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JadeOfMaar

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Everything posted by JadeOfMaar

  1. I see you, Mark @Thrimm Here's hoping to see some planetary domes up there in the later episodes.
  2. That's a sweet carbon planet. Will your kerbals embark on a 5(00) year mission...? To explore these strange, new worlds and boldly go where no ker--
  3. I edited my post a wee bit (Gotta stop doing that). I don't know if that's the proper name sadly. @SmashingKirby148
  4. @SmashingKirby148 do you mean how to put a flag module in a part like the stock cockpits? We kinda need more of this.
  5. @The White Guardian when you're ready/done with Scatterer I'd like to try my hand at rigging dual sunflares and eclipses for this.
  6. @The White Guardian before you publish any changes, please give me some time today to develop a few little additions for Cyran as well. I posted a picture in your thread where Cyran (safely merges its Scatterer configuration to GPP's and) now receives eclipses from its moons, and I might want to adjust its Flight Globals Index patch. Here's where you posted the fixed fix for GPP/Cyran/Dres. Please give me until Saturday morning to round things up. Also, the Cyran image in your signature links to itself not the thread.
  7. @Mycroft I'm still against the idea of bundling a part in a planet mod. However I would accept that it's not 'directly' bundled. I'm okay with it being in an Optionals folder within the package. Also, we're not going to be forcing players to use TBG's warp drive. In the end the player will either never notice it, do decide to use it, or find/make an alternative for whatever reason. So no worries. @daniel l. knows his stuff.
  8. @Spricigo you will also want to change title = CR-7 R.A.P.I.E.R. Engine as well as that's the display name in the SPH or VAB. While the game can distinguish the two engines you may not be able to. Asfor velCurve, the numbers are Mach #, Thrust multiplier, Tangent In and Tangent Out. The tangent values affect how smooth or sharp the curve bends as it approaches and passes a given point or key. I'm sure you already know that SCRAMjets normally don't work under certain speeds so when you add velCurve keys, you may want to start by changing the thrust multiplier at Mach 6 to a decent figure between 0 and 3, and end at the highest mach you want with a decent number fairly higher than 3. For atmCurve, it's Atmosphere (I'm not sure what but I assume pressure), Thrust multiplier, Tangent In and Tangent Out. You use this to make or allow atmosphere pressure to affect performance independently or in parallel to speed. Some engines work better in soup-osphere, some engines work better near the edge of space. As suggested for velCurve, you can optionally raise the thrust multiplier numbers at all the keys here so that the tuned engine is overall more powerful regardless of speed at higher altitudes/less pressure.
  9. I used auto, yes. I wasn't expecting black holes or any extra-special phenomenon. o.o This is my last setup and I had the errors with it.
  10. Chickeny chicken. You krak(en) me up @eddiew. You should indeed do 3.2x. You've hyped us up. If you're indeed afraid of an upscaled system you can probe @The White Guardian's wonderful Planet Cyran. It's (virtually OPM to our stock) GPP-ready except for an EVE conflict (his own will disable ours...or has it been fixed? ). If you're satisfied despite that that's a whole 10 more worlds to visit right between Gratian and Otho. @TheUnamusedFox those pics though! I love everything!
  11. I tried in a fresh KSP folder and got memory limit problems (I guess I accidentally launched in 32bit) but then I saw only Kopernicus star /galaxy errors and NRE flood. It's as though Kopernicus does not see the extra stars or they are missing a parameter. It might help that I loaded a couple of other mods simultaneously and quite possibly it could be a bizarre mis-step of MM .
  12. Hoping as well. The last thing Amnesy needs is to find their base landed on a gas giant. That happened to Jeb a few times in my dev copy of GPP.
  13. @DarkFighter if you find those engines let me know. I may include them in the recommended list in my guide post under the OP. Atomic Age? PorkJet's engines? Near Future Tech is already listed.
  14. If someone else re-skins the planets I'm not sure if they're still Galileo's anymore, hah.
  15. It's always great to hear/read that we've made KSP fresh again for a long-time player. We're glad you're satisfied @DarkFighter
  16. @SkyKaptn I'm quite amazed that this happens. I've yet to install Chatterer for myself!
  17. @EXPERIMENT_DEFINITION[*]:HAS[#id[surfaceSample]] { @RESULTS { // This experiment is biome-specific and only conducted while landed or splashed. PlanetSrfLandedBiome = PlanetSrfSplashedBiome = } } The syntax for a science definition is PlanetSituationBiome = What you're read when you run that science. Each science part has its own corresponding EXPERIMENT_DEFINITION ID and by that you can create custom definitions for any science part at all once you know what its ID is. Entries for InSpace will occur for the same experiment performed in low and high orbit. It's good to use if you're lazy, running out of ideas, to save on redundant entries for low and high orbit, and when low vs high orbit is irrelevant...like moons with incredibly small SOI.
  18. GPP itself won't need to carry the configs then. Alright. I should prepare a screenshot of the current atmosphere composition table to help you out and lend some direction @Chase842
  19. That's excellent, @Chase842. Take your time. There's no rush anywhere.
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