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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @Pinchy Open GPP\GPP_Configs\GPP_LaunchSites.cfg and search "South" Then go down to "radius" ... Site { name = Southern_Site displayName = Southern Site description = Southern Site is an alternate launch site. PQSCity { KEYname = KSC latitude = -61.05 longitude = -0.7 repositionRadiusOffset = 584 repositionToSphereSurface = false lodvisibleRangeMult = 6 reorientFinalAngle = -89 } PQSMod_MapDecalTangent { radius = 5000 //change this to 7000 heightMapDeformity = 15 absoluteOffset = 593 absolute = true latitude = -61.03 longitude = -0.77 } }
  2. It's a simple and clear matter of a terrain setting or two. (Either KSC is not high enough or it's not flattening enough land around itself.) It will be fixed shortly. Also. #REKT this pic for your viewing pleasure.
  3. A bootstrap rover and bootstrap power core for a Mun outpost before KSP 1.2.0. Each of these was buildable from a strict and workable serving of 5 tons of MaterialKits and were vital to base expansion out of the Gourd-like lander appropriately named "The Missionary." Eventually, (and along with a few shipments of MaterialKits,) this sprawling base was completed. NFC doesn't look quite fit for building surface bases with... But I was inclined to challenge that reasoning. The flying saucer (containing NF Spacecraft command pod and NFP's low profile LFO cluster engines) was not constructed here but was delegated here. It had 3500km/s dV thanks to procedural tanks and those engines' modestly higher Isp (350s? ...355s?). This base received a shipment of XenonGas, and a shipment of EnrichedUranium. Then it launched a Duna probe and a station core. The xenon carrier and station core were heavy on NFC as well. There's the station core with just one NF Solar panel to keep its probe core alive. It would serve as an orbital refinery and shipyard, and so contained truss Ore tanks. The foreground object is a recoverable launcher which could have been recycled for MaterialKits but I was lazy and let it crash far out of physics range. The station core is kindred to my newer "Linda" station posted earlier, and an interplanetary station concept that I lost the screenshots for. And here's the Xenon delivery craft. The truss stack contained two probe cores. The severed head would refuel the Duna probe already in orbit. The body would top up the base. I tried, and failed, to use Mono for landing engines. There weren't enough SpaceY engines on it for good TWR so I had to keep the Rhino boosters. This is my last post of old stuff, I promise.
  4. My in-game company was invented as a military ally to a protagonist race in my own sci-fi universe, and later an ally to Celestial Being and Katharon in Mobile Suit Gundam 00. I chose to have this company be able to (in defiance of contemporary sci-fi stereotypes) be able to colonize Venus due to it being closer to Earth than Mars is, and being an unlikely place for Earth forces to venture to, and have the base(s) of operations there. By consequence I named my company Deep Sky. Deep Sky's operatives are generally benign aliens from elsewhere in the galaxy, with camouflage and other powers but an allergy to GN Particles. I have yet to settle on a concept for their flag. Aaaaand now I know what @ARS means, I'm satisfied.
  5. No stock parts use this, as Stock only gives you parts with type 1 (the Ore drills) but the following can float your boat: Karbonite (for Karbonite itself, which is available in 4 types) Near Future Propulsion (for ArgonGas and XenonGas) have such parts. I made clone intakes to add to NF Propulsion and CryogenicEngines (They handle Methane and Hydrogen) There's also @Gordon Fecyk's Explodium-Breathing Engines. Amusingly, you can install Karbonite and actually do the Jool thing.
  6. @TheRagingIrishman USI mode is about all done. I just gotta weigh the stats of a converter this size (with the blue dot, before the greenhouse) with MKS's own MPU... And perhaps make the tank rib lines more prominent. Texture switching works too. As for the recycler (processor with green dot), I believe I can get away with 70% efficiency for 8 crew. Derived from updated TAC textures.
  7. I was hungry last night so I went out for Buffalo Wings. (Started exploring the Wild Blue Industries mods and the USI support in them.) The 'wings' are actually Heat Control for an onboard reactor. I was quite satisfied so I upsized the order (more buffalo body...less wings). I made this rover longer as it's going to fit into a nice extra-long OPT cargo bay.
  8. @flywlyx I'm finally building a serious ship with this mod and I'd like to add that there's some very odd behavior with the GN Condenser Frame (recharger). I have to rotate it mself so it's oriented right for attachment. Later on it will have detached and be floating when I click somewhere, either another part on craft or in part list (either way, fairly far from an attached GN Condenser). Can anyone else confirm this?
  9. @RealGecko The WarpDrive.dll is telling KSP that the part is in an additional lower directory named WarpDrive, causing the empty config issue. PartLoader: Compiling Part 'WarpDrive/WarpDrive/WarpDrive/WarpDrive' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Crash!!! While you tend to this I'd like to suggest you rename the part itself and the folder that contains the part. That's too much "WarpDrive" imo. And maybe rename the download archive. I get it confused with the download for USI's WarpDrive because they're exact except the version number.
  10. Download warning added to the readme. The releases page is where stable stuff (for end users/casual players) goes for download. Please don't just download the master branch/source stuff and expect it to work properly. This applies to any GitHub site. This is why GitHub has a "releases" page and why the thread title still says [v1.2.3] [KSP 1.2.2] and links where it links for downloads.
  11. KSP does not natively support multiple stars so it will dumbly respond to the presence of an added star. The game doesn't know better, and the only option for fixing this contract problem is for Squad to alter the game and make it natively support multiple stars (and that's not happening). There's no deactivating Grannus. You ignore it and send a probe towards the next body you feel you should get contracts for. If you don't use scatterer you can delete Grannus, otherwise this will cause null spam. If you choose to delete Grannus, do not re-add it, as adding celestials mid-career can cause things to orbit (or be landed on) a different body.
  12. Puny mortal, you cannot fathom the answer to what happens to be a divine question.
  13. @spacedoctor42 Here you go. The wildcards make it affect the small Convert-O-Tron too. @PART[*ISRU*]:NEEDS[Karbonite] { !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Lf?Ox]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[LiquidFuel]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Oxidizer]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Mono*]] {} } I could have it target any and all converter modules with just one line instead of four but that would be bad as it could delete any that were inserted by/after any other mod. The removed modules will return if you remove Karbonite.
  14. I feel the same somewhat and wrote a cfg to remove the fuel modules from the Convert-O-Trons. I'm not home right now and I'll share when I can, if you're interested.
  15. This is a rather intriguing concept for a solar system. If there was a stable lower limit at which some of these worlds (like the desert and ocean) could orbit close at without causing too much tidal turbulence, let alone hold back from grinding each other's crusts open and causing lava lakes. I'd surely want to get in on a planet pack like this. Alas, Principia and this solar system would be like...
  16. This is a fabulous, fabulous craft you have here, and welcome to the forum. I finally just modified the USI Warp Drives myself to crafts of greater size or of a special breed so here is what you need. I went further and personally changed the propellant and raised their consumption rates. The numbers here are already inflated by a great extent but feel free to inflate the numbers more to suit your needs. Try to keep them in proportion. @Red Shirt You may want this too if you're still interested. //0.625m Alcubierre Drive @PART[USI_WarpDrive_625] { @MODEL,1 { @scale = 3.33,3.33,3.33 //.25,.25,.25 } @MODULE[USI_ModuleWarpEngine] { @BubbleSize = 66.67 //5 } } //2.5m Alcubierre Drive @PART[USI_WarpDrive] { @MODEL,1 { @scale = 5,5,5 //1,1,1 } @MODULE[USI_ModuleWarpEngine] { @BubbleSize = 100 //20 } } @Azimech and I also have Enterprise replicas. Mine is tiny compare to both of you.
  17. I'll in favor of it. I may remove Mono from the Supplies option altogether. I think every other part allows for carrying Mono anyway.
  18. Thanks for the heads-up but isn't that what you previously asked for?
  19. I see those anytime I watch the Console while KSP is starting with OPT installed. I normally ignore them as afaik they don't mean the parts are crippled and unplayable. I don't know what to do exactly to fix that but I bet it would be easy. For now, though, the only thing I can really be bothered to fix is the issue where the FS and IFS tank options both appear when you have FS and IFS installed. You're welcome btw. Have fun.
  20. Here's a single launch station made very largely with NF Construction and Station Parts Expansion in mid KSP 1.2.2. Particularly, it's an overblown station core. All it had was seats and those Kerbodyne tanks. It cleanly captured into its orbit by using vernier engines, allowing its transfer stage to plummet into the moon behind it. It had no purpose and was merely an exercise in design after a prior long period (right before the release of KSP 1.2.0) of not designing anything in NFT. Its codename was Linda meaning beautiful. Sending something pretty to the outer moon's orbit was the whole idea. My best ever ship design with NFT at its core, the Lithia L, deep space science ship in KSP 1.1.3. Ignore the fact that it lacks actual experiments and was launched in sandbox. It had 6km/s on Lithium and about 1km/s on LFO for VTOL, with which it could land on Vall. 6x 1.25m MPDTs, 3x 2.5m reactors cleverly hidden in the hull and just enough stock radiators, placed elegantly rather than just any-old-where like on most other craft that carry more than one nuclear reactor. Besides that it had ISRU so that it could return to Kerbin on its own. it launched from Minmus to Jool and had no business in LKO. Kerbin just happened to look really nice during the glamor shot phase of development. There was a closely related ship called Lithia S, a Mk2 lander which was a Duna SSTO. It could not fit in the Lithia L but surely it would fit a mothership with MkIV-class body.
  21. Well this went (or came) rather quickly. Will the non-hollow version be more powerful than the hollow version? I think that could be a good reason to keep them separate parts (if you choose to lean on this idea). Let me know if you want more port holes.
  22. I have a bit of a handle on scaling things on an individual axis. What I made is a 3m hollow fuselage scaled to 20% (0.6m) its depth. I can do the texture work and scale down a 3m tank to make the non-hollow SAS/RCS piece. But... a K-size RCS is exactly why I used a hollow bay to begin with. The fans will want to be able to both load/unload something into a K plane and have K-size RCS thrusters near the ramp.
  23. @stali79 I imagined that too. Should I make a Drone Core? (I cannot add RCS thrusters. It's beyond my talent to do so.)
  24. @Mycroft has a perfect VTOL/SSTO Valkyrie on KerbalX (except it has no hind piece and it has a few parts from varied mods).
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