GPP, OPT, Mk2 Expansion), or entertaining and intriguing enhancements to existing parts mods, then there are the visual mods which I adore but can easily do without. Such little enhancements include: SuperStock (Mk1 parts and Whiplash tuned to operate at up to Mach 15), USI resource switching for OPT parts, Mk2 parts for GN Drive, new OPT SAS parts and engines, and a couple of scattered resource chain changes.
  24. The KarbFish seaplane (after a painful long flight at < 260m/s, 2x phys warp) finally splashed down near the KIS Deliverance and the two engineers got to work at picking it apart to fit into the KarbFish's KIS container. From novice mistake it was learned that only one wing or one engine could fit in there, making for 7+ more of these dragged out flights. But we're not having that. In comes the KarbFish II, all-around superior, especially in top speed at around 822m/s. All it's missing is horizontal rocket boost for even more top speed, and a pilot with the skill to land it on the VAB. It hasn't been sent on a real mission yet.
  25. Galileo has revealed that he wields secret martial arts. This one being the FIVE FINGER SEND PUNCH.
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