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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Random J+Humpback body plane. Doesn't need to be a working JNSQ SSTO. It is firstly a moment of design fun and curiosity. The main wings are LGG's fork of B9 PWings because I suddenly sorely needed a size between the two XL wings I added to OPT Legacy. I could post the wings as a subassembly on KerbalX, or make them into a fixed wingset for an OPT update, or both.
  2. Lol! I actually didn't think this could be done. If it helps, some WBI things that can't be action grouped while in the VAB can still be action-grouped in-flight, so check the in-flight action group editor and launch a rescue mission.
  3. Gravimetic generators are standalone and also a feature of the warp core. If the warp core's own generator is not enough to meet the warp capacity needs of the warp coils, then you add some standalone generators. You must have at lease one warp core on the ship in order to warp. Before Blueshift, the gravitic generators had, and still have, another purpose. That is to power the gravitic engines which are great for anti-gravity and sub-light main propulsion.
  4. @zer0Kerbal I just noticed that this commit is not present in the Spherical Tanks release due to my happening to install it while working on TAC LS support for SSPXr. I got MM errors. Side note: I noticed the normals problem myself. I figured that while they are saved as DDS, they're saved under DXT5 when they should be DXT5_NM which naturally includes some channel swapping. @hypodronic Bad normals in geometry, not the texture, are usually simply "reversed normals" and result in invisible polygons or polygons that are visible from the wrong side. If the light angles of a part are bad (such that you see the hard edge between every other polygon like on a low-poly sphere) then that's the phong angle-- the light angle in the geometry is too sharp and fixing that requires the model to be ripped or re-exported.
  5. Featherweight (just a few parts, gets the job done), configurable resource requirements, has no dependencies other than just 1 other LGG mod.
  6. @eatU4myT You're welcome. The RPD-12 is from NF Spacecraft, I'm sure. In any case, yes, it's out of reach... Having the Algae Farm produce Minerals can be done but I don't easily accept the idea of it (this can be dismissed as my not knowing better about making food from algae). I assume the algae itself is dehydrated and processed by some means in order to attain it? In which case, I don't mind setting that up? Nobody has yet come to provide counter-suggestions or argue against what you wish for the TAC configs so you'll have your wishlist.
  7. I've updated the configs. Fixed. I'm using Fixed values for these. (Having them all set to 1 was merely placeholder and waiting on feedback.) sspx-greenhouse-25-1 rate = 2.1, resources = 2x sspx-greenhouse-375-1 rate = 3.1, resources = 3x sspx-greenhouse-5-1 rate = 5.2, resources = 5x sspx-dome-greenhouse-5-1 rate = 3.1, resources = 5x Fixed. The 1.25m and 1.875m utilities are in there but now that I look at it, there's no 2.5m part in this selection. Unfortunately there's only 1 rigid 2.5m hab. The other 2 are inflatable habs then there's a centrifuge. I can't say any 2.5m part can apply here. It's easy enough. I can filter by a minimum number of deployed crew capacity (the 3.75m and 5m ones have upwards of 10 crew, and I've done this). I can also filter by the fact that these sizes have "expandable" and not "inflatable" in their names. Every other/smaller centrifuge is inflatable. It's easy enough to change the converter(s). Do I simply add the Mineral Siphon converter? Or am I to add another means of producing Minerals? The aquaculture setup now contains (pardon me if I missed something) the Mineral Siphon, the Algae Farm (Fertilizer production) and the 2 water processors. You're welcome. Small note: I have not actually play-tested to ensure that these converters have net production for the crew in them, nor the greenhouse balancing vs KPBS. I suspect the greenhouses may be quite visibly underpowered vs KPBS. (Let me know if to disregard this balancing issue. I can assume that users of SSPX and KPBS could otherwise find KPBS' own greenhouse(s) to be OP.)
  8. Standalone thermal RCS for atomic ships. (Stock RCS for scale). There are many of us who really don't like the idea of carrying any significant load of MonoPropellant or LFO on a ship that revolves around hydrogen and nuclear reactors. It's time to stage that worthless mass and go! The thrusters themselves are not atomic but do depend on built-in heat exchangers which tap the thermal energy from an active reactor (not implemented in configs) to accelerate the propellant. Find them in the same tech node as the stock NERVA. If CryoEngines, Kerbal Atomics, or Rational Resources is present, expect 5 fuel options with detailed tooltip in accordance with the offerings of Rational Resources Nuclear Family. Provides basic LiquidFuel option (and only this option) if these mods are not present or if "Kerbal Atomics use LiquidFuel" patch/modlet is present. Does not contain System Heat, Waterfall or tech tree configs (yet). Stock inventory volumes thanks to: DOWNLOAD :: SPACEDOCK :: GITHUB REQUIREMENTS: B9 PART SWITCH :: GITHUB Recommended Mods: Cryogenic Engines Kerbal Atomics (without its LiquidFuel patch) Rational Resources License: MIT
  9. This typically means you don't have Community Resource Pack. Nertea's mods don't use stock resources alone, and there is surely no dependency on anyone else's resource system.
  10. oh. I can't say, except that usually Restock's depth mask shader (the thing that causes the cavities to draw properly) works fine but sometimes it will malfunction and stop working for me, and I know one guy who the shader seems to never work for.
  11. These are intended to live within SSPXr. A PR will eventually come your way. If things get bothersome, I can publish the TAC configs as its own modlet and lean on CKAN for making sure its presence when needed.
  12. The scaling is unchanged for the greenhouses, but you can easily set your own value per greenhouse and not depend on crew capacity. If you have solid numbers to multiply them all by, let me know, and if to scale the held resources by these numbers too. (and numbers for the 1x 2.5m aquaculture part.) They also scale by crew capacity for now. (The current layout may still confuse you if you try for yourself) Yes, I did (as of somewhere under an hour ago). But now I wait for solid numbers to give to the scales, or you can do this yourself. I cleared up the inputs so you can properly scale the rate and the resources for each greenhouse part. The aquaculture part also needs values given to it. I've changed the held Minerals to 50, ElectricCharge to 150 as you said, and posted the updates to the GitHub link. Now that I own an ISRU calculator I really don't like the weight of the Minerals resource versus the other things in the TAC ISRU chains. At this point, every part that has crew (except for command and the greenhouses), has these TAC converters in them now. Greenhouses/Aquaculture only have modules relevant to their jobs, not to keeping the crew in them alive.
  13. @Zerolera That's normal. If you have Restock or the standalone ModuleDepthMask mod, the VTOL engines will draw properly.
  14. That can't be helped, sorry. Functionally you don't lose out since the landing legs are built into the craft. You touch down (gently) with the craft body either way. No, it's not, sorry.
  15. @jdub3350 @eatU4myT I've revised the TAC LS patch. Download from here: SSPXR-SubCats.cfg (this produces the stock subcategories) SSPXR-TACLS-00.cfg (this produces root nodes whose pieces are easily selectively pasted into parts. Adjust ISRU ratios and default amounts here. Your changes are carried over into all parts.) SSPXR-TACLS-01.cfg (the config that acts upon the parts. Do your per-part tuning here) category-sspx.png (put this in the Patches folder along with these configs) Delete the existing SSPXR-TACLS.cfg I happened to ignore the air filter converter actually, because of how rarely it occurs among TAC's own parts, but I did the jack-of-all-trades thing otherwise with the centrifuges. Oh dear, that png is hard to read in-game lol.
  16. @eatU4myT I will admit I'm currently lazy with the scaling due to how much has to be written just to equip a part to be feature-filled for TAC; I'm not too sharp about precise cost and mass scaling of parts. I leave that to the greater minds about it. I'll just lay down the fanciful, low-repetition config I've been pondering scaling the resource amounts as well, since obviously it's an isue if a 1.25m part and a 5m part hold the same amount of stuff. So I'm considering putting in the rewrite + reformat effort so it will be easier for folks like you who actually play the game to scale the converter throughputs. I can set this up. But with things getting this granular, it's an increasingly good idea for me to keep the config on GitHub and let people collab on it. (I'll link it and ping you when it's ready.) Related: I picture having the 'Utility' parts (by name, not category, like the 1.25m 'Star') be a jack-of-all trades in this regard. Let it be a powerful all-purpose converter pack if you need it, but at the cost of inventory space and comfort for any crew in it.
  17. Filling in all that stuff will make for a very hot mess of a config file with so much repeating content to look at in the end. It may be best I reformat the config so it's not so painful to add to and look at in the end. It would be much easier to use this table of values if it happens. Which converters are supposed to be present in "every" crewed part?
  18. I've updated (not posted, however) the TAC LS config as follows: (May include slight errors and needs feedback. Additions in green.) 1.25m cupola greenhouse: supports 3 kerbals (4/6 kerbals if KPBS) 2.5m greenhouse: 4 kerbals (8 if KPBS) 3.75m greenhouse: 5 kerbals ( 12 if KPBS) 5m dome greenhouse: 6 kerbals (18 if KPBS) 5m inline greenhouse: 24 kerbals (72 if KPBS); it looks like it has 4x the farm area of the dome They all hold the same amount of Minerals, Fertilizer and ElectricCharge. I also took it upon myself to write a stock subcategories config. Subcategories: Pods Utility (includes crewed parts and the stairs) Structural (includes adapters) Ground (all your base are belong to us) Payload (holds the tanks and storage trusses) Life Support (only the greenhouses and the algae farm) Science 1.25m 1.875m 2.5m 3.75m 5m
  19. @Caerfinon LOL. I wasn't serious... But now I'm getting ideas.
  20. @Caerfinon -1 point for path too straight. Can't go podracing in it. Otherwise, 9/10 for effort and awesomeness
  21. It's parts and configs. It just works. If anything goes wrong then either a complementary mod has broken configs or a broken plugin.
  22. What about it? I haven't touched life support configs in a long time so I need a heads-up.
  23. Restock DepthMask. It's a mod feature that makes things that would normally show when clipped through the intake to stop showing. Various other stock parts have it. That's the very normal effect of a plane taking on huge dynamic pressure when pitching up in low and thick atmo. I'm guessing you're pitching up while faster than Mach 1 and under 5km altitude. While weak joint strength is a big deal, you can still reduce your need to spam strusts by finding the ideal ascent angle for your plane and letting it cruise at that angle. The other very normal problem (might be there, too) of having the engine mass (and empty tank dry mass) too far back and too much forward control surface. The odd wings and canards are B9 Procedural Wings. Poor lift|mass ratio makes for a high stall speed and more likelihood of stalling during reentry. This basically means you don't have enough wing. You may also be very draggy and so would get hit pretty hard in the fuel economy by low altitude drag and the transonic drag spike. Both of these can affect you concurrently.
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