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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Hi there. I just updated the Aquaculture to produce Minerals. I was quite on the fence about it since the SETI Greenhouse mod had nothing going with aquaculture and that Minerals comes very easy in the presence of a few other mods.
  2. I took a shot at deriving from a flying wing in Star Citizen, and making it a capable Blueshift warp ship. It doesn't intend to be a perfect replica, however it maximizes "blended wing body" and is 2.5m thick and just over 30m long at the root. The lack of elevons and the open wing holes are very major problems in the eyes of anyone who knows and cares about proper aviation, but deep space MMORPG don't give one fat sewer rat about those.
  3. I had KSP open for ...nearly 21 hours! I spent the better part of that time designing a flashy base that modularly builds out through EL, and designing the several modules, bootstrap landers, ...and getting acquainted with Keridian Dynamics and Angel-125's SandCastle and EVA Repairs (lightweight part failure). Random moment during testing and learning the NFE interface on JNSQ Vall.
  4. You're asking for MM documentation regarding +PART and @PART. Since I created OPT Reconfig, OPT's MFT configs were phased out. There is instead revised/improved support for RealFuels and for Allista's Configurable Containers.
  5. Kerbal Atomics covers fission fuel/ thermal rocket progression (excluding what falls under FFT of course) which can stretch across contemporary and near future™ time frames. Not everyone who installs Nertea's mods is to be expected to have FFT be their end-game engine pack. Maybe Kerbal Atomics is at the end of tech progression for some, just as warp drives and not FFT can be at the end of progression for others, and BDB can be the beginning and the end for some players who only play historical. Your play style determines your progression path, then the real questions are: Does this mod fit on that path? Where along that path? Everyone who wants to have a lot of technology (and therefore, mod parts/ parts mods) to go through in a progression game has to ask the same question. It's up to you, with respect to your play style, to find out. There could very easily be a use case where an end-game engine will be too costly, too overpowered, or in some other way miserable for one mission or another. Example: Pulsed engines: You can't do fine course corrections with those, right? So you need to have a lesser engine of some sort and your choice could be one of the very best from Kerbal Atomics. Or You may want to launch a new ship with FFT vacuum engines from the surface of a planet with atmosphere. The lifter could have Kerbal Atomics LANTR for its main engines. Make parts.
  6. @grisby_2133 You were using System Heat on 1.3.1? Yeah you're voiding your warranty especially hard. That mod doesn't go that far back.
  7. They're for USI LS but probably are in USI WOLF (new, separate USI mod).
  8. If you open GameData/OPT_Reconfig/Resources/DarkDriveOption_01.cfg you should see this line at the very top which prevents the B9 module existing that has the System Heat problem: @PART[engine_darkDrive]:HAS[#FeatureBiasA[0]]:NEEDS[B9PartSwitch,!SystemHeatConverters] If you indeed have this then I must assume that you install mod updates by dragging the new folder in and not deleting the old folder, which means you may have obsolete config files which should no longer exist. There is the source of your problem. If that is not the case, and something very foreign really is going on then save this anywhere in GameData: @PART[engine_darkDrive]:AFTER[SystemHeatConverters] { @MODULE[ModuleB9PartSwitch] { @SUBTYPE,* { @MODULE { @IDENTIFIER[ModuleResourceConverter] { @name = ModuleSystemHeatConverter } } } } } As for this, you should see your option at the end of the selection for any OPT wings that have fuel switching. If it does not appear then the patch is running before the B9 module exists, so do this: // change this @PART:HAS[#manufacturer[OPT*Division],@MODULE[ModuleB9PartSwitch],#TankTag[OPT*]]:NEEDS[B9PartSwitch,KarbonitePlus] // to this @PART:HAS[#manufacturer[OPT*Division],@MODULE[ModuleB9PartSwitch],#TankTag[OPT*]]:NEEDS[B9PartSwitch,KarbonitePlus]:AFTER[OPT_Reconfig]
  9. Your installed OPT Reconfig must be older than v3.3 (released in April) because that conflict is gone.
  10. True. They might have been assumed to require that module. You don't exactly hear of Microsoft exces using Apple products or vice versa so I haven't exactly been out there trying out my rival's mod (yes, you @Gordon Fecyk ) and helping him make his mod better. If he asks for advice I'll give as far as I know, though.
  11. You use that for the case where a part needs a separate visible animation for revealing or concealing the harvest or convert module(s). On the stock drills, ModuleAnimationGroup provides for the stock drills' deploy/retract while any active harvest module links to the drill bits spinning and dirt particles rising.
  12. That's a known bug with launchsites placed increasingly far from Kerbin. Someone forked KK and fixed it but that fix hasn't yet made it to the official release(s) of KK.
  13. On the subject of OPT and RealFuels compatibility: The RO Cryoengines patch will be updated to detect RealFuels and not just RealismOverhaul. Some engines will also get to choose between Hydrolox and Methalox. Currently only the aerospikes are in mind. The ARI engines too, possibly. If any air-breathing engines qualify, let me know.
  14. And that is because OPT Reconfig is a very small download containing only configs and which affects the two OPT parts packs. It's easier and more sensible to post updates to Reconfig without the weight of the parts packs.
  15. Something is broken but not OPT. The fact that there is only one PAW button (and that button is from a mod, is not stock) on the tank makes that clear. Experience tells me to suspect funky patches in KSPIE whenever it's installed and bad things happen. OPT has supported RealFuels as long as OPT Reconfig has existed.
  16. BOOM! A shockwave rocks your starbase. See above post. My attention is turning toward atomic jets now. I will provide just 3 engines and their associated intakes, and this will be a true sample run for Sterling Engines.
  17. I think it's about time I let Impulse Party into the wild. Now that I've gotten the S3 rocket to behave and the Mk0 nacelles are basically done. DOWNLOAD V 0.4 Hard requirement on B9PS for impulse engines' plume switching! Textures are still largely WIP and some parts are yet to come but all systems are go. Impulse Rockets will behave like antigravity drives only when Kerbal Flying Saucers is installed. Warp nacelles and 1.25m warp core should only appear when Blueshift is installed. Mk2 capacitors are readily available in part selection in the editors (for now) regardless of whether NFE or KSPIE are present. Complete module configs included for them and may need inspection by KSPIE users. This mod's warp coils will require mantenance and Repair Kits just like the Blueshift bundled ones. Includes extras: A harvester patch which unties their animations from needing to have their harvester module running. A hard mode balancing config for the impulse rockets (Makes them feel like Nertea tuned them... They no longer work in atmosphere). Default engine behavior may be subject to change a lot and this patch may become irrelevant. B9-powered upgrade system for warp cores and warp coils. (PAW options don't update their stats in real-time. Save and reload your craft after choosing options.) Most things upgraded to Intermediate quality in-game. Default stats in the Snip window. Don't upgrade your warp core and not your warp coils. For reasons I don't quite grasp yet, you will see a performance loss. Remaining parts to make are the radial impulse drive and a scoop for it (for tiny shuttles), and shield emitter parts (3).
  18. I got comfortable with procedural wings. The main wings on each plane are 4 wing pieces and 3 elevons each. This airliner's vertical wing is also procedural. Saving them as subassemblies works so I can drag and drop them onto new planes with ease. The vertical wings on this one are not procedural and were later replaced by procedural ones like them. The replacements perform far better and were used as the main wings of a short Mk2 hypersonic test plane.
  19. If you have the time to wait on an answer (and the time to play KSP while you wait) you should test for yourself. Consider this golden advice. That said, I don't think there's ever a time where B9PS breaks.
  20. This mod is just parts. Expect it to work. But I think there are reports that the associated B9 Animation Modules plugin is broken so expect malfunctions with intakes and some engines if you have that installed.
  21. I'm glad you think so. I might get comfortable pretty fast with making PWing subassemblies.
  22. .....And an airliner. The CoM is rather far back, making for some challenge and some annoyance. The main gear are at the static CoL. The CoM isn't far at all ahead of it. It survived a test flight with top speed of Mach 9 except for a moment where the Rockomax tanks were briefly exposed to more than their heat limit. (The heat limit cheat was on, fully expecting that and the cockpit to want to melt.) The vertical stabilizer is also a PWing.
  23. 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.
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