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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @SkyKaptn You might want to keep an eye on this too. I just discovered it.
  2. It's not everyday that I have to turn fullscreen back on in KSP but when I do, I need to make reference to the base pic in @DarkFighter's avatar. And again I didn't think to ensure that EVE was present for the screenshot(s) of Otho.
  3. Everyone's favorite life support in everyone's favorite shapes. View Album This is my first real parts pack, built on the very basics: modified tanks. What it does is provide a set of Mk2 and Mk3 fuselage parts that behave like stem cells. They are useless and merely structural by default but once a life support mod is found they become functional for and thematically tied to that mod. They intend to reduce part count (cargo bays stuffed with little tanks), enlarge capacity and functionality on built craft, and even enable shareable crew-sustaining spaceplanes between LS modded games. I'm unable to use Unity or Blender so I must make do with only custom textures for giving visual distinction to the parts. Manipulating modules I can do fairly well. The custom crew cabin should hold only 2 and it lights up in more places than just the windows. Downloads! Requirements! Get Deep Sky Core: GitHub :: SpaceDock Get B9 Part Switch: GitHub Community Resource Pack (should already be installed with your favorite life support) Support is up for: Snacks!, TAC, USI, Kerbalism. Featured Parts: Mk2 2x Long tanks for food/waste/supplemental resources 3x Short tanks for food/waste 3x Inline converters (usually an ISRU and at least 1 greenhouse) 2x Rec Centre (2-seat cabins) with HAB FX when applicable (one of which also has KIS space) Mk3 1x Medium tank 1x Short tank 2x Tiny tank (from the MonoPropellant tank. One for waste) 1x Rec Centre (8 seats) with HAB FX and KIS space 3x Inline converters (usually an ISRU and at least 1 greenhouse) 2x Intakes (of 4, with Deep Sky Core) able to harvest any relevant resources from atmosphere or ocean Bonus parts: 2x surface attachable intakes (among 4 from Deep Sky Core) with atmo and ocean harvesting features Known Issues: None yet. Please give feedback. Changelog: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. http://creativecommons.org/licenses/by-nc-sa/4.0/ You may derive and modify the textures and add parts based on them as you like. If you publish your works for others' use do provide attribution within your download file and download page.
  4. @Red Shirt If this kinda thing happens on Valentines, imagine what MM will do to us on April Fool's. *kalmly awaits*
  5. Today I met with the Mun issue like a couple other folks did and tried to help others to cure it. But then I realized that MM also means Mischief Maker and that the whole deal was a Non issue. If this kinda thing happens on Valentine's Day, imagine the actual April Fool's special.... This is my face right now, expecting it, so into Photoshop I went!
  6. Aww it went away. I was now going to screenshot some Muns for the win.
  7. LOL. I want to see your modlist for knowing's sake but I wonder if that falls under spoilers atm.
  8. Why would--? *frustration* But @Tynrael did a GPP sun-diver video and cheaply accomplished it by raising his Apo in Ciro orbit super high then burn at Apo. Needless to say his unique feat gave us (the GPP team) ideas.
  9. That's not what constructive criticism or good news sounds like, Doc. That's a pot shot. @Tynrael That's another little bug feature of Scatterer. Please bare with it.
  10. Argo is virtually Enceladus. That's pure water ripping through into space. SCANsat will prove it if you don't believe me.
  11. It was suggested that purging installed mods fixes it. For those of us who really love our mods and don't use CKAN that'll be quite an undertaking. I still have my two games in their varying states with varying modlists. neither have very much but it may help to post and compare them.
  12. When I find it I'll let you know, but I've seen mention of it in the KSP today thread, now it's happened to myself and a partner in a PM. I have a copy of KSP with very few mods installed, unaffected, and my mod-heavy game has the problem.
  13. Something massive is going on. Reports are cropping up all over about the same thing.
  14. @StarCrusher96 Since KSS has many stars I'd be fine with that. I might keep DOE flares on but nerf them to honor the star flares. @AndrewDrawsPrettyPictures I'm aware of that issue too...........Be my guest. You're not alone with that experience. Specifically, their flares and spikes scale with distance alright but their ghosts do not.
  15. @StarCrusher96 In GPP's relatively small universe there's only one star so flares for the planets and moons are welcome.
  16. @AndrewDrawsPrettyPictures Possibly... In DistantObject\Plugins\Settings.cfg there are params for flareSize and flareBrightness among other things. Play with those two and tell me how it works out. Or maybe get someone to upsize its flare dds or the model, whichever works . Hmm. I just realized those settings are for the sliders in-game and might break if you raise them past 1.5
  17. @AndrewDrawsPrettyPictures I just messed with DOE actually. It will handle every celestial on its own and with a good assumption of their colors (or just white) by default. Its config merely lets you set your own colors and set colors for their mouseover names otherwise they're all white.
  18. In seriousness I've nearly completed the next step of my tank mod project. In starting to develop support for USI LS I found myself needing to branch out and experiment on a specialized clone of a crew cabin (I hadn't anticipated the habitation mechanic in that LS). Getting far enough to show pics now is a great checkpoint so here are pics. In story, for your amusement if you'll have it: Someone (very likely full of herself) at Deep Sky flipped her biscuits (...and all of the chocolate chip ones and the oreos in the upper staff room ) at the standards set by C7 Aerospace, the stock manufacturer, for crew cabins, especially the Mk2 one. Apparently just in time for this romantic-themed holiday some Deep Sky engineers were assembled by another upper staffer under the banner of quelling a woman's rage........and then drowning her in heaps of fragrant and edible shrubbery. Will the folks at USI find delight in the grandeur of this endeavor or will they demand that this experimental modded cabin be scuttled and the plants and technology be returned?
  19. Here it goes. Down the core stack: the undecided modified crew cabin "short rec centre" with hab multiplier (and only 2 crew capacity for kerbals to really stretch their legs and store stuff to keep them sane but I'll still keep 4 crew if anyone insists), followed by the Agroponics with a more fitting texture (in order to emulate the Mk2 long cabin idea) then the discreet Recycler, then the ISRU to produce Fertilizer. i might delete the ISRU, or put it into a separate group. The waste tanks (with black and brown spots) are changed to MaterialKits, SpecializedParts or Fertilizer with some Mulch storage.
  20. More electricity. Period. An engineer's presence should have no weight on these devices. It might be another balance mechanism against the huge versatility, a realism factor, or just an in-built challenge but there are two "karb-electric" parts as well. A tiny generator/fuel cell: 0.1 Karb -> 30 Ec/s and a 2.5m generator: I think 1 Karb/s -> 500 EC/s.
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