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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @flywlyx Oooooh. This is quite promising! I hope this is as large in volume as it is massive. I have some big things I might want to bring to this. @Urses A warp drive is an engine such that you still have to pilot the course between point A and point B. But a jump drive sends you to point B in the snap of a finger. Each has a major advantage and disadvantage. P.S. A different model and a different animation only need to be applied to make a Mass Effect relay into a StarGate. They're both the same imo. You pick a pair, drive into them and you're there.
  2. @Dewar Hey there. I wanted to mention two little things considering the coming update. Congrats on an update by the way. The majority of your ResourcesGeneric.cfg is not necessary as all the stock definitions are already defined and don't need repeat definitions. The global Ore definition in your Ore.cfg doesn't have a name so it will be seen as garbage and ignored while loading. Your GameData folder has a space in it... The Patches.cfg looks pretty prone to bugs.
  3. Did you install ModularFlightIntegrator (part of Kopernicus)? Otherwise, share a copy of your output log and optionally a screenshot of your GameData. @OhioBob @MaxL_1023 I wouldn't mind a bright orange (and bigger?) Grannus much if it's going that direction.
  4. OhioBob did mention something along the lines of revelation of how red Grannus itself and its ambient light would or wouldn't be, and that under certain skies Grannus would look no different from Ciro and the surface would be lit as though from Ciro. We may opt to stay with the current visual settings because when we chose to make Grannus a red star we wanted that expected look of dim, abysmal ambient redness. He also mentioned tat we could keep the current luminosities but introduce some kind of modifier to perfectly normalize solar panel Ec output around both stars but that would cause the parts to show 3% of their normal ratings when read in the SPH/VAB. And that would confuse the excrements™ out of people.
  5. Yes it does. Since it has no planets I took the liberty of putting somethings that will make a trip worthwhile anyway until something does happen (whether by the GPP team or by the fans' discretion) but kept them secret. The one thing that everyone should know by now is that Grannus has asteroids. And that's also part of why I've been very concerned about the broken asteroid config.
  6. You've stirred my interest. What kind of playthrough is this now? What particular mods, if I may bother you to write them out? I'd like to be able to say what kind of player I am. I'm always opening KSP as a modder and tinkerer, hardly as a player.
  7. @Snark Thanks for that discovery. I'm happy the updates haven't turned you off much. Concerning this, though, it's possible that this may happen again so watch out in the coming update. The terrain is getting, dare I say, even better!
  8. The fixes are not in the main download, and won't be necessary at the next main release. Bring back some water while you're there. Some folks back home are eager to examine it and see if it's good for drinking and making snacks.
  9. That file stores information about its containing folder on an Apple file system. It means the package was created on a Mac. (It's completely safe to delete)
  10. Howdy. Two large or (maybe) two edge static radiators should be enough. Anything that needs radiators will tell you in its extended info what module needs those radiators, and how much "required cooling" is wanted. Like this nuclear reactor, it will say "Resource Converter" then "Required Cooling: xxx kW" which is 250kW if I remember right. Then for all radiators, look where it says "Radiators Specs: -> Core Heat xFer: yyy kW" Match the sum of Core Heat xFer from multiple radiators to Required Cooling. Once the sum of Core Heat xFer is greater (yyy > xxx), you're good to go.
  11. I fixed the link, replaced it with Galileo's. Sorry, folks.
  12. Only change your solar system before you start a game save. Then try to never change it again once you're in. (Adding more planets is a great temptation)
  13. Any time you add or remove a planet or planet pack in the middle of a game, expect that to happen. Always expect it.
  14. Omicron's not flying today... But that's not a bad thing. @Climberfx I'd like to request some side ramps if it's not too much trouble.Trying to climb out of a car leads to kerbal death and I don't want to add a rear ramp as it means I can't mount an engine or have the nice tapered back end.
  15. Finally got to try out OPT's new H & KH series parts, Omicron (flying space car) and a bunch of KSPWheel things. I'm in one of my dev space installs where the only mods installed at the time are the ones I'm messing with so I'm on Kerbin. I'm tempted to install a Karbonite filter into Omicron so I can possibly burn this rubber under any sky.
  16. Ah, thanks. I'll be sure to grab it. I wasn't expecting that more little issues would have been found out between the release day and my finally getting to check out this new stuff.
  17. @KerbolExplorer Of course it is. It doesn't interfere with the stock bodies and is nowhere near where OPM planets go.
  18. (Answered the above question in a repeat thread) I finally got to dig into OPT 1.9.9 and not only get acquainted with the new H body and refreshed K body but also with the new "OPT E" tag on all the non-legacy engines (and all the KSPWheel things). The HAE-02 seems to have been nerfed harder, or it just really struggled with the bulk that I attached it to...I'm not accustomed to building a large plane unless I really, really need one. Anyway, it's alright once I know the peak perf envelope for it (and the J-92), namely 10km ~ 20km altitude. I'd like to note @K.Yeon that the OPT E-Rocket Scramjet (HAE-02) is also missing TechRequired, Cost and entryCost, just like the J Boarding Ramp and J Rear Hatch.
  19. Some planet packs move or replace the Sun. If your problem is with visuals then that is because every planet pack that has its own scatterer package will fight with the next because they all enable their visuals by overwriting files in GameData\scatterer\ Blame the folks who designed the Avatar universe. This mod merely replicates them. The modder made no mention of adjusting things into practical stats and positions. In which case, Kolyphemus should be a moon of Moei, or in binary. The OP says in big bold text that Kolyphemus appears between Eve and Kerbin.
  20. Did you install the relevant mod that enables these? OPT no longer bundles these in itself. The first spoiler in the OPT thread's OP says so. Right under this: You only need either RPM or ASET but not both. I assume both versions of ASET are required if you have both OPT Main and OPT Legacy. https://github.com/Mihara/RasterPropMonitor/releases/
  21. Hey there. Concerning your crew capacity problem, it may help to remove the INTERNAL {} configNode (disabling IVA view) for the parts that you're increasing the crew capacities of. It's safe to assume that the IVAs bug out as they'll be trying to render the extra kerbals but wouldn't know where to put them. This should work for you, disabling the IVA for any part with more than 3 seats. @PART[*]:HAS[#CrewCapacity[>3]] { !INTERNAL {} } This mod may be your answer. It has a few long 2.5m parts that all apparently hold 10 crew. There are Mk3 or 3.75m parts too but for the brief time I installed it I was only looking for 2.5m cabins. Anyway, here you go. Also if there's Tweakscale support you can scale the 2.5m parts and make your 100 seat 3.75m airplane with just one cabin.
  22. Your jokes are good but the things you come up with are just amazing, maybe in the love-hate sense, even. Or I don't know my meme. Lol, I say.
  23. Take a minute afk, take some deep breaths, then come back and read your own posts and you'll see why I get the urge to flip tables. Club soda, lol!
  24. Oh. Cool. Btw, maybe this is irrelevant here but what's the volume parameter for? Some resource definitions have it.
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