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JadeOfMaar

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Everything posted by JadeOfMaar

  1. I didn't think of this when I made that patch. Kerbalism doesn't agree with references to MetalOre and Metal made by this mod (because of how Kerbalism loads things, resources with conditional definitions cause serious hiccups) so presumably, installing Extraplanetary Launchpads will cure the problem. That aside, curing the problem should be as easy as deleting the MetalOre and Metal tank options from GameData/RationalResourcesParts/CRP/ProceduralTanks.cfg#L249
  2. Sadly yes, I guess. The guy who produced them, I hardly seem him online anymore. And too few people find it in them to learn to make configs.
  3. Sorry, dude. As per my chosen license, CC-BY-NC-ND, my visual mod is not open to be used by others to create their own. CKAN lists are the way things are done around here.
  4. Well when you put it that way... There's definitely something fishy going on. Sorry for my bad answer.
  5. @JonnyOThan Is is possible that your ship's root part is attached in an orientation other than forward, or the warp engine is? Also do you have any actual warp core pieces or warp rings in your craft? The part where the PAWs say you have 0 / 10 warp capacity suggests so. Your ship needs to have all of these: At least one warp core/warp engine. The engine block, basically. A gravimetric displacement generator (maybe) for added ability to use warp capacity. These are your transmission. The warp engine includes this, but not much. The less you have, the less you can do high gear when your ship gets heavy. Warp coils (either rings or nacelle pieces). These produce warp capacity. They're the wheels and wheel axles of your ship.
  6. OPT's FFT tanks patch is among the more simple of OPT's patches overall and shouldn't be prone to this problem. Deleting your ModuleManager.ConfigCache may help to make it go away.
  7. That's something Angel needs to look into. However, you can see them, at least partially, in the in-flight action group editor.
  8. @Drupegod02 Yes. It needs to have those resources on it to donate to the built ship.
  9. It is possible. There are B9 switches for the nodes. They allow you to turn off the H nodes and reposition the inner K node so you can prevent attaching by the H node when you don't want to, and to attach a large payload with or without affecting the center of mass of the craft.
  10. More info is definitely needed. I don't know what mod owns a tank type simply named "Food" so I can't guess anything other than TAC LS is involved. Well I replied to the poster and asked for logs. I'll find the source of that error.
  11. LqdDeuterium is not relevant to Blueshift. We need a screenshot of the part, or more information in order to help you.
  12. Yes. (Snacks and Soil only. Doesn't provide for Air, however.) There is adeqaute support for TAC, Snacks, Kerbalism (I think) and USI.
  13. Nah. The tower is fine. The ship's handling is horrible when trying to land precisely. If I tried landing horizontal, things would be better. I wanted to land on a helipad halfway across the base but I drifted over there against my will.
  14. Guardians of the Galaxy intensified last night. This little thing can VTOL and SSTO. But it only holds two and has a hard time with yaw and landing vertically. As you will see where I tried landing and got rekt on the comms mast at the Darude space center. Album
  15. The EL ship needs to be a resource tanker. The numbers in yellow in the EL window are what your built ship is expecting but cannot be met because the numbers to the right of them (how much the EL ship is holding) are less than or 0. The RocketParts resource only means "rocket parts." It does not suggest that it translates into fuel too.
  16. I need to be totally honest. That's something that no one who takes this mod seriously will ever want to read. All that matters for balancing the sublight engines on the IXS (and I'm being presumptuous) is that the EC demand is reasonably high and the TWR is reasonably low: I'm betting no more than 1 for a fully loaded, fully fueled ship without cargo. (Said cargo might easily weigh as much as 50% of the ship if cargo space is generous.) In a semi-realistic warp travel scenario (I say semi because FTL is involved, but also, we're ignoring auto-circularization) you want to come out of warp with a very high Apoapsis and where you won't very soon fall out of the target body's SOI. There you have the most time available to use your reaction engines to fix your Periapsis and inclination. Once that's done you can do either of the following to further fix your orbit: Wait until you're somewhere low down in your orbit then carefully warp around to see how your orbit changes. Do it right and you could potentially knock out most of your eccentricity, and I believe this should make it cheaper to shrink and perfect your orbit. Burn all you want as you approach Periapsis. You have dV for days.
  17. Well yeah... You can't actually expect those to hold the weight of any large airplane or spaceplane. Especially in Eve's gravity. Nope. That's not enough. But I'll give you this golden tip. It helps quite a lot to have your main gear only attached to the core stack, and offset them as far apart as you originally intend via holding Shift while dragging them. Surface attached things have weak joint strength, and wheels break off easier when attached to the secondary stacks or especially the wings of your plane. Splashdowns can be either easier, or harder and more terrifying depending on your design. In any case, you want you vertical speed to be under 6m/s and your horizontal speed to be 60 ~ 90m/s. If you need to pitched up over, say 5deg, to do your splashdown then you're likely to have the nose or cockpit smack down and risk breaking off. Having your landing gear open or closed makes no difference to me. The wheels don't produce any kind of resistance or upward force and are simply submerged.
  18. Well that's different, and I expected that question, but still: Not finished, and is disabled so it doesn't mess people up.
  19. Release 1.18.0 DOWNLOAD :: GitHub :: SpaceDock Added acid world templates: AtmAcidC, AtmAcidN, OcnAcid. Note that no actual corrosives resources are introduced as no popular mods use them for anything important, or at all, as far as I know. Added ocean template: OcnKerosene. Added more support for Graviolium placement. Added templating system for science results and updated support for the following planet packs to comply: Beyond Home, Extrasolar, Grannus Expansion Pack, Outer Planets Mod. Added integration for Procedural Tanks. Added missing drill options. Fixed broken targeting of converter parts for adding modules (non-Kerbalism). Fixed some Kerbalism issues that sprung up... Again. Thanks to @Clamp-o-Tron Fixed redundancy issue with Methalox tank options when CryoTanks installed since Methalox changed from optional to always available. Updated gas planet templates: Completed Sudarsky based template series (AtmGasI through AtmGasV). Deprecated AtmGasJovian, AtmGasUranian. Replaced these with AtmGasI, AtmGasIII respectively. Updated planetary classification experiment to work while splashed (but not while flying or landed). Updated surface templates: Changed "specific" stock planet templates to general templates fit for use on any mod planets: [Eve, Mun, Minmus, Duna] to SrfRockMineral, SrfAlumina, SrfMetalSulfur, SrfMetalCarbon respectively. Updated Extras/RR_StripStockConverters.cfg
  20. I'm finally nearly done prepapring a release and I've discovered (and I should have discovered long ago) that I can't begin to imagine how you have a problem. You had nearly no mods installed. Well, hopefully I've indirectly fixed it. I'm not sure I'll be able to nail the source of this, but I bet I indirectly will. I'm working on a DS Core update to fix any lingering issues with play mode detection.
  21. Change your CKAN's allowed compatible versions to older or newer so that it sees OPT. OPT consists of only parts and configs, and has no plugins so it's very unlikely to actually break or need version locking. OPT usually simply works. There's a WIP config but I won't be finishing it myself. Nearly everything in OPT that would need a System Heat config has a Tweakscale config, and these plugins are incompatible (afaik).
  22. I designed a large lander with OPT and Restock+ for use in a Galaxies Unbound cinematic. For ease of EVA when landed it includes a clipped Mk1 cabin in the bottom center (the tank there does not hold fuel). I also designed an SUV for that cinematic. The SUV holds 4, with and without helmets. I-beams, tanks and body panels are tweakscaled but the probe core, wheels, solar panels and batteries in particular are not scaled. It includes 2x Twitch engines for sporting but its aerodynamics cap the top speed to about 42m/s. Only stock parts, Restocked.
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