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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Release 1.43 Changed requirement of harvesters and refineries from Classic Stock to WBI Pathfinder. When Pathfinder is installed, harvesters can use one module to produce all resources, refineries become switchable and decluttered. Fixed excessive Water demand of Hydrolox production (increased Hydrolox outputs). Fixed MetalOre and Metal subtypes not showing in Ore tanks. Yay typos. Deleted legacy Kerbalism config that caused repeat modules on, and breakage of the stock drills. Thanks @KrakenBeGone Updated handling for stock drills and refineries to cover for RO Kerbalism which does not handle the stock parts.
  2. No. RR provides this in addition. RR does not delete, does not change, does not overwrite this so it must exist because you have RR Kerbalism. And the name specifically contains "(Rock)" on the end which I made sure to make clear in bold. You may have to do a lot of clicking and cycling of converter processes to get to it. I may have to re-title it to Molten Rock Electrolysis to reduce further chance of this confusion. If by chance this situation is true, keep it in mind: "You may be getting confused by the parts that are titled ISRU and Mini ISRU. These are clone parts provided by Kerbalism and they only care about life support. RR doesn't touch those. Use the original parts titled Convert-O-Tron 250 or Convert-O-Tron 125."
  3. It exists. RR provides the Molten Regolith Electrolysis (Rock) process which accepts Rock and produces Shielding, CO2 and Oxygen. Slag and Konkrete* are specific to the Wild Blue Industries mods and their own resource library, Classic Stock Resources. There's no parallel to these in CRP afaik and no one has come to me before, seeking to use them with CRP. Sadly, no. The existing chain there is specific to Kerbal Health, another radiation sim mod. It assumes shielding is made of a hydrocarbon substance while Kerbalism assumes a metal alloy or bio waste, though plain Aluminium is an option.
  4. I guess. In the Notes section in the OP, it is mentioned the JNSQ provides its airports etc and it's clearly given there that they require OSS. But in fairness, the OP could easily fall under "TL;DR" and people will miss it. Galileo manually created the netkan (CKAN information) and OhioBob and I aren't terribly interested in maintaining that, though, I understand it and could do so. JNSQ does not and will not depend on KK. However, KK and OSS could be set as recommendations.
  5. @Polaris It's Impulse Party. There's a patch there that adds an ablative shield feature to certain parts. As consequence the OPT parts have two ablator modules and that's why B9PS is making noise.
  6. Sorry, dude. I just tried a fresh install using CKAN and I see no problems. Once I can see JNSQ's KSC Harbor, I know I'm in a good situation. As @Grimmas stated, your install appears to be polluted by too many mods and improperly installed mods. Please do some cleanup.
  7. That can very, very easily happen as a mod. But granted the specs you're suggesting, you're asking for an even worse engine for the job it's needed for.
  8. My sunflare pack is finally getting the love it needed. Unless stated otherwise, Scatterer will not be involved anymore as Beyond Home and JNSQ do just fine without it for their flares, and compatibility configs for planet packs will be messy and tedius and I don't want to have to deal with that. By popular vote on the poll in its thread, here's Ursa Minor (in A class color... Good luck finding a planet pack that has blue giant stars). But all 4 flares and all stellar classes will be available on release.
  9. This puts me on edge. I was tempted to reply in Chinese lol. @Aebestach But does the problem occur with normal control surface parts while it occurs with engines? And I can't imagine why one engine would (magically) behave differently if it uses the same mechanism for tilt.
  10. @Aebestach Sorry. I don't know what to say about that. I've experienced it myself but I don't know which mod, if it's a mod, that causes that. @FyWoO Thanks for the appreciation and motivation. But a cargo plane can only reasonably be built so large... If you want to carry things that are wider than 3.75m I recommend you change your approach on how you want your cargo to get to where it needs to go. (Particulary: consider using Global Construction or Extraplanetary Launchpads and build your cargo on location.) As for stronger engines, I have plans for some but I'm not sure I want to make them.
  11. Oh damn. I totally forgot that was there. Thanks for spotting it!
  12. We gotta wait for something equivalent to (but not cursed like) PartTools to arrive. I'm curious to what you have planned. (I see your placeholder thing up on SpaceDock) I'm cautiously optimistic that the equivalent of PartTools will contain the likes of a drag & drop/ WYSIWYG editor that takes most of the manual labor out of generating a config and hopefully also has the secondary role of a PDF-alike viewer so casuals can make sense of a JSON file. I'm sure it's well within Intercept's abilities to do this. After the efforts Intercept has put in to ensure that tutorials and hand-holding overall for casual players are spot-on, I think some faith in the existence of modding tools and their documentation is well deserved. That said, I'm not terribly eager to mod a game that's currently very broken and has most of its features turned off.
  13. @DeadJohn There are some things that B9PS won't touch. Crew capacity is one of them. Keep your crew version and cargo version as separate parts.
  14. It's already been made known that a "build recipe" system exists in the game and everyone who plays with the likes of Pathfinder, EL and SandCastle are already mentally prepared for it. Expect, then, to have to maintain a supply of the required resources attached to the orbital VAB and the colony VAB, whatever that's called. And expect Angelo Kerman to jump right on that system for everything once it's out. Personally speaking, I'd prefer an equivalent feature to having the stock repair kit and requiring/consuming it in order to produce other parts. This alone would add a dimension to the resource trade system and can then even be used as a form of currency or a token for restricting the abundance of certain parts in a campaign. It was a placeholder for that new stock conical nuclear reactor! Obviously! If you need Uranium for balancing a craft we have some very serious problems.
  15. Not really. Everyone already knows what the labels mean so there's really no merit to this request. But I would argue that "sm, md, lg" should be changed to "s, m, l" because that's imo the de facto way to write them. Take this POV: Having all the labels all be 2 letters is a matter of consistency across all of them and avoiding unused space in a given label's box. If there's any problem with the labels it's that they don't appear to provide for the even larger sizes that will appear later on in stock and in mods. XXL, 3XL and beyond are coming, but I'm sure there's an answer to this already.
  16. That would be System Heat. I didn't test for that. You can ignore it, though. That particular B9 switch is only needed if you want to use the supercomputer parts in this mod to assist the same in the WBI mods for WBI's science gameplay. Oops indeed. xD Well now I know that intake speed matters when underwater!
  17. Go into your compatible (KSP) versions list in CKAN's menu for that and tick all the way through 1.8 to 1.12. OPT just works. Note that the thread title here says "1.9.1 plus" which means that and beyond.
  18. Release time. @Ariel Kerman @610yesnolovely I've made that inventory box. It's just missing the sticky note. I'll see if and when I can get around to that.
  19. Made with permission from @Daishi, one of the creators of the Universal Storage 2 mod and aimed at compatibility with @Angel-125's Wild Blue Industries suite of mods and adding value to undersea exploration and microsat design. Notable features include: Racks have height variants (1, 2 or 4 rows). The 2.5m and Buffalo 2 racks contain WBI science processors. Integrated probe body wedges which include solar panel, battery, RCS and are cargo bays or inventory parts. Experiment wedges are designed to require time and resources when started and only work when submerged. One or more experiments are concerned with ocean life and won't function on planets that are not whitelisted. As they may require several in-game days, submarine vessels have more reason to wait and hang around. Milli-kit boxes fit the cargo bay wedges or will precisely fill the solar inventory wedges. The boxes' features can be installed into the host part (primarily the solar inventory wedge) via the WIP Rackmount mod. High-volume (relatively, without the nerf of stock balancing) battery wedges can hold generous amounts of ElectricCharge. Known Issues Some wedge experiments are intended to have defined negative (undersea) altitude ranges. This feature does not appear to function. The affected experiments are the Bathymetry series and Goo Evolution series. Indicator Lights integration might not work properly on the Milli-kit experiments. Indicator Lights integration does not work on the experiment wedges. They do not use stock modules. Dependencies B9 Part Switch Wild Blue Tools Wild Blue Core Recommends RackMount (WIP, not on CKAN) Buffalo 2 Indicator Lights Supports/Suggests FreeIVA and Connected Living Spaces (the racks that have hatches are crew passable) LICENSE :: CC-BY-NC-ND DOWNLOAD :: GitHub :: SpaceDock
  20. A customizable kit for the wedge bays, rather, a kit for customizing the wedge bays (via the RackMount mod). RackMount aside, these are the options I've settled on so far, with labels: CMD: Probe core. The stock ones are all too big. RW: Reaction wheels. CPU: Tiny brother to the CPU wedge. Good for autopilots like kOS or MechJeb. SCI: Hard drive for science data from mods like Tarsier Space Tech and Kerbalism. SUB: Substance container for "physical" science samples, for use by whatever science mod, such as Kerbalism, makes those a thing. SNX: Life Support. Reinforced lunch box. UNK: I don't know yet. UNK.
  21. I didn't think of the Hacienda but I did notice the rig is... underspecced for its size and intention. I forget its diameter but I distinctly remember feeling that the SMX 3.75m drills would, and shouldn't, outperform it.
  22. Make a new KSP install. Delete all the mods. Let the good times roll.
  23. Nertea is really not going to entertain such a question... Play-test and find out.
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