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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @Phil Kerman Thanks for the headsup. That splashdown contract is indeed something that we wouldn't want happening to anyone. Please decline the contract and reimburse yourself with the debug window.
  2. @Shiolle I thought so. Do try the Alternate Ciro cfg. It's for players who don't use Scatterer.
  3. @Shiolle Did you install the Alternate Ciro cfg from the (top level of) the download? Ciro has a Scatterer-driven sunflare by default but you don't have Scatterer installed.
  4. I've finished preparing my mod for this one and found the answer to this little thing that's been bugging me the whole time. The ConverterName parameter is spelled with a lowercase c, preventing it from showing within the modules in-game for all of TAC's own parts.
  5. @juanml82 Good question. If you're using Configurable Containers, also made by @allista and I believe is bundled with GC, maybe there's an option for MaterialKits already in it? In that case there's no need to code a tank. Otherwise install USI Core and you'll get kontainers to hold MaterialKits. USI Core only has kontainers and reactors. There's no truckload of unneeded parts there.
  6. @Angel-125 Kopernicus lets you write your own Asteroid {} nodes and create several asteroid belts as you like. If I felt like it I could (and did) have potatoes multiplying around Kerbin Gael as well as the star. Kerbol Star System has an asteroid belt for each of 4 or 5 of its stars. I've never loaded up KSS but I've sen its code to know they are there. I learned from Kopernicus' own asteroid examples and Galileo's own early config within GPP.
  7. @dboi88 Thanks for your suggestion. I realized that for my texture switching technique to work I need to have my patch rewrite the whole model node, declaring the model and the two textures altogether. Milestone I've finally completed/perfected the Snacks! mode for my parts, even replacing the Firespitter Fuel Switch codes in the tanks with Snacks! own resource switching mechanism. The (Snacks only) Mk2 ISRU has performance ratings between the 1.25m and 2.5m Convert-O-Trons. Strangely, in part selection it shows no need for radiators. I'm hoping that it works without the core heat functionality but I have bigger things to think about... Like why the TAC mode configs activate alongside Snacks mode and mess up everything.
  8. @Angel-125 I have confirmed that this mod has a problem with Kopernicus-powered asteroids, which means currently all planet mods will be left high and dry of komets. None have appeared for GPP in my game but they're raining down in a stock solar system.
  9. @Gamel0rd1 It could be dark gray, exposed and highly detailed. brittle rock. Like that's the actual crust under the sand but there's no sand up there to cover it.
  10. @Gamel0rd1 cool! Made in After Effects. I'd like to mention that I tried to make sense of YouTube's translation of Italian in KerbalItalia's review of this mod. One thing I managed to catch is "Why does Scorch have snowy peaks with 700K temperature?" You may be overdoing the white mountaintops like you're doing right now.
  11. @MemeBeam In that case there is something funky with whatever you're doing. Heatshields can take immense punishment, and dropping into an atmosphere Halo style (near-zero horizontal speed and from high orbit) is as punishing as it can ever get. Most likely, your heatshield took so much heat or atmosphere pressure that even it gave out and by that point any remaining heat and pressure was within the airbrakes' tolerance.
  12. You get Metals from a converter, not from a surface. MetalOre is what you scan for. Launchpads' production chain is MetalOre -> Metals -> RocketParts.
  13. @Gamel0rd1 No problem. I don't mind that lengthy read and that's actually a great idea sprinkling some hilarious well-crafted science defs among the stock ones. My next suggestion is raise the biome counts for your worlds. It doesn't have to be by much since you've created.. 18 of them? But too many only have 3 biomes as you've shown and that's not good. Try not to get discouraged (if you're going to be) at the idea of having more biomes to sprinkle custom science for. Finally, it might be time to close the donation box on ideas for worlds to add. A good planet pack is better off with more substance to its few worlds than with merely having more worlds and overcrowding the stock solar system. When you're ready for help with resource definitions feel free to PM me. My offers still stand.
  14. Hey @Skalou I've made some effort to do the same thing for my personal fun. It's a pleasant surprise to see someone else did it and did it right. I love hypersonic planes and the stock part's weakness when deployed has been such a pain. How is the stock airbrake OP? it's so lame when you're traveling at over Mach 4 and want to lose speed.
  15. @Gamel0rd1 I don't need to see all of that but it's a nice read. I'm in the same boat regarding science definitions. As part of Galileo's team I have 27 planets/moons in my care and I've only managed to write science for every biome on the homeworld and its moons. I make no promises of science for the other worlds because I don't have -that- much talent as a writer. Only the worlds where everyone will be for most of the time (the homeworld or mascot planet(s)) matter. But I make up for it where I can by having the planet descriptions (and where possible, biome names too) provide exposition and add personality to the worlds. Don't kill yourself by promising science definitions for every world-- not by yourself anyway. Invite others to contribute. Next: don't put out such frequent releases. Take your time and make your updates large and mature. Your fanbase will understand and will be patient, and when you do release an update, and everyone knows your speed by now, several matters will be addressed at once and that'll make more people happy at once. Finally, it also saves everyone (including you) the time and bandwidth per download per release.
  16. Dear @ForumUser, I have reason to believe that you're jumping the gun in proposing to build something for/with the community that the community has very clearly shown that it does not want to partake in. Even if it's just a handful of forum moderators (even the lead moderator) and major actual mod-makers their voices should carry enough weight for you to easily realize whether your ambition is misdirected. Since you have such a great desire to give to the community (I've seen your community planet pack proposals) please consider finding a fledgling mod that interests you and that you know you have the wisdom or skills to contribute to and ask to join its dev team. Start small and show evidence of your talents by a little well-photoshopped picture or a working and desirable tweak to an existing config. Please give up this modpack website thing because it's only going to upset more people the more you fight for it. Any capable forum-goer who wants to have their GameData folder resemble someone else's has CKAN in arm's reach and the remaining mods not on CKAN are easy enough (and relatively few, I assume) to install manually.
  17. @Angel-125 I'll keep the right-click thing in mind and I understand. You just released this so I gotta make do so I'll leave the subject of Kuiper Belt emulation for if/when ever you're up to it. I have another question or two but I'll raise them here after seeing komets in action and if seeing doesn't answer them. Did you create a new save for your test? It might help to do so.
  18. @John FX You're welcome, and indeed the video was very interesting.
  19. @Angel-125 This is quite a game-changer, yo. Allow me to lead the komet adoption army for planet packs. I know what to do with this and how. But I have one question for you. I have already created multiple asteroid belts/fields for a single solar system. Is there a means by which I can apply the komet transform per field? Suppose I want to have one belt be normal asteroids and have another belt contain komets.
  20. @kerbiloid Yeah.....I just added KSPI-E as I reached the part about direct cycle vs indirect cycle engines. And I know KSPI-E has engines separate from but still dependent on the output of nuclear reactors.
  21. @John FX No need for a part request. A couple of mods already have you covered though these are all I know by name. From my experience they will perform just as you expect. They should all direct cycle engines though, except the last one. Eskandare's Themonuclear Turbines is all about it (but will likely contain some serious OP engines). I haven't tried this mod so my knowledge ends here. Mk2 Stockalike Expansion has one. With Near Future Electric installed its built-in reactor, nuclear fuel supply and dedicated radiators become required, otherwise it only requires IntakeAtm. It's fairly strong at sea level on Kerbin or in greater atmosphere pressures and is rather weak on Duna. Porkjet's Atomic Age mod also has a jet that looks just like the video's thumbnail. It's outdated...but not unusable. The engine here is exceptionally heavy but requires only IntakeAtm and likely no radiators (nuclear reactor modules didn't exist yet when this mod was created). KSP Interstellar Extended, a sufficiently highly complex mod, has atomic engines separate from but dependent on nuclear reactors.
  22. @Gamel0rd1 I was hoping for another 9 taped to the end of your version tag. But I'm glad you made it to 1.0. Congrats. Let the career threads begin!
  23. I've always been very tight with Near Future Tech and I have yet to design a ship with Karborundum engines. I'm eager to see this infrastructure.
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