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JadeOfMaar

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Everything posted by JadeOfMaar

  1. I've tried this (as an MM patch and not inserting it into the actual config) but it didn't work. Directly inserting it ought to work. I'd like to know if it does. See above quote. Gold and GoldOre are not in the CRP. This mod's resources are not popular enough to other mods to earn a place in CRP. I considered writing a config for GoldOre distributions for Galileo's Planet Pack. However I have not seen enough evidence of this mod's popularity to bother doing so. If more interest is shown here you can look forward to this in Galileo's next update or a package in the GPP Workshop thread
  2. @MaxL_1023 Apparently exploding flags is a thing, the kerbal dies and becomes an unusable statuette from 100+ G...and the game becomes unstable. This is quite serious. Fortunately, actually, the kerbal was recovered (it was tested near the KSC) and Rocket's game was due for a restart (open for 6 hours)
  3. @MaxL_1023 I've never heard of that from @RocketPCGaming but he's trying it out now on his stream. https://www.twitch.tv/rocketpcgaming
  4. It may be a KSP bug. Due to how Flight Globals are set, Grannus truly should be the last thing that contracts appear for, and yet those contracts appear as soon as they do. A similar bug is the one where Ore requests from Ciro appear, even though Ciro is the Sun, and it's been double-blacklisted in a config file (as Sun and as Ciro) just as any planet mod does for any gas giant it adds to the game. I'd like to be able to answer that but as far as I know, your best bet is to use the recovery value number. I don't think science information is stored anywhere else in a planet's config. i watched this episode earlier today. It's amusing that you attached those batteries willy nilly like that. @MaxL_1023 your discoveries crack me up, dude. All the time... Adjusting the AU value affects the apparent size of the sunflare. Inflating it by a marginal amount and tuning the color for a little whiteness should work.
  5. Maybe I have. Delete and reinstall Kopernicus or its cache (wherever that is) might help. Making a new save should help in many cases too but I doubt it'll work here (on an already new game).
  6. The primary belt is setup just like in the stock system: a very sparse, unbridled thing wrapped all around Kerbin's orbit. If I had known of the possibility of goldilocks planets having trojan asteroids I'd have setup Gael and Tellumo accordingly. All I think I need are the range(s) for MeanAnomaly (spawn arc limit), Inclination and SMA. Then @OhioBob provides the size curves and that's that. Your config should look like this now. Compare structure against GPP/GPP_Configs/GPP_Decals.cfg in download @PART[sticker*]:NEEDS[blackheart] //include suffix * to target all decal parts { @title = Place Anywhere Ussari Sticker Type A //Delete line @MODEL { @texture = placeholder , Ussari //Delete line @texture = placeholder , Ussari/flag3a //Item needs to be full path inside GameData + texture name } @MODULE[FStextureSwitch2] //Delete this whole module { moduleID = 1 @nextButtonText = Next Stock Flag @prevButtonText = Previous Stock Flag } MODULE //Replace whole module with the one after this. You're no longer adding a module but editing it. { name = FStextureSwitch2 moduleID = 2 showListButton = True nextButtonText = Next Ussari Flag prevButtonText = Previous Ussari Flag statusText = Current in Ussari objectNames = stickerflat;sticker125;sticker250;sticker375 textureRootFolder = Ussari\ textureNames = flag3a ; flag3b ; ussari ; 8SQEW2a ; gFJz0JO ; wDrSAaq textureDisplayNames = Flag1;Flag2;Flag3;BurntFlag;Texture;Wedge debugMode = false showInfo = false } @MODULE[FStextureSwitch2],2 //Your altered module should look like this. The ,2 is the instance number, from 0, in an array of concurrent modules { @nextButtonText = Next Ussari Flag @prevButtonText = Previous Ussari Flag @statusText = Current in Ussari @textureRootFolder = Ussari\ @textureNames = flag3a ; flag3b ; ussari ; 8SQEW2a ; gFJz0JO ; wDrSAaq @textureDisplayNames = Flag1;Flag2;Flag3;BurntFlag;Texture;Wedge } } //insert this section just to rename the decal parts. Your flag settings will be inherited by all of them. @PART[sticker]:NEEDS[blackheart] { @title = Place Anywhere Ussari Sticker Type A } @PART[stickerv]:NEEDS[blackheart] { @title = Place Anywhere Ussari Sticker Type B } @PART[stickermini]:NEEDS[blackheart] { @title = Place Anywhere Mini Ussari Sticker } @PART[stickerbig]:NEEDS[blackheart] { @title = Place Anywhere Big Ussari Sticker } //Delete these. They're now bloated and redundant @PART[stickerv]:NEEDS[blackheart] { @title = Place Anywhere Ussari Sticker Type B @MODEL { @texture = placeholder , Ussari } @MODULE[FStextureSwitch2] { moduleID = 1 @nextButtonText = Next Ussari Flag @prevButtonText = Previous Ussari Flag } MODULE { name = FStextureSwitch2 moduleID = 2 showListButton = True nextButtonText = Next Ussari Flag prevButtonText = Previous Ussari Flag statusText = Current in Ussari objectNames = stickerflat;sticker125;sticker250;sticker375 textureRootFolder = Ussari\ textureNames = flag3a ; flag3b ; ussari ; 8SQEW2a ; gFJz0JO ; wDrSAaq textureDisplayNames = Flag1;Flag2;Flag3;BurntFlag;Texture;Wedge debugMode = false showInfo = false } } @PART[stickermini]:NEEDS[blackheart] { @title = Place Anywhere Mini GPP Sticker @MODEL { @texture = placeholder , Ussari } @MODULE[FStextureSwitch2] { moduleID = 1 @nextButtonText = Next Stock Flag @prevButtonText = Previous Stock Flag } MODULE { name = FStextureSwitch2 moduleID = 2 showListButton = True nextButtonText = Next Ussari Flag prevButtonText = Previous Ussari Flag statusText = Current in Ussari objectNames = stickerflat;stickerh;stickerv textureRootFolder = Ussari\ textureNames = flag3a ; flag3b ; ussari ; 8SQEW2a ; gFJz0JO ; wDrSAaq textureDisplayNames = Flag1;Flag2;Flag3;BurntFlag;Texture;Wedge debugMode = false showInfo = false } }
  7. Here's my joint strength patch. I realized that (assuming all, from the few I looked into) breakingForce is declared with a low number like 600 but breakingTorque is not declared and whatever its pre-calculated value is, is not satisfactory to me. It's not a problem with J body, but Humpback needs it badly. If this doesn't work for you then bump the numbers to 2000. No need to go insanely high here as doing so may cause phantom forces. Unless...you're into that kind of thing. @PART[*]:HAS[#author[K.Yeon]]:NEEDS[OPT&!KerbalJointReinforcement] { %breakingForce = 1200 %breakingTorque = 1200 }
  8. For me it would be as simple as: If IFS is installed use that because IFS > FS. The introduction of USI complicates things a bit as USI uses only FS for resource switching.
  9. That video was full of good stuff indeed. It's a little tempting to me to make my clone engines consume a portion of Karborundum. On another note, last night I addressed my personal problem of lame joint strength between OPT's parts, especially the Humpback hulls and pylons. I'll share that code here when I can as I'm not home right now. To any interested parties... I will also deliver USI LS configs. Heads up: the parts I intend to add Supplies tankage (or converter powers) to will be stripped of all ability to hold fuels. Those FS and IFS configs are a mess (to me) already with my having two "Next Fuel" and "Prev Fuel" buttons per part.
  10. Yes. That patch changed since the structure of the parts' configs changed in v1.3 of the decals mod. There's also accommodation for a new large decal part from v1.2 of the mod. This may make no sense but if I divide the standard luminosity 1360 by 42, I get 32.38 which I now assume is at the very low end of the range of multiples by which I'm seeing insane EC production. There must some kind of weird overcompensation going on.
  11. That's the Foreign Eagle, made by me. Click EVE Skyboxes in my signature.
  12. I finally have something new to post here. Sadly this has to happen in Sandbox as I messed up my Science game. In part an anniversary celebration for a Twitch streamer but firstly a stepping stone for colonization of the moon that it's orbiting. It's built on Mk2 Expansion and supported by Near Future Tech and Airline Kuisine, and has a few supporting vehicles: A conic lander with KIS containers and Procedural Parts; an emergency return spaceplane; a pair of polar relay probes to deal with comms blackouts. A large SSTO will occasionally visit for crew rotation and to top up the LS. Second screenshot is a better dorsal view but before the station's transfer stage was shed.
  13. In celebration of @RocketPCGaming's 1st anniversary of streaming on April 16, I've been at this since Thursday: setting up a Ceti station and an array of supporting vehicles in his honor. This takes 5 launches... Well, 6, if I include the pair of polar relay probes also dispatched to deal with blackout when Ceti blocks it from Gael. Imgur Gallery with 14 pics and exposition per image here: This spaceplane, inspired by his Dreamchaser-alike return shuttle follows his catchphrase "Going Vertical." Kerbalized, he takes 4 engineers up and becomes the first crew aboard for the colonization effort to follow. I also remade his flag so I can customize the Decal Stickers mod and brand the plane and its lifter. I made my own day with the screenshot of the station restoring its orbit on Lithium engines. I find it as epic as the screenshot(s) of my OPT station.
  14. Free energy for the masses. Civilization has finally reached the next level.
  15. @CatastrophicFailure ...........You were right about your solar panel problem. I should not be getting this must from this little stock thing, neither the proportionally insane amount from the Near Future solar panel. I'm seeing 34 ~ 56x rated EC production. I'm suspicious of that new ring-shading Kopernicus dll.
  16. @MaxL_1023 It's a technicality of KSP... Oxygen (and all atmospheric resources) taper off to 0% at about half the altitude from sea level to vacuum. I think I could develop a patch to enable your scramjet to operate at the Karman line. Let me know which one andwhat mod it's in. I'd sure like to be able to use this myself since you mentioned it.
  17. It's 10.6257x hahaaaa! Only @RocketPCGaming has that config. He made it himself. Also I don't think such an atmosphere patch is possible.
  18. Luuuuuul. Such great timing too. Meanwhile in GPP itself...
  19. @Urses It's rooted in a space RTS. I wanted to kerbalize something from there.
  20. This isn't my dad's PC (this is mine, able to run KSP again). But I can roll with this. Medium texture quality + Clouds at 1080p. A celebratory and benchmark lap around Gael with the NOX Palladium commercial ultrasonic.
  21. @Galileo I finally got to savor GPP for itself in its full glory with reasonable framerate. By copying KSP onto my dad's main PC that he can no longer use because... reasons. Full texture quality, 1080p + GPP Clouds. I was so happy I could have kebalized myself, grabbed a soap and take a bath in Augustus' sandstorms... Yes...bathing in deadly billowing sandstorms.
  22. Sorry, dude. There's no known way to scale the asteroids. it's why I've seen people still requesting higher classes than E. If I knew how to control this floatcurve I could make a field full of only A class, or only E class. That's the best anyone's going to get.
  23. Nailed it! Sounds legit. I did all-too-easily think of the store though.
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