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JadeOfMaar

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Everything posted by JadeOfMaar

  1. The very last thing I can suspect is planetList.cfg which contains the node to even allow (m)any star to even receive a sunflare. If the atmospehere effects all don't work then ...that. But then we'd have seen complaints about those too.
  2. Ah. Well try replacing the Ciro config. Rename Eden's Sun.cfg and change any references to Sun and confirm the asset path. @DarkFighter
  3. @DarkFighter Ciro.cfg within Scatterer needs to have this if you dropped the "Eden" folder into the Sunflares folder. Scatterer_sunflare { Ciro { //path to sunflare textures assetPath = scatterer/config/Sunflares/Eden If you merged their contents and replaced image files then inside the config it should end with the path to the only folder that currently exists beside the config. Example: //Flare and spikes: Centered on the sun Scatterer_sunflare { Ciro { //path to sunflare textures assetPath = scatterer/config/Sunflares/Ciro If you installed Scatterer but not from within the GPP download that's more problems. Scatterer for GPP works differently apart from just graphics. Also do not attempt to use any new versions of Scatterer until Galileo announces in any way that it's good to go in this thread. He's already met every problem.
  4. I'd strongly advise you do not. Galileo has already met several issues between the two. If anyone else has tried or is trying Scatterer v0.0300 with GPP please DO NOT share your findings. We know.
  5. The moonlet Lili is/would still be there. Adding Rald does not conflict with the existing worlds.
  6. @CatastrophicFailure Yeah you should quit while you're ahead and box it up for all of us. This more than meets anyone's expectations/raises spirits. In other news... Since no one here really has the skill yet to make a skybox from scratch (as in, load up on textures and brushes), requests for skyboxes cannot be taken seriously... but I found yours quite reasonable and did some good hard Googling and managed to get the goods. It's not ready to be published yet but the nebula is real, the Eagle nebula. This is the best non-EVE Online one I've made yet. Codename "Foreign Eagle" :: Gallery
  7. Hephaestus? That moon has no atmosphere. But Hadrian.... That sure looks like Hadrian.
  8. They would but I do believe you won't need nearly as many of them per tank module. Just eight for translating up/down, sideways and roll, and four for translating forward and back, and then you can replace most of the Mono tankage with more LFO. You save part count + there's more LFO for passing vessels to give or take. Unless....you have something very large and very practical with Puff mono engines for main propulsion.
  9. @StarCrusher96 @ForumUser For a star to register lower temperatures a few crap tons of Math will have to be redone. They'll have to be wider and planet orbits will all have to be adjusted to stay in balance and then every SOI will change and then things may get thrown out of their orbits.
  10. @Galacticvoyager I meant how many individual RCS thrusters are there... That's a lot of 2.5m mono tanks... And each one has apparently 24 wrapped around them.
  11. @ForumUser I can't help actually but it looks like you're clipping The All at launch. Anywho, the reason I asked you to post your log is so @StarCrusher96 doesn't have to ask you. When they read this they'll know what's what.
  12. I've been watching this the whole time and pondering: What is its part count? How much of that is that tiny 4-way RCS block alone?
  13. @ForumUser With a question as serious as that you should have logs ready to share right away.
  14. I started another little parts tweak project, this one codenamed "SuperStock" revolving around some cockpit and fuselage parts, and the airbrake being buffed for better heat tolerance, (who doesn't hate that the airbrake only takes 1200K when open?), and attempts to turn the Whiplash into a hybrid scramjet. Everything else worked but the engine is stubborn and resists the tuning. Afterwards some probes were launched for the science game. Inspired by but not quite meeting the standards of @eloquentJane's new Fancy Probes challenge, the CardPicker Mk1 attempts to capture around Ceti but due to a design decision, KER produces false numbers and the Mk1 had not the dV to capture, so it escaped into low Ciro (Sun) orbit. The Mk2, with more Boosters and droptanks goes after Iota instead, does what experiments it can and begins mapping with an attached low-res SCAN part. Inside the uppermost and vertically mirrored lowermost service bay are (1) inline 1.25m batteries and a small radial Karbonite tank and a karbelectric generator from learning my lesson over not packing enough battery capa or any recharge capa when the Mk0 transmitted science.
  15. @KerikBalm I was hoping that you would try something using ModuleResourceHarvester as ModuleResourceIntake and that it would work out. Whereas I was unsure about using an intake module would actually produce resource once it clipped an ocean I was very sure that the other would work. This isn't too different from how USI's Karbonite intake works. The efficiency parameter is a percentage multiplier. You'll actually receive 1.5/x * y Where x is 10 or 100 depending on the module (you'll have to confirm this personally), and y is the resource abundance at that point in space. The SpecialistBonus part is or should be what makes the presence of an Engineer boost the standard Ore drill output. I like your idea for ballast tanks. I've pondered about tat myself now and then.
  16. @The-Doctor You should be able to fortify your install very nicely with under 30 mods. If it helps, try not to go overboard on utilities and convenience mods, even though parts mods weigh more on game performance. You should only need a dozen part mods like all of Near Future Tech, KPBS, SpaceY Heavy Lifters, Extraplanetary Launchpads (or SimpleConstruction which stockifies it), USI Alcubierre Drive (just two parts, no extra fluff), just one mod for better spaceplanes and maybe 2 mods for more science parts. As @Voodoo8648 says I try to prioritize my mods all the time because my PC also isn't the greatest. It has some better specs but above everything I need to have a smooth framerate.
  17. @KerikBalm You'll have to find a mod that makes use of Water for its parts. The ones I know of are Karbonite, TAC LS and possibly Kerbalism. But you can also study any drill or intake part, whether stock or from a mod. In a drill's ModuleResourceHarvester node you will see HarvesterType = 0, change the type to 1 so it harvests the ocean (and you may have to add a deploy animation to your propeller). As for intake parts I didn't succeed (I think I had CRP and/or MM missing at the time) but it just might be as easy as changing an intake's resouceName to IntakeLqd and checkForOxygen to False. The support for the intake you want exists merely within the resource as given how convenient it is to use classic air-breathing parts while splashed I highly doubt anyone has actually written a mod that uses IntakeLqd. @DStaal For the intents of Kerik's propeller it seems quite reasonable to have Kerbin's oceans contain both Water and IntakeLqd since the latter is arbitrary and can apply to oceans of any composition just like IntakeAtm which is used by jet engines that don't need Oxygen. The propeller itself can also be made to "harvest" IntakeLqd directly so it won't need later on to have a switch between Water and whatever else a foreign ocean might contain.
  18. I do believe it's one of those, a nebula or nearby minor galaxy.
  19. I find Dres fascinating in a way because of that. But I never thought that far. Someone needs to do this. with alloftheUSImods.
  20. @MikeZDB ^ Your picture needs a huge explosion in the background and maybe a few extra kerbals in different color suits.
  21. The first orbiter probe launched at last, but there wasn't much science to gather once it was up there. The Spark engine showed itself awesome as the upper stage engine affording a little over 2500m/s on this setup and over 1.4 TWR near the edge of high atmosphere on ascent. It pioneered well and returned enough science to unlock a tech node (more science parts). With a swab of remorse it was deorbited soon enough in preparation to, when possible, launch the Mk1 of it, capable of reaching Gael's moons. After kerbalizing myself and two Skype friends we take center stage and carry on where Jeb and Bob started but couldn't reach before, hopping onto rooftops and sciencing them in what was first a rescue VTOL. (I... sent my lady friend into the volcano ... But it was for science! And she got to plant the first ever flag.) The crew consists of Eiyuu Kerman (pilot), Jade J Kerman (scientist) and Samael Kerman (lady scientist)...and no engineer. Ah well, landing on the SPH and VAB rooftops helped to unlock a second tech node, specifically RCS. Today is a warm day but a good day for science!
  22. @The White Guardian whatever newfound cosmic creation powers you've developed to make those planets look like Galileo made them-- keep using it. And I say Total Rebuild should keep on coming.
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