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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Nah... Not all things get better if you try to add to them. Why water down a pure gravitic engine to enhance something that's never meant to even be used as a ship's main engine? Just one gravitic engine can provide just over 1 TWR for a ship with any mass value (but Graviolium consumption scales with the ship mass, so if you weigh more, you burn more). So simply add another gravitic engine for 1+ more TWR. And once you're using gravitic engines or equivalent, you're not going to be concerned about Isp. It becomes irrelevant. You'll only be concerned about when your tank is down to 10% full. The main thing you'll need ElectroPlasma engines for is a heavy plasma vernier for RCS rotation of a very large ship. Gravitic RCS only provides translation so that's why that exists.
  2. @Ooglak Kerman It's kind of a good thing that you can't use a gravitic engine and a warp engine simultaneously. (It doesn't make any sense to attempt to do so.)
  3. I just replaced that. GU Parts has all of these now: And sometime very soon, there will be all these too. Highly customizable fusion fuel tanks.
  4. Hi there, and sorry. Fixing Parallax is not a task for StarCrusher. It's a task for Linx, the maker of Parallax. (Don't bother him, please. He knows.) It's also up to you to choose not to use Beyond Home or to download an older version from before Parallax was created (before 1.5.0, I think. This is the best choice for most players), or figure out how to turn it off in Beyond Home's configs.
  5. You do not want to lean on ye olde chem engines for a warp ship. I highly recommend you find a mod for fusion rockets, or try those nice cone-shaped gravitic engines in Angel's Kerbal Flying Saucers. The "GND" series. Pics here:
  6. Heh. Thanks. Since you asked, and tanks are the easiest thing to make, I'm drafting for both profiles now. The 12-37 will need 6x symmetry, however, as this most closely and near-perfectly fits the 1.25m stack profile. I have an epic plan for Convert-O-Trons. Incidentally it provides 1.875m, and I'm going up to 3.75m, but why do you want 5m? (I will make 5m. It does seem to have some good demand behind it.)
  7. @Vexxel I've seen mention of my revised config within SSPXr causing issues...I'd like to think Nertea has disabled it or someone came up with a fix and PR'd it by now. Most likely, those who have problems installed some mod that somehow causes weird interactions. I'd like to know just what you did for your edit. It would be very welcome if you change that. I'm curious to whether there's an oversight on my part in this basic combination, or if there's an outside interference. Upcoming Parts preview 2 (2560x1440) Textures nearly finished. Additional parts: Giga-Tron™ (Name not yet settled) A 3.75m device containing 3x (or multiples of 3) Diamond Anvil Cells (or whatever handwavium machinery fits and can produce gigapascals of pressure) for creating Fusion Pellets and the like. Wrapper parts Not just the Convert-O-Tron but tanks with shroud options (standard aero, and engine mount for 2x 0.625m engines), and an intake... A pair of wrapper profile engines are also planned.
  8. @AtomicTech You should know that I'm going to call you "MothMan" now. I look forward to seeing how this project unfolds.
  9. Hi there. Rational Resources Parts includes a patch that affects the stock XM-G50 radial intake, and overall integrates the Stockalike Mining Extension mod which includes purpose-made atmo harvesters. This mod doesn't yet have its own parts for this role.
  10. Upcoming parts Cryomat™ 2.5m 1.2m tall, I think. 1.25m inner stack, 2.5m frame can be toggled. There will be an instanced part each for heating and for freezing, just like the existing boxed ones. 5x the throughput of the boxed version. Wrapper Convert-O-Tron Fits 1.25m body, equivalent to any conventionally shaped 1.25m Convert-O-Tron (maybe). Has toggle-able aero shroud at the head and tail. Might also have a 1.5x length sibling. Bussard Collector 2.5m/5m bottom node, 100m x 25m span. Part of why I decided to create this is so it can have an EC guzzling fuel generator module for use with the Bussard ramjet engine in the MEV Fusion Tech mod. I might make my own such engine as that one looks like a Daedalus and I'm not fond of that. The basket structure will remain "untextured" as it would be too much pain to unwrap all those spine and truss-like bits.
  11. For the most part they should not be incompatible but don't expect actual support (configs or plugin interaction) to exist. Try them together and find out. Then the next person who asks will have their answer. Pathfinder bases are meant to be low-maintenance, portable research facilities, and not permanent, sprawling, industrial settlements like MKS. Like the thread title says, you're "space camping." Ideally, you can carry your whole base as deflated pieces in a large KIS container on a rover; take them out, assemble and do your work; deflate and put the pieces back in the container and continue trekking. But there's nothing to stop you from making a sprawling industrial settlement as if it was MKS. Pathfinder doesn't have a maintenance mechanic like whatever revolves around the Machinery resource, but it can have the requirement on WBI's Equipment resource in order to inflate something or change what it can do. WBI's OmniConverter system is a godsend. Each part that is an OmniConverter can have any number of slots and each slot can have a value that scales the throughput of the converter module that you slip into it, and there's a tagging system to restrict what converter modules can be equipped. I've never used USI swap bays so I can't contrast the two well, but I'm quite confident you'll have equal or more options with WBI. There are easily a few parts that have more than 1 OmniConverter slot. Pathfinder also provides OmniStorage which lets you set any supporting tank to have any fractions or any number of resources, even including KIS volume and stock inventory volume all at once. If a resource exists in your game, you can search its name and tank it...unless it's blacklisted. If you're looking for part wear and failure, check out Angel's EVA Repairs mod. Anything that contains these stock modules (engine, converter, harvester, reaction wheel) can wear down, fail, and will require stock Repair Kits in order to be restored, and can optionally permanently wear down and need to be replaced. About "space camping" ...Pathfinder happens to include some very large boxed parts which require Equipment + Konkrete resources (so they're really expensive to deploy) but they have great capacities and several OmniConverter slots so it's really rewarding. They are the "Arcology"-ish permanent WBI settlement. Among these parts is a fusion reactor which requires FusionPellets and possibly a downpayment on ElectricCharge (see: FFT reactors). Pathfinder includes its own rover mod, Buffalo. It tramples USI's Malemute with tank space, battery capacity and cargo space options. I'm comparing these two as they're in the same size class... But I bet USI's Karibou tramples back on Buffalo because it's bigger while having several of the same features.
  12. @Einstein_Cross_X1 The Kerbalism LRTR Simple profile is the cause. Kerbalism no longer uses its own tank swtich module, for what I know, and leans on B9 Part Switch so such configs as in the profile are obsolete. Change this string at line 724 :NEEDS[ProfileLRTRSIMPLE] to :NEEDS[ProfileLRTRSIMPLE,!RationalResourcesCompanion] or delete that whole patch section that targets Ore tanks to deal with it.
  13. @Einstein_Cross_X1 I would like to see your KSP.log and your KSP/Logs/ModuleManager/
  14. What fuel switch mod are you using? I must assume you have some mod that makes Ore tanks to have no resources.
  15. Censorship function built into the forum. The true word contains a certain 4 letter word which triggers a sizeable subset of people.
  16. This is quite an interesting discovery. I encountered a similar problem and figured that (for some reason, EVA construction doesn't like the root part of single part vessels). Try focusing that single part (make it the active vessel) then go to map view and rename it. You get to choose the vessel type while renaming at that point so that should absolutely work. I don't expect "Dropped part" to be a pickable option mid-game, but perhaps anything other than "Rover" makes it pickable again?
  17. @Yuubari_ SandCastle simply requires Ore, so can be easily patched to require any combinations of resources (and other allowed conditions), even per part (like with EL recipes). Most parts can require only MaterialKits, and others can require MaterialKits + SpecializedParts, and others still can require other parts + a minimum gravity threshold + a minimum atmo pressure threshold... And printers can have tech node limits (parts with certain tech requirements will demand another resource--forcing you to prepare tankage for that), print volume limits (a printer this size can print no bigger than this volume...) or part/category whitelist or blacklist (it can or cannot do only these...). If you have a part modder friend who loves USI and Satisfactory (or you are this person), the gateway is wide open for you to develop an actual Satisfactory-like part+resource conversion chain gameplay. The sky is the limit, now read the wiki and burst through into orbit. Angel-125 isn't going to produce USI compatibility, before anyone asks.
  18. Release 1.33 DOWNLOAD :: GitHub :: SpaceDock Added Configurable Containers detection to Ore tanks opt-in to cure related MM errors. Added stock inventory volumes for RR parts except for tanks and engines. Changed Metal, MetalOre resources to be defined with no concern for the presence of EL itself or other mods that may also declare them. Leave redundancy handling entirely to MM's code. This answers edge cases where these resources still don't get defined at all, and consequent issues like B9PS-SSPXr fatal errors. Fixed duplicate subtype issue for Mk2 Expansion (in the RationalResourcesSquad extra.) Spotted by @eberkain. Fixed inconsistent Oscar B volume with respect to other Oscar tanks added by Restock+. Spotted by @eberkain. Updated Procedural Parts integration (entirely by @Veronika Kerman): Added boiloff with handling for a couple of resources. Added Deuterium gas. Reduced capacity of very dense resources (MetallicOre, Metals, Mopedantte, RareMetals)... SMURFF compatibility. Tank volume consistency fixes. Updated RationalResourcesNuclearFamily to handle atomic jet/rocket engines. Updated RationalResourcesSquad's fusion fuel options to detect CRP to prevent fatal B9 errors. Kerbalism fixes: Added "empty" option for when you want to leave slots open (and hopefully save some funds) on a made-compatible Convert-O-Tron. Thanks to @Gordon Dry. Added conditional Graviolium option to exo harvesters, and tech limit to this and Antimatter. Fixed double-patching of Chemical Plant. Thanks to @Gordon Dry. Increased slot counts on integrated exo harvesters (from 1 to 8) so multiple resources can be scooped at once, as it should be. Each slot that is not needed can have an empty loaded into them. Thanks to @TR_HyDra. Reduced EC demand in atmo and exo harvesters.
  19. This may be so, but the distribution of these gases absolutely can never be perfectly even, just as how Jupiter has many colors, and Neptune's blue spans a few hues (in addition there's some white in it, according to some images). Jool should therefore have bands or spots of yellows and blues in addition to the green then. (But this is going to be an artistic challenge in our eyes and can easily look very ugly.) Unfortunately I've seen a few good options for compounds that produce the right kind of green... But none of those compounds are to be expected to occur in gas form, and especially not occur in a gas planet. These compounds tend to involve metals and may require a far higher presence of some other unlikely material (apparently, #1 is Water). My favorites for a proper green color are: Iron(II) Sulfate (which is most likely found in a metal aquo complex-- bound to several Water molecules) Vanadium (pure alkali metal (not happening in nature), also in metal aquo complex) Nickel (in metal aquo complex)
  20. This is 2.5m wide but also 2.5m tall. You're expecting 1/3 this height? If this is too tall, let me know, as a given vessel will likely still need 2 of this part (one for heating, one for freezing).
  21. @Veronika Kerman So this is what I thought up. Some parts need to be patched always, such as the narrowband scanner which holds the planetary classification experiment. This is in RR's core. I've split that config file as necessary, now most of it will be in RR Companion, where it belongs.
  22. I'll add those to my to-do list. I don't want to borrow old models for anything anymore. Continuing using gases would be better, I guess, since that's how it is for Kerbalism and I've often contemplated having bigger ...Cryomats.
  23. @DeadJohn Angel-125's Buffalo has some submarine capabilities. It contains some ballast tank parts (including the ballast vent which can change the parent tank into a ballast tank) and undersea fan motor engines. And you definitely want SunkWorks alongside it, for more undersea functionality. But no, there's no good-looking dedicated submarine mod (with large bulkhead profile or still works). @Stone Blue The box is 0.8m a side. It still slightly overflows the 1.875m profile in the 2x box setup. But that's a very good thing, relatively. A hydrodynamic door wouldn't have to reach far out to contain the boxes. I could go for a tight 2m diameter frame, apparently.
  24. Things are finally in-game and play-ready, but I'm considering not providng for open play yet until I make the 1.875m cores and rack. Concept image: The boxes cannot fill a 1.875m profile, though. They overflow.
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