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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Comma (or & ) is AND, Exclamation point is NOT. Pipe character "|" is OR.
  2. Yes. It contains the patch that changes the stock drills to be able to produce any/all local resources.
  3. I shall burst into this new year with... science parts! These experiment parts don't run on the stock module but on Wild Blue Tools. (Anyone who has used Station Science or WBI MOLE/LDEF parts will understand.) The models won't be fancy, but the intention, experiment functions and the direction I'm going with this will very much make up for it.
  4. KAS+KIS are still a dependency, but ceased to be a hard one since stock inventory and stock EVA Construction happened. KIS works just fine in 1.12.x. Happy New Year to you as well!
  5. It's a fuel switch method. It lets you choose any and many resources to put into a tank at a given time. It even handles stock inventory capacity and KIS capacity, all at once. *Curiosity roves again*
  6. @Ooglak Kerman If you have Wild Blue Tools (and you should), you'll have access to the Buckboards which are KIS type boxes with OmniStorage. If ever you're going to launch something that costs Equipment to reconfigure, be sure to bring some with you in the first place. Pathfinder is a must-have because it has several inflatable parts and the purpose of many of them is to be OmniStorage and attached on-site with KIS+KAS.
  7. Accordingly to @bcink about me, he's finally free to mod again, concerning what finally launched on Christmas Day. :U
  8. Waterfall configs could be made but they will require the FTL plugin to be modified to provide something akin to a throttle and spool behavior or animation timing, which can be used as a controller in Waterfall.
  9. You'll have to change the default orientation of the part, which means you have to take an extra step or 2 to orient it when you place it, but that will help with node-attaching things after. Rotate it so that the face that it attaches with is toward the ceiling, and the normally visible V faces are to the floor. That is, if its orientation is X+, change it to Z+/-. This might be all that you need to do.
  10. I suppose so. But consider the people who play Eve Space Program and Duna Space Program. One of whom made their own mod for air-breathing engines that work where and when the stock airplane engines should but no longer can. (The homeworld will need to count as a hydrocarbon world, though, to make sense lore-wise for this parts mod.) And I have an answer to high-end aircraft propulsion for when you reach the atomic spaceplane phase. So you're not really missing out (not in engine progression anyway) unless you're really dependent on IntakeAir for some reason.
  11. @Stone Blue @Gordon Dry So I... Fixed the TGA format issue. It's all DDS now. Partially fixed the normals problem. I remade the textures but the material seems bugged. The parts will need their material re-done and re-exported. Did Localization. Added stock inventory volumes. Raised costs and EC ratings so that they're not all the same value and not inferior to stock (mainly since the full size panel has more surface area than the stock circular panel). Replaced hard dependency on Firespitter with soft dependency on B9 Part Switch. Added a partupgrade requirement for the black color since black solar cells are a later and better tech than blue cells. (Simply delete the cfg file for this if you don't want to go though that extra hoop to get to that option.) Optionally kept the black cells texture as the default since that's what @therealcrow999 preferred, but also raised the default tech requirement, costs and EC ratings (when B9 Part Switch isn't installed) since black solar cells are a later and better tech than blue cells. However, black cells default (with B9PS at least. Not sure if without also counts, but I expect it to) is somehow causing the normals to mess up worse so I've made this into a separate zip for troubleshooting. Either way, this makes the normals issue more concerning. I'm tempted to assume the color tex is somehow being used for the normals. Addressed other config issues. Most importantly: they were all missing the } from PART{} which can cause serious problems. If anyone is able and willing to redo the material, that'd be great. Here is my rework so far. Otherwise, skip the black default variant and go ahead and publish the blue default variant. Included in the zips are the PSD I used to remake the normal map, spec map, and make the cell colors.
  12. The implied intake there may have no business with combustion (those inlets have no distance ahead of the core that they can lead into the core and be useful for combustion), or the intake value may be too low to be useful by itself. If anything, the intake feature there is concerned with either exhaust compression (which helps with thrust) or passive cooling.
  13. It's not standard practice for me to make FAR configs. From a quick glance at FAR's GitHub, I must assume that my Mk2 parts still have their stock lift surface module, and this is the source of your problems. If that is the case, save this config and let me know if it makes a difference: @PART[kare_eng_ntj_mk2|kare_int_ram_mk2|kare_int_shock_mk2]:NEEDS[FerramAerospaceResearch] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} }
  14. @Saltshaker As OhioBob said, that integration is already there.
  15. I feel like that shouldn't even be happening. I dealt with the exact thing that leads to that problem. (Launchpads that use the "high quality" terrain shaders: don't enable their built-in launchsite. The grass module breaks. Place a separate launch point if you can and turn in invisible or clip it just enough to not be noticed easy)
  16. @baldamundo I edited the config myself and should have everything covered. Try it out. OneDrive link. No, there isn't a (written) convenient list.
  17. Sorry. I don't use CC... but I know what needs to be done. TankTypes.cfg in AT_Utils needs to be amended to cater for RR.
  18. The main ship's fuel tanks and all the shuttles have two power source converters in them: A fuel cell and a Tokamak fusion. Use the tokamak fusion, don't use full throttle in atmosphere, make sure you have a FusionPellets supply, make sure you have fuel and oxidizer on the shuttle for the fuel cell (in case you do need to use full throttle in atmosphere).
  19. Try it (and turn off Kerbalism's own mechanism) and find out.
  20. @Miss Atomic2512 You're supposed to have: GameData WildBlueIndustries Blueshift ModuleManager.4.2.1.dll Re-download the mod and try again at installing it. Make sure your KSP is not in a protected folder like Program Files (Steam) or that you have sufficient permissions to place files in that protected folder.
  21. @tonimark I've had a recent encounter with that particular kraken, and I remember getting really annoyed by the same back in KSP 1.6. (The Mun ate my Mun camp Or: I guess I built upon a sinkhole in the Mun cheese.) Angel-125 has already made provisions for stock construction. Any of his parts that provide inventory use stock by default, but can be tweaked to have any portion of stock and KIS volume, or only KIS volume. What I suggest is that you ground-attach a KAS ground pylon (maybe the clone that has a command module, especially if you don't plan to have a proper drone core in your base) or deploy a stock Stamp-O-Tron. Possibly put a girder over the anchor part for some ground clearance and you're all set for further base-building, properly anchored and protected from that kraken (unless you build really wide and really heavy). ...
  22. Waterfall (Nertea's own mod) supercedes RealPlume. He's not going to add to any RealPlume support.
  23. I was fully aware of the beacon part. I didn't think, for some reason, that it was relevant.
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