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JadeOfMaar

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Everything posted by JadeOfMaar

  1. You should install the Burger Mod then. Take it to the next level. Today I resolved my burning hatred for cockpits' tiny or zero flag space... With the new Decal Stickers mod. I've wanted to do this with the @kraden ship ever since I built it, and with some other ships after that.
  2. Wear them like never before! Thanks to @blackheart612 for making this possible and with great ease.
  3. Tweakscale and the ancient NEBULA (decals) no longer required.
  4. I love raceplanes and want to do this very badly, but I haven't seen Kerbin since KSP 1.2.0 dropped! I blame the guy who made those nice Stock Visual allthethings mods.
  5. Thanks @blackheart612. I indeed had to make this change for my stickermini patch to work. //objectNames = stickerflat;sticker125;sticker250;sticker375 objectNames = stickerflat;stickerh;stickerv
  6. Ever since I started playing KSP this has been in the hangar, growing like a tree, the flagship HMS Materia, third generation of the "Great Dark" concept ship it started from. This is the ship I've been hiding since I started this thread. It contains OPT parts 1.8.1.2 for KSP 1.1.3 and has 4 variants, each with a unique purpose: The reference build; Deep space exploration; Jool 5 and OPM conquest; Duna colonization. In Low Bop Orbit (with some extra cabins) It's very well able to land and liftoff at Duna but will never survive a Tylo/Laythe landing. The fourth generation is now basically complete but doesn't yet have a specific purpose. Due to some very different circumstances the 4th gen ship no longer needs more than 2 Dark Drives.
  7. @Mycroft Concerning my SSTO I'd rather you only review the the r4 version for KSP 1.2 as it's much more functional and isn't obsolete due to game version. As for my other ships they're still in KSP 1.1.3 (but might be about to escape it) and I'll have to PM them to you. There's going to be a lot to choose from. The flagship won't appear on KerbalX but the Enterprise and Runabout are there and will receive updates. This is my selection for additional or replacement ships: the HMS Materia with 4 variants and up to three child vessels. It's my flagship and I've been developing it since I first started playing KSP. And the USS Enterprise D-T1 with Federation Runabout A upgraded and pre-attached.
  8. @blackheart612 I noticed that there's a moduleID by default and catered for it in my patches. There's no conflict there. Here's what I did. Three instances of it in one cfg with the appropriate PART[name] for each instance: @PART[stickerv]:NEEDS[blackheart] { @MODULE[FStextureSwitch2] { statusText = Current in Stock //rename display text in active module } MODULE //insert module { name = FStextureSwitch2 moduleID = 2 //new module ID to prevent overlap showListButton = True nextButtonText = Next Flag prevButtonText = Previous Flag statusText = Current in GPP textureRootFolder = GPP\ textureNames = //list objectNames = stickerflat;sticker125;sticker250;sticker375 textureDisplayNames = //list debugMode = true showInfo = false } }
  9. @blackheart612 @Galileo @SkyKaptn Injected a second FStextureSwitch2 module with 17 flags into each part in this mod. It was easy ...However, when I change the mini decal's shape from Flat, the flag setting locks into KSP Default. change it back to Flat and it works again. I'm quite satisfied with the large ones working. (In KSP 1.2.1)
  10. Oh, that's cool @Mycroft. I meant to say "both" versions. It's not necessary for you to review both versions of my one craft. The only real difference between them is the game version. However, I do have a mothership with a few variants and a built-in child vessel or two but never launched, and a working replica ship that's already gotten plenty attention.
  11. @Galileo Yes I would. Now that I know of this the idea has come to me that the the NEBULA (decals) mod that's worked since KSP 0.25 might actually finally break. but I'm looking forward to the ability to do more with less variations of the images themselves. Size 3.75 better be BIG though. My flags need to be as visible as your sunflares. @blackheart612 You there. Take all my money.
  12. @Dwarfy Kopernicus is version-locked. Anyone who uses planet mods should never jump on a KSP update until Kopernicus is ready for that game version. @The-Doctor That has to be a random glitch due to the game itself, like when engines decide to fall off or pop off during my spaceplane launches.
  13. On the subject of energy, Mark @Thrimm has a concept for a windmill part already and it may do well to have him pitch in here. Weather systems would indeed be an intriguing addition to KSP, but until that happens I'd like to suggest here like I did for Thrimm: Have the windmill efficiency depend on a function of atmosphere pressure ...and sun exposure. The sun drives most weather, so let that count but only as a bonus to efficiency, and let it be something eccentric like only at sunset/sunrise because the planet's received and released heat have a delay, and it's the dance of the hot and cold-fronts in an atmosphere that leads to weather variation. Let atmosphere pressure stand in for the fact that windmills have brakes to limit their efficiency cap and prevent RUD IRL when they spool up in a lively (in our case, a thick) atmosphere, see Eve...and yet let them perform poorly when the atmosphere has no weight to push the blades (or fill your parachutes like at Duna). Near Future Electric has an up-scaled RTG that produces 3Ec/s. That's something. Balance is good. Everyone's fine spamming solar panels (but not so much spamming stock RTGs) to power the drills and ISRU, or to keep just a probe core alive at Jool and beyond but the idea of using the fuel you intend to produce to power the mining rig is obscene. A stock RTG produces 0.75Ec/s. One large ISRU by itself is going to need 20 of those per fuel. Then there's each of the drills, then there's the low Ore concentration you likely landed in, then there's the physics calculation for all those little things when you don't need them.
  14. @Dwarfy @The-Doctor The flight globals index of all planets were changed (in which Icarus is now 1, not Gael, which causes things orbiting Gael to teleport to Icarus). RT is confirmed working proper with 7 Gael stations for the next release.
  15. There's an Alternate Ciro cfg folder within the Optional Mods directory for a proper stock sun/sunflare. A split download will likely not happen as many players who install GPP will likely want EVE, which is the heaviest of the addons. It could happen later, possibly, but right now Galileo is still doing quite a lot and maintaining a separate download is a needless burden.
  16. @Tyko I can imagine regarding Icarus. But someone will find some amazing things to do with it, and hopefully, stream it too. Not just Ore, all of the resources are affected. Some will be extra abundant in some places. Some will be extra scarce in places. Karbonite is optional but if installed, there's indeed more stuff to see and do. @Nansuchao Gael indeed has a lot more rough terrain than Kerbin does, I think, but it shouldn't be hard to adapt to it. More wheel height and extra chutes or an innovative braking system should be easy to make into a habit, especially since the ground isn't the only thing to think about when landing. Also, there's a huge error with Gael's biome map (if you use biome maps) which is fixed for the next update. You'll be proper able to anticipate relatively smooth terrain far ahead for landings.
  17. @Mycroft I don't think I intended for bot versions of my one craft to be reviewed. I presented them as options depending on the game version that will be used. ^^; I do have some other, more unique ships for you to choose from, but they're mostly only rated for KSP 1.1.3.
  18. Sadly, my only suggestion is you turn up a contrast setting in Scatterer or wherever that is to lighten up your game. (Help, @Galileo) I like the idea of using vivid colors to help things and possibly give away details with them, but four different minds have poured into these planets and they're already settled on the worlds' looks and feels, and resources are a major part of this mod's twists to gameplay. There happens to be one planet that fits your bill by the way. Icarus, our answer to Moho. Its many biomes, except the poles, are mapped to distinct and awesome patterns on its surface.
  19. @maceemiller Those are in the Optional Mods folder in the download. @Red Iron Crown If I may ask, can you move my post in this thread to be immediately after the OP? It's currently roughly the 6th post.
  20. We're glad you're happy with your science progression. Low biome counts on the moons and a nearer planet than Duna were intentional for that purpose: to answer the problem of finishing the tech tree before anything leaves Kerbin SOI. As for planet colors, the minor monotone and difficulty to distinguish biomes by eyesight is due to realism whereas the stock planets are very vivid to fit into the cartoon nature of the kerbals themselves.
  21. Thanks to @Galileo new development there and my having to turn up my texture settings to see these animations in my own game, I have to screenshot all the planets again for the dossiers. I've tasted something good and can't go back. @SkyKaptn Well, almost. When I start deploying high part count things again I'll be just as much forced to.
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