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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @Norcalplanner I don't think any negative effects exist except for a small issue I have with atmosphere edges. There's a bit of bluntness (see "wall of air" problem) to them which will make reentry difficult. You'll have more reason to upscale the system because the homeworld is easier than stock Kerbin. It has less gravity and atmosphere.
  2. @Norcalplanner Beyond Home has a few selling points that put it on the same level as JNSQ imo. For this planet mod, the greatest of these is the many custom terrain scatter objects (made by Linx himself) and the unique ability to perform custom EVA science on them and read their custom reports (all written by Linx). This ability (or the total sheer span of Linx's efforts to make science progression interesting) rivals the science experience of the DLC (there is no requirement on the DLC. Kopernicus provides this). You're not going to care anymore about the stock anomalies when you reach the homeworld's first moon! Let alone nearly every planet and moon in the home system.
  3. There is one in OPT Reconfig. (Direct link. Doesn't support any of the OPT Legacy wings.)
  4. The engines all run on LiquidFuel by default. I assume you have CryoEngines or KerbalAtomics installed. When either of these is present, OPT engines become CryoEngines. To stop that behavior, delete OPT_Reconfig\CRP\OPT_CryoEngine.cfg I would delete Avatar and Stail for that reason and because of the secondary reason that since I don't use them (personally) their textures are a weight that my PC does very well without.
  5. I cloned this stock intake and gave it a copper band like boats have, and purposed it as an ocean harvester. I've just released it along with the other harvester things. But I've chosen to stick with stock module setup for my converter boxes and any new or added converter chains. There's too large a liability to be met (as a mod maker who doesn't play with Kerbalism) just to have Kerbalism-powered converter options. Some provisions have been made to help keep players feeling at home if they so choose to oblige with non-Kerbalism converters:
  6. Release 1.7.0 Added RR Hydro Scoop part for dedicated and more befitting ocean harvester. Related modules no longer populate the XM-G50 intake. Added RR Boxed Decompressor (red ZZZ box) for thawing/heating resources and reversing the processes of the RR Boxed Compressor/Freezer. Kerbalism integration: Added Alumina, CarbonDioxide, Hydrates, MetalOre, Mopedantte to crustal drills. Added LqdDeuterium, LqdMethane (and changed Ammonia to LqdAmmonia; Nitrogen to LqdNitrogen) to ocean drills. Added all harvester options of the Kerbalism ocean drills to RR Hydro Scoop. Added [Alumina, Hydrates, Mopedantte] Splitters to Convert-O-Trons. These don't seem to be fully functional yet. Will add remaining RR converter setps but this issue waits to be sorted out. Changed Boxed Convert-O-Trons to always populate with stock method resource converter modules and to respect Kerbalism's interpretation of LF and OX (and adjust these fundamental options accordingly). Changed: Stock Convert-O-Trons will not be populated with RR's extraneous converter modules. This cannot be done properly with creating and maintaining a new Kerbalism profile and KerbalismConfig package. Enabled stock XM-G50 intake to use Kerbalism for atmo harvesting. Enabled RR Exo Scoop to use Kerbalism for space harvesting. Updated units per volume in Classic Stock B9 tank types: Propellium, PropLox. DOWNLOAD :: GitHub :: SpaceDock
  7. I just replaced that image. Yes. The red boxed converter handles that.
  8. So... is this sufficient? Do you prefer using gas form or liquid form input for it? Also, for an "Oxidizer (Kerbalism)" converter? I've decided against creating a Kerbalism profile, and so I won't be adding any Kerbalism-powered converter modules. There's too much baggage to pick up and take on to be worth it. The RR boxed converters will continue to use stock-powered converter modules. On the side, I just cloned this intake nacelle and carried over water harvesting functionality to it (so that the stock intake used for atmo harvesting no longer has to do double duty.) It's recolor is inspired by the copper paint band on boat hulls. It's not much, being a quick thing but it's much more fitting than using a surface drill for an ocean harvester.
  9. I've figured out what I need to do to get converters to load properly. I need to make a Kerbalism profile since editing one doesn't work. I'd really like to not have to produce and maintain a mostly redundant Kerbalism config package for this one segment of Kerbalism functionality. I've finally prepared an answer to that and I'll release it in the next update. It uses a copy of the flat ZZZ box but with red where you expect blue. This box also requires cooling (as much as would the stock Drill-O-Matic). Sorry for taking so long to answer this. I can't make any comprehensive flow chart but I do have a spreadsheet calculator that you can download and use.
  10. Fixed Kerbalism engine ignitions and burn time: Ignition count might be too high for standard quality. I don't know for sure. I study Kerbalism but I don't play it. Fixed Kerbalism weak science storage:
  11. Kerbalism integration is coming along well (harvesters have been populated). But there seems to be just one issue. Converters don't fully load. Maybe Kerbalism's loading process for profiles causes MM operations to them to not get noticed. These things are live and accessible in the dev branch on GitHub. Atmosphere and exosphere harvesters. Untested but looks like they fully loaded: Updated drills: The pump's options (Ammonia, Nitrogen) are changed to LqdAmmonia, LqdNitrogen. And the added Methane option actually produces LqdMethane.
  12. I've experimented in adding harvester nodes and converter nodes powered by Kerbalism. Harvesters work fine (apparently, anyway. I haven't launched any of these parts) but converter nodes don't seem to want to get along. If anyone is around who has experience editing a Kerbalism profile (preferably, MM patching into it) do raise a hand. * Added converters (apparently they don't fully load). Maybe the Kerbalism profiles are loaded in a way that MM operations don't get noticed. * Added harvesters * Buffed engine run time and ignition count * Fixed puny science storage
  13. The spoiler should help you quite a bit. I've setup comforts and science storage too but those can wait.
  14. Release 1.3 Added boiloff module for CryoTanks users. Added JetSoundsUpdated patch. Buffed fuel cell in accordance with boiloff module demands. Added Water output to fuel cell. Fixed drag cube problem with auxiliary bay. Reduced canard deflection in accordance to FAR issues. Updated Classic Stock integration accordingly. Updated PARTUPGRADES to WIP Upgrade Party style. Links in OP
  15. Sorry @EimajOzear. I haven't gotten around to learning how to setup RR's extra converter chains for use in Kerbalism. I'll give that some priority very soon. and the other RR('s) heh. Nice bit of humor you created there.
  16. The exact title is "OPT J Heat Resistant Nose" and it's in the fuel tanks category, not the aero category. You'll also easily find it in the "J" custom subcategory if you set advanced mode in the part selection and enter the OPT section next to subassembly access.
  17. Tundra's engines are instant. They don't spool. (If they do spool for you then you must be using RO.) To get engines to spool you'll want these keys inside ModuleEngines(FX){}. You'll find them in any air-breathing engine part in KSP. PART { ... MODULE { name = ModuleEnginesFX ... useEngineResponseTime = True engineAccelerationSpeed = 0.2 // this value may differ. Higher means quicker response. engineDecelerationSpeed = 0.4 // this value may differ. Higher means quicker response. engineSpoolIdle = 0.05 engineSpoolTime = 2.0 ... } }
  18. J Drone Nose as its own part? You can easily approximate that with the existing J nose and a J inline drone core behind it. Or you can use an MM patch to add ModuleCommand{} to it and make it a drone core. Interestingly, the J Nose already has everything else you would expect from a drone core. It has battery, SAS module, KerbNet and reaction wheels.
  19. I just checked. Something about the particular heatshield (one of two) is disagreeing with the updates to the drag cube system. That's all I can tell.
  20. @Selphadur You know, with all your Kerbalism problems... I think Kerbalism is the source of them, with how much it changes the way things work, including EC balance. My testing of things excluded Kerbalism (I'm not saying the mod is bad. It's epic...but I largely don't use it) and was thorough enough that I absolutely won't let such horrible EC problems slip through. The Ranger, Lander and Viper should be more than able to SSTO on stock scale with their optimal tank configurations (and the Lander with a payload limit of 15 tons, maybe a little more) but it seems that Kerbalism not only makes EC costly but nerfs the tankage somehow. But just as well, my tank configs may, by whatever chance, need another inspection... Endurance itself is not meant to operate in atmosphere. I've seen someone land the main ship on Laythe and that really irks me. The reason(s) why I change the parts to use LH2 are: I rather dislike that many things run on the abstract stock LiquidFuel which typically equates to Kersone or other heavy hydrocarbon fuels. It gives me a very sour taste with respect to putting a fuel to a far future kind of engine. This is surely why CryoEngines, by nature, don't run on LiquidFuel. Related: that sour taste is doubled by the idea of having hyper-efficient main engines but also having the RCS run on heavy and super inefficient resources (MonoPropellant) which would subtract a lot from dV. In a realistic universe, the people who design a deep space ship wouldn't want to avoid that. To provide for refueling the Endurance while it's orbiting a gas giant or star. H2, LH2 or Propellium (depending on the mods involved in your star system) will be in abundance and you have the opportunity to install an exo-scoop on the ship and gather up LH2 or Propellium fuel directly from space and you won't need to worry about somehow bringing along a tanker or ISRU outpost. I'm already aware of this one (I've seen a report of it in the Endurance thread) and I've already started investigating. For this mod I honestly don't want a finite ignition number on its engines. They're not the kind(s) of engine where ignition limits make sense. I'm glad this satisfies you. It'll take me a while to decide where to publish this but it won't be in Endurance Reconfig.
  21. When I said this: RCS is among the Graviolium features. Gravitic RCS is preferred as imbalanced thrusters and thrust torque completely cease to be a thing. That's how it is. There is no config to apply OmniStorage to the stock tanks. (WBI tank modules don't agree with Tweakscale so I never made a config.) Save the following in the spoiler into a .cfg file in GameData. This installs Propellium options into CryoTanks and CryoEngines if Classic Stock is active. Right-click the part in the catalogue and scroll down the right side of the info window until you see "RCSFX" in green. RCS propellants are there. Perhaps the cause of your VTOL problem is that the VTOL engines don't have a config to respond to WBI's VTOL plugin. I didn't think of that. Save this into a config anywhere in GameData. I feel like something's missing (maybe in my install) as it didn't work for me, but normally this is all that's needed. // Kerbal Actuators = = = = = = @PART[ENlanderVTOL|ENrangerBody]:NEEDS[KerbalActuators] { MODULE { name = WBIHoverController guiVisible = false verticalSpeedIncrements = 1.0 } }
  22. @Selphadur ... The fuel that Endurance's engines and RCS use is not dependent on whether Pathfinder is installed. It depends on, in order of priority: If you have the WBI Play Mode set to Classic Stock: Use Propellium. If Cryogenic Engines, Kerbal Atomics or Rational Resources are installed and Classic Stock is not active: Use LqdHydrogen. Otherwise use LiquidFuel. The Graviolium features activate simply if you have Kerbal Flying Saucers installed. That is an object that I created with several specific, necessary transforms required by the Graviolium features. I swear I never noticed that when I tested it. That will be fixed. I'll might end up disabling that rather than trying to fix it. At this time I'm not inclined to try to fix it. It might change on the weekend. The OmniStorage tank feature (look for Reconfigure Storage button in the PAW (part action window, right-click window)) currently only presents itself when Classic Stock is active and would be available in parallel with the requirement of Propellium. How you put yourself in the position that the engines still require Propellium but the tanks don't provide OmniStorage is a mystery to me. I haven't been able to play-test yet and confirm the huge EC demand. I should be able to check that tomorrow. Endurance Reconfig causes the RCS to be 25% as strong at Kerbin sea level and to become useless near 2 atm of pressure. I suppose they're still usable but not by much (on purpose). Sadly, I don't know what to do to diagnose that and you have too many mods to install so I won't try to reproduce your install. It's up to you to copy your install and pick it apart (remove mods) to isolate the source of conflict there.
  23. Not recently (since I published it, if you didn't know). As for Endurance itself, there is a thing or two I can submit to it directly for JPLRepo to publish: Fix for that USI config. Move the med bay part that Reconfig adds, from Reconfig into this mod. (My "Reconfig" mods try to not add parts.)
  24. Release 1.6.0 DOWNLOAD :: GitHub :: SpaceDock Added templates: AtmVulcan, SrfVulcan, OcnMudCold, OcnMudWarm. Added support for Extrasolar (planet pack) by @AndrewDraws
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