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JadeOfMaar

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Everything posted by JadeOfMaar

  1. This mod is just an option for ground tethers. If a landed vessel includes the parts, it doesn't slip and slide.
  2. It is: Restock may have broken some of the parts due to blacklisting stock texture files and that would've been fixed by now. It is not: I hope you're not expecting these parts to use Restock's textures. That's never happening.
  3. Release 1.3 Added 1.875m greenhouse, algae farm, bioreactor. Added flags and agency config.
  4. You'd be surprised. Since a gridfin consists of many "smaller" aero surfaces it still has a lot of surface area to deflect the air passing through it. You can imagine it as an airbrake that can swivel to produce yaw and roll once it's open, and isn't as draggy as normal as it's meant to allow air to go through it. Gridfins potentially answer the question of "I have an airplane on top of my rocket. How do I get the wings to not produce aero force on ascent and screw the launch over?" I say potentially because you don't want to try to replace an aircraft's proper wings with them. There's a world of difference between how these things work and hence, a thick line between when you can use one or the other.
  5. We're not necessarily locked into using [simulating] fossil fuels in-game. Everyone knows about the Mars refuel plan where we send Hydrogen, react it with Mars' CO2 and easily produce Methane. That's all the hydrocarbon we need where gameplay and propulsion overall are concerned. Kerosene is not terribly important on the whole and can be left to be modded in by the RF/RO communities. I've looked into aviation propulsion and I've seen places where it matters that a jet engine is burning Hydrogen or Hydrocarbons so I'm curious to whether this differentiation occurs in KSP2, and if the engine's operating speed ranges and other specs are affected by the propellant choice. If they're not then that can be modded in. KSP2 is being made to be modded.
  6. Assuming you have the USI config at this path (GitHub) in your GameData, simply edit the value of KerbalMonths or HabMultiplier. By this I assume only two Pathfinder parts provide USI hab effects. You will need to study this config and write your own to cover the other parts that you feel are necessary. If you have a config that provides USI hab effects to several WBI parts already then save this config anywhere in GameData and raise the values here. Note that the *= means to multiply and will scale the values in all applicable parts. @PART:HAS[#manufacturer[Wild?Blue?Industries],@MODULE[ModuleHabitation]]:AFTER[USILifeSupport] { @MODULE[ModuleHabitation] { @KerbalMonths *= 1 @HabMultiplier *= 1 } } You need the mod itself and the play mode component (CRP).
  7. Yes. If you scroll down kinda far on the Spacedock page you'll see this screenshot of a dropdown menu showing that all of CRP is accessible.
  8. @Xtra Howdy. Malfunctioning elevons is usually the effect of one of these: You have an empty FerramAerospaceResearch/ folder left behind when you uninstall it from CKAN. The folder existing is enough for FAR patches to run, but without the FAR plugin you still get the stock aero modules replaced.............. with nothing. Some other mod has patches that contain the string :FOR[FerramAerospaceResearch] which forcefully suggests that FAR is installed. Using :FOR on a mod you do not own is bad practice, especially when the inferred mod is massively impacting like FAR. You must find these configs, disable them, report them to their owners. Missing mod parts? Perhaps CKAN choked while downloading mods (it can choke from trying to fetch too many mods at once or a bad internet moment). Perhaps download and reinstall OPT Legacy manually, or clear your CKAN download cache and select the OPT mods again. Go in CKAN's UI to: Settings -> CKAN Settings -> Download Cache (section) -> Purge -> Purge all.
  9. There's a very stockalike pair of mods for base parts and rover parts: KPBS (Kerbal Planetary Base Systems) and FUR (Feline Utility Rover). Alongside them you'll want the utility mods KIS and KAS (Kerbal Inventory/Attachment Systems) as the parts should all be lightweight enough that you can have just a few kerbals walk around and pick up pieces to (re)attach them after delivering them somewhere.
  10. Absolutely. You'll need a KAS pipe or a machination involving an extending claw or docking port. Or you'll need a local logistics mod and the refuel vessel to contain both the Moldavite ISRU and a fuel cache (preferrably larger than any single tank on your rocket). "Logistics" meaning "wireless" resource sharing between nearby vessels.
  11. My take on the poll questions: Running out of life support should absolutely be lethal. But, since not everyone will agree with that, this should be optional and switchable for a fainted/hibernation state. In keeping with the kids cartoon vibe that kerbals have, you could have the "death" progression be they go comatose then turn brown (like plants) then after some amount of time they poof into dust/ashes (leaving something behind to put in a coffin). If you've played The Sims you get the idea. That's quite a lot to think about but I'm particular to radiation, living space, temperature, partial pressure of Oxygen, partial pressure of toxins. It's actually a pretty nice idea to require a medic class. I don't see it having much use in a stock game but in the case of Kerbalism and Kerbal Health where radiation, microgravity, mental breakdown, air toxicity and pathogens are a thing, it will have plenty value. On the side the medic can have a greater ability to go without food as its diet could be much healthier or would have a bit of "privilege" in the form of access to snacks in the form of condensed (and likely tasteless) nutrient pills and extra water for those pills.
  12. The real mass driver mods are here. This one gives a brief and hard kick to the payload but can be stacked to make the kick time longer. Netherdyne mod IMGUR album This one is more like what this mod hopes to achieve. It also even "magnetically" holds the payload in the meantime and has a system for consuming fuel and accelerating itself (if in orbit) so it doesn't deorbit itself while firing. But it's clearly marked as beta. I'm pretty interested in seeing this expansion. Huge parts in KSP tend to be a thing that people just don't do because of a few very obvious constraints or deterrents such as: The tax is places on you as an artist to detail the textures or geometry The file size of the textures if they exist Physics range makes huge parts impractical and possible kraken bait Certain functions require stock or mod plugin features that don't exist (such as this mod requires KK to provide resource converters, resource harvesters and "pressurized, breathable volumes" which would make statics in general exceptionally useful). MIT is a license which is specific to plugins and their source code but it is functionally the same as CC-BY-SA which is general and more appropriate for mods that are mainly models and textures. There's no real need to change it now due to this similarity and that everyone with a basic understanding of KSP mod licenses gets the point. However, changing from MIT to ARR is a foul play and will get you hated fast.
  13. Hi there. Firstly, you would need all the skills necessary for part making overall. Most of this is these two things: To produce decent quality models. Before even thinking of textures the model needs to look clean and speak loudly all by itself. To UV unwrap properly and efficiently so that less repetitive effort is needed to give detail to the textures and less canvas area is needed to hold everything. If your part has a lot of symmetry or repeating geometry then you can get away with unwrapping just 1/8 or 1/12 (or even less) of it then rebuilding the complete model with its updated UV data. Secondly you would need sufficient understanding of part configs and MM patching so you can tune a part to behave as you expect and have extra features you see fit when you want them, such as a utility part that has flaps that pop open before it can do its job, or it's holding no resources but it clearly looks like it can hold some. It's one thing to configure a fuel tank. It's another to configure something complicated like a tiered resource converter like Blueshift's own integrated warp engines (3 parts in one).
  14. How does an experiment replace a greenhouse function? For your amusement, How I envision the IVAs: Greenhouse: Rather than 2 floors and their stepped, concentric platters, this one has just one floor and has a two "curtains" of growing area flowing down the wall. From the ladder, halfway to the window (either clockwise or anti-) would be the "curtains." The remaining wall area would have some lamps angled down to encourage the plants to grow upward (per vertical layout, toward the ship's nose, not per horizontal layout as in an aircraft). Example: Algae farm, Bioreactor: This would continue to have platters (sealed with glass covers so they can't spill out in microgravity) like in the large size parts, but several short ones mounted to the walls, and not a few large concentric ones dividied by and supported by/bolted down to 2 floors.
  15. It doesn't. I would remember for sure if there was one. I originally didn't want to go below 2.5m but you and @linuxgurugamer gave enough reason. I will not do any smaller as they (well, greenhouses specifically) would make no sense under Kerbalism. Here's my draft for this size.
  16. That's easy enough. Probably everything from the GameData folder in the download. RationalResources (the core folder. For resource placement) RationalResourcesCompanion (this is essential to ISRU part mod integration) RationalResourcesKerbalism RationalResourcesKerbalismRF (Kerbalism + RealFuels) RationalResourcesParts (you should only need this for the boxed heater and freezer converters for when some resources change between gas form and liquid form)
  17. If you did this already then be sure to delete GameData/ModuleManager.ConfigCache so KSP can properly regenerate it and properly read from it. Sometimes it fails to update when you change mods.
  18. I have a config on GitHub which takes care of Angel-125's mods. It's not too well play-tested but it worked out as far as I tested. The first part, "Castillo," is setup as a university and a theater. The Buffalo Long Passenger Cab, DSEV Tranquility Mk2 Habitat, and Airships Passenger Gondola are just theaters. The first two don't include the recruitment module (which was intentional at the time but might be bad). This is due to the Airship parts being very large which make them suitable for having the "space" for recruitment, I guess. The DSEV centrifuges are setup as just universities. All given parts have at least the housing module unless there's an exception (see below). My criteria for choosing and classifying parts are basically: Unless there's a good cause for exception the part must always be a basic cabin. Other parts like command, crewed greenhouse, science lab, workshop don't make sense. The housing module allows the part to be used for hanky panky and the delivery room. I made an exception: I used the Airships science lab as a university since it's a very large part and Angel's mods mostly aren't about long-term habitation (but mostly are about traveling in style). Note that it lacks the housing module for obvious reasons. If the part has lots of crew capacity it's considerable for use as a theater and recruitment center, or a university. If it's cramped or otherwise just gets a passing grade as a hab (like the Mk3 airplane cabin + some imagination) then make it a theater. If it gets a high grade as a hab (spacious like a dome, or is a centrifuge) then make it a university and maybe also a theater.
  19. You should have GameData/OPT/ not GameData/Somethingelse/OPT/ and not GameData/Somethingelse/<has OPT files in it>. Part configs tend to expect the models to be in a fixed location, so a folder rename or bad folder location can easily break a mod. User error can always happen somewhere, or maybe CKAN happened to downloaded OPT incorrectly. Refresh your CKAN and try again. (You can use CKAN to install it. Go to Settings -> Compatible game versions -> tick the checkboxes as far back as 1.8. It's pretty safe to go that far. )
  20. @tilliepops I don't expect such a mod to still be functional after all that's changed where Kopernicus is concerned, but I wish you well.
  21. Powering through with making Sterling engines (doing work in large chunks), or cleaning up (and learning as I go) the textures after getting them in game, I gave myself another burnout. Except for Waterfall configs, I'm finally pretty close to being finished making the engines so my attention is turning towards parts in other categories, especially the radiator (or less specifically, the thermal bulk) suite. These [drafts] are inline heat sinks (left) and thermal batteries (right). 2.5m and 1.25m shown. 3.75m and possibly 5m will happen. Heat sinks These are basically radiators but they're poor at actually radiating, but they purposely hold far more heat without melting and are a buffer to the radiators. They will serve very nicely as a visually and functionally fitting mount for that nuclear rocket that you really like, except when it wants to melt off the nearest girder or tank during a long burn. Thermal Batteries These are the same as the heat sinks but are not meant to radiate at all, and will convert waste heat from an engine into usable ThermalPower resource, useful for conversion to ElectricCharge or to feed into thermal nozzle engines.
  22. This may be the exact mod (it's on CKAN). The second mod is discussed and compared in its thread. A closely related mod. Not on CKAN. You might like it:
  23. @planeticegaming Sea Quest got shoved far down as I'm still quite scatter-brained about the parts and there's too much scope creep with mandatory "shared parts" that I want to accompany it. Rover stuff is cancelled since wheel modules are fussy and I'm still missing vital knowledge which might just be mindblowing or is complicated and even black magic.
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