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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @voicey99 I've been aware of a small issue with resources for some time. Ammonia. I believe it's currently only defined in a liquid state (LqdAmmonia) and not as a gas in CRP. Can you deal with that, please?
  2. I've already thought of, and I'm pretty sure I can do the scoop thing. I'm looking to make another little part pack soon and it will need atmosphere scoops. While you're at Gauss you may want to visit Catullus as well. It stands at the line between super-Terra and gas giant and hence may be worthwhile. There's also the option of processing Methane (CH4) and Ammonia (NH3) which will make Tarsiss very useful to you as well, and useful in general without needing to install Karbonite. If you have Near Future Propulsion installed I'll simply add these modes to the existing intake and gas converter parts in there. Otherwise I'll have to clone and re-texture some stock parts (which I might do anyway for my mod). @4d4Garrison We're going to deal with that. It's indeed a big problem.
  3. If konfigurating resource configurations are your thing I totally feel for you. If Rock really does refine down into several other resources then while its uses are limited on the surface it's far more valuable after some deep thinking. I'm looking at: Scout/nomad IPVs that (if practical enough) carry loads of Rock first and then 'just enough' capacity for what you get out of it. Concept industry built upon Rock itself. A Dres colony built on the faces of the Dres-teroids. What if you enter a planetary system now where Rock is all you have... Rock is all you need.
  4. Your pursuit of Hydrogen continues to fascinate me. I keep getting ideas for things to suggest or try out. SCANsat sees them. They should appear just fine in KerbNet.
  5. @rasta013 I just a linked a google sheet in the OP for inserting science for Gael. The gaps are in Crew Report, EVA Report, Mystery Goo and Science Jr. I think I should be afraid what kinds of things @CatastrophicFailure would suggest. But writing failure events for the parts was the most fun.
  6. @Norcalplanner I'm intrigued with what you have planned, namely the modlist.
  7. Life support mods are a great thing to have and come in an array of varieties and difficulties. Whether thy add to the fun of a game is completely subjective, but they absolutely do add a challenge. All of the LS mods have a UI button and will show a window that tells you how much food is remaining on all of your ships and how long each ship's crew (and each kerbal on EVA) is expected to last until the starve. If you only play sandbox, LS mods keep things interesting by giving you something very important to manage continually. This thread thoroughly dissects a whole bunch of them so I encourage you to read and understand them all: The most popular or most current ones are: Closed Loop Life Support The newest and simplest but an obscure mod while the rest are very popular. Kerbals basically photosynthesis to stay alive in this one (and they keep very small tanks of their massless food) but you'll need to be familiar with nuclear reactors if you plan to go very far from the Sun with crewed ships. Kerbals die in this one. Snacks! A very basic one in which kerbals don't die but become unusable when they've starved enough and you get a reason to mine Ore apart from refilling on fuel. USI Life Support A flashy and beautiful and mildly complicated one. It has several greenhouse parts and systems for making food usage more efficient on top of simply making sure there's plenty food. Kerbals can get homesick in this one and don't die from starvation (by default but you can change it). They become tourists. Kerbalism A life support that considers many irl challenges that astronauts have to face like radiation belts, cramped quarters, atrophy and atmosphere in the ship. It involves the highest number of resources at once, too. TAC Life Support A life support system that's pretty raw and is arguably the scariest of them despite how complex Kerbalism is. It involves a couple of resources including food but unlike the other 4 life support mods it doesn't include its own means to make Food off-world. Shipping food out from Kerbin is the only way to keep stomachs full and keep life signs going. DeepFreeze & SETI: Greenhouse Essential addons for any life support game especially with TAC. DeepFreeze is the cryo-sleep mod. Freeze your crew during the long travel to save your vital resources.
  8. Hey @Red Shirt. The problem is that the engines are too far into the intake parts regardless of how they're attached. Either the engines will blow off the intakes or the intakes will clip into and block their thrust. You'll have to deal with the engines being a little more visible.
  9. There's a setting for hiding orbit lines too. I don't get the part about having the game say the orbit line is from the black hole. You sound like you want that line hidden but also remain visible. And the fake line bit is completely confusing.
  10. Since we decided to make Niven Venus-like, or found that logically something would drastically interfere with Niven's ability to hold onto Water, we did away with them. I miss them as much as anyone.
  11. @eddiew I most likely posted such teaser images. This in particular was used for the Resources banner in my guide post on the first page of this thread. Why this? Because it shows an aircraft using karbonite turbojets to get around. No LH2 or Oxygen here. The lakes were Methane too and given to Tarsiss.
  12. I went and made a place just for mod/patch development between GPP releases. It's been coming since the start of the filler Kerbalism support patch, Galileo's homebrew skybox, and the GPP + Rald project...which I should link in there for others interested in it/them. @CatastrophicFailure I'd like for you to confirm some Kerbalism code in this new thread.
  13. A dedicated place for collaboration on addons and tweaks that couldn't make it in time for and possibly cannot wait on inclusion into an official release. @Galileo has expressed his willingness to do major uploads whenever necessary to get a completed project out there and avoid the wider fanbase needing to monitor this thread very regularly for updates. This thread exists to keep posts relating to such projects contiguous and not scattered among the regular (mostly casual gameplay and tech support themed) posts in the main GPP thread. Current Subjects: Contract Packs It is widely known by now that GPP breaks many contract mods. Why this happens is because of a handful of reasons: Mods with the names Sun and Kerbin hardcoded into them will not adapt to Ciro and Gael and will throw exceptions. Gael is missing certain anomalies like the Pyramids, KSC2 and Island Airfield. This breaks contract mods like GAP which target them. The different biome set and topology will upset waypoint and biome-based contracts. The GPP planet found in a given relative position (Niven in place of Eve... Tellumo for Duna) is nothing like the stock planet and will cause false contracts like Eve ocean science where Niven has no ocean. Along with these, the stock contract system responds oddly, generating Ore requests for Ciro or absurdly early missions to Grannus. Many thanks to everyone who provides feedback and contributes to this list. Here is a preliminary list of contract mods known to be compatible with GPP. It is not absolutely necessary to produce this list but is helpful for those who are looking for it: Confirmed OK CommNet Relays Exploration Plus Kerbal Academy Bases and Stations Clever Sats Career Evolution Contract Pack (Will not produce missions for Niven. It assumes the third planet is the homeworld) SETI:Contracts (Dropbox, Repack for GPP by @Yakvi ) Pending Field Research Tourism Plus (Seems just fine but is lightly upset by Gael having different biomes to Kerbin. Gael has no Badlands) Confirmed Broken GAP (Giving Aircraft a Purpose)
  14. Any time you hear or read "Flight Globals Index" it's about planets and moons having an order number changed. To you they're in the same place but to the game they're in a different sequence and you'll see this sequence when you Tab through them in Map view. If left unchecked everything you have in the SOI of one body will end up at an equivalent place and situation in another SOI. Typically there's the danger of something orbiting Gael to suddenly orbit Icarus or Thalia (of all places).
  15. @voicey99 I need a moment to undo a little thing that I caused early on.
  16. @RoverDude @voicey99 Finished. I brightened the gray parts of the rock texture a bit too.
  17. @voicey99 Sorry. I don't know what the SK-62 is. Where is its config file?
  18. @CatastrophicFailure @eberkain Poor internet due to weather was holding Galileo back. GPP 1.2 is up now and Kerbalism support is fully present. Be sure to install the GPP_CareerSaver patch and into GameData. There's a very large new feature that will break your game if ignored.
  19. This is for KSP 1.2.2, but as long as Kopernicus works, GPP will work. If you use any resource intensive mods then you must install Community Resource Pack. The dependencies haven't changed at all, really.
  20. @RoverDude @voicey99 I believe I have made my PR. I've run into a little confusion with (and don't know whether to re-add) some lines of attach nodes at the tops of the tall kontainrs' configs since I edited the files from the current latest download from the releases page, not from a download of the repo in its current state. Sorry for that.
  21. @rasta013 @Urses That sounds good. I'll consolidate all my USI references and link to RD's repo page or the individual repos.
  22. Well you've shown that you wear some pretty big pants. Accept the challenge, bro.
  23. Aaaahaha! xD That reminds me of a Trans-warp experiment in Star Trek Voyager series. I forgot what the effect was called but the same thing nearly happened to the test ship.
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