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JadeOfMaar

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Everything posted by JadeOfMaar

  1. There's no MKS support. USI LS support is barely there if even there. You'll have to make your own configs.
  2. Yep. Foldable would stow neatly meanwhile Stackable could be capped off with a dedicated intake or nose cone for aero and thermal optimization. All of those options will be available. The OPT VTOL engines are demonstrators for this.
  3. @DefenderX1 Except for anything concerning IntakeAtm and CryoEngines, OPT Reconfig manages well to be compartmentalized. OPT_Reconfig/MainEngines.cfg contains the re-balance for OPT Main's engines. It's easy to isolate the patches for each engine within this file in order to delete as you like if you want to restore their old-school performance, or just remove this file entirely if you simply want all those engines to not be affected. By extension, you'll want to delete OPT_Reconfig/Resources/DarkGoo.cfg if you care about the Dark Drive. As @Azic Minar introduces, once you have some understanding of configs, you can very easily cherry pick the config to fine-tune things to your liking. However, it will be a task for you to do the same to the Legacy pack's engines as they are tuned from within (their own part configs) and are not being "re-balanced" by Reconfig.
  4. @DefenderX1 You're welcome. The spawn problem is answered by this: https://spacedock.info/mod/1632/WorldStabilizer I got one of the past OPT Legacy maintainers hounding me for the same thing concerning engines: Particularly one that exists because of him. The reason for the re-balancing is so that players at large would take OPT seriously and not slam it (as much) for being OP vs whatever stock-ish alternative with stock performance.
  5. @charkie23 Install Kerbal Konstructs for Lua's facility to appear. After that (if you want to build more space centers) you'll have to ask around in its thread and start experimenting with the in-flight base builder.
  6. Reconfig 2.0.5 Download links in OP. Added CryoEngines support for VTOL engines. (Bah. I missed the Bubble's closed cycle mode. Will post later) Fixed missing support for Connected Living Spaces. Fixed low or imbalanced heat limits in Mk2 ram intake. Fixed WarpJet VTOL engines not using IntakeAtm when CRP is present. Fixed wings not getting WBI tanks. Raised K crew capacities to 6. Updated KIS compatibility. KIS feature no longer needs WBI Pathfinder installed but still work well with it. H body and most? of K body get KIS space. Space is reduced when Pathfinder not installed as to not overlap a lot with fuel space. Updated heat limit upgrades. Fixed minor issues or shortcomings. Fixed Stail Drone core not losing Ablator tank type when MFT/RF installed. Split Mk2 heat upgrade into 2 upgrades.
  7. @FabioofSpace If you can, change your CKAN settings and allow that update. Rational Resources is only a heap of MM patches and has no real concerns about the KSP version. Better that CKAN get grumpy over my mod than you live with a critical issue because you can't move forward due to Kopernicus.
  8. @Gryphorim I've pondered this on and off since you raised your request... I ended up with this chart:
  9. @FabioofSpace What's going on includes: You may have an old version of Rational Resources. I fixed the RR_MetalOre problem, or my half of it (in v1.3.1). However, the other half of the problem, if it applies, needs to be sorted out by @zer0Kerbal, owner of SimpleConstruction, Not-so-simple Construction (these two you have installed) and the KGEx mods may still need to do something on their side. Something is now very broken with NF Construction. B9PS is trying to assign subtypes to its parts before the tank definitions are read. B9PS is sensitive to this order, needing the tank definitions to load first. But Nertea doesn't mess up the basic functions of his mods so I'm sure that the conflict between RR and zer0kerbal's mods is somehow causing it. I've done all I can to ensure that Rational Resources is without issue, so I'd suggest uninstalling (in this order if the problem persists) NotSoSimple Construction --> Simple Construction --> KGEx --> PatchManager.
  10. That can happen easily (however, it requires that I create an empty model with just the transforms necessary for ModuleEnginesFX) but it'll have to wait for a legacy update. I don't bundle stuff for parts in Reconfig, except for plumes. As RCS its thrust is just 6 kN. As an engine, what/ how much more thrust are you looking for? Sometimes the CoL calculation bugs out and weird crap like that happens. Closing/discarding the craft file and starting anew should fix it, otherwise leave the SPH, or even restart KSP. The Type E is 36t dry, 84.15t when holding fuel. I can lower the dry weight but the wet weight (to fuel or not) is all up to you. And its lift rating should be pretty accurate. I haven't learned Blender so I can't do things like measure the wings up for FAR configs. I would be surprised if the lift rating I put is actually low. I might do 8 seats. The lower deck of a K fuselage is part of the fuel volume and I ignore it for crewed parts. (It could make ample KIS volume? Speaking of which, I did not provide that.) I got a heads-up from Allista on Assembly Lines. They seem to be effectively workshops with their own built-in space where the kit is made. I haven't asked whether I can config a separate part (the J Deploy Bay) for use as the assembly space by the J cabin with the workshop feature. The answer might be an obvious yes. The wait might indeed be long. As I said, I'm focusing on non-OPT parts now. I'll return to part-making for OPT...sometime. "Soon™" as the people round here say.
  11. I think what @AG-cs actually means to say is that this particular ring structure (the medical ship) is made from OPT H cabins and H tanks. The bulkhead face of the spokes look like the short Avatar to Stail adapter.
  12. Turboprop and Propfan collection The following engines, including a comic relief 1.25m or smaller engine (for very small planes, not drafted yet) are my offering for their collective niche and all will be able to operate in atmospheres without oxygen. Along with SABRE, SCIMITAR and the big Whiplash, I think stock will be quite nicely filled in. 1.25m turboprop engine based on a product of Hartzell Propeller Inc. Expecting 1.875m and Mk2 frames/variants, and a 3-blade version. 1.875m heavy propfan engines based on the Antonov Design Bureau. Bigger brother to the stock J-90 engine. What if your Virgin Stratolauncher was made by soviets? The GE36 propfan. Big brother to the stock J-90. Will include pylon. It's designed for 1.25m (well, just the blades and tail. The body spans nearly 1.5m).
  13. Congrats on release, Angel. Today is quite the big day.
  14. You'll want to add Science Relay which will let you transmit science to other vessels that possess a science lab or other proper science storage. This reduces the need for a direct connection to KSC and allows you to dedicate a ship just to have science processing and as much antenna as necessary to reach Kerbin, without compromising the mobility of your explorer ships. You'll want to look into NF Exploration (for its reflectors) and JX2 or DMagic Orbital Science for their most powerful antenna. The NFX Reflectors support these, I think, and boost their range... but Event Horizon may be far beyond the ability of that range boost. After that the next option is to install KSP Interstellar and delete everything except its antennas. But good luck with that. What's being explained here is that some command pods or probe cores allow for control point hops. As long as you have a ship with a good enough antenna, the proper command feature (and probably, certain crew), you can do full control of any unmanned vessels with a connection to this ship. It's like having a limited feature space center in the remote system. The stock 2.5m drone core is one such part. Getting back to the Science Relay suggestion, you also have option of setting up a dedicated science return ship, that, when it's full, you can send this back through the worm hole to the stock system and finally transmit to Kerbin with ease.
  15. @Drew Kerman You need to add a tank for the resource. The converter has no place to put its output, and the antenna has no cache to draw the resource from.
  16. Go into the Tracking Station and (where/if possible) filter by vessel type. Tracked asteroids count as vessels and so you can press Terminate on them just like on any craft you make. Don't bother trying to budget fuel to deorbit them.
  17. @JPLRepo Ah... I'm sorry for any potential confusion. I kept things separate mainly so you don't end up getting burdened with having to do hotfix releases assuming I mess up in places or otherwise find shortcomings such as if the main engines' Isp hasn't truly been buffed enough to take on certain planet packs. And you seemed quite scarce so I thought there might be a very long wait for a response from you. If you wish, I'll convert all this into a PR and send it your way. It's not my intent to take Endurance from you or otherwise kill it.
  18. Hey @technikadonis. I'm glad you're happy with what I've provided so far. Connected Living Spaces: I've filled in the gaps. Mismatched Part Stats I used the Humpback Crew Cabin (emphasis on being very spacious for long flights vs lots of seats for short flights) and my making these from the half-length K fuel tank as the measure for the crew capacities of the K cabin and lab. Thanks for pointing this out. I'll raise the K parts' capacities to 6, but I'd like a 2nd or 3rd opinion on raising this any higher. Additional Points: Thanks for spotting the missing Dark Science on the K lab. Actually it looks like the node in KH bays for 3.75m payloads exists. It may be the node for 2.5m payloads that is missing. Missing/New Parts: K inline docking ports could happen. I see the need for them for real but those will have pretty low priority. (I'm focused on non-OPT parts now.) K+"Double H" parts aren't happening, sorry. I feel strongly against that shape. I've fixed the issue(s) with Configurable Containers, which I was told is present in your install once you have AT_Utils (core mod among the "Allista Tech" mods) installed. Does that mod not allow you to set any tank to hold Ore or MaterialKits? Better complain to its dev or explore its UI some more. I'm not making Ore tanks in spaceplane shapes. H body is meant to complement K body so I'm not making an H lab and most likely not an H cockpit. (Though, I feel the need for an H cockpit too.) H fuselage cargo bay is promised. That one has high priority... And possibly an H engine mount that doesn't have that engine offset problem. J/K to 3.75m adapters can happen. I will patch the cabins into workshops but I won't make any new crewed parts for this purpose. I don't know what an "Assembly Line" is. Care to point me to documentation, or paraphrase/summarize?
  19. Are you thinking of use cases such as where 1.25m planes have Juno engine clusters? Or 1.25m jet engines for Eve? I have that covered, at least partially. No. There will be no conflict. A hollow (toroidal) RDE that allows another engine to be mounted through it? (I intend to make a convention out of my SABRE ramjet ring being a separate part/engine.) Or a hollow RDE with a typical engine welded and in its center (so that it's one part, easy for switching/action grouping)? I'm not aware of any examples of an MPDT that can produce enough thrust for crewed spacecraft...except that of the Endurance ship (sci-fi movie). As on Wikipedia there are a few nice options for MPDT propellants. That's the easiest part to do. I guess this is for large probes or any use case where the stock NERVA is effective. The new SABRE Sterling models 3.75m ramjet ring. Will have a stack node for other engines to mount through it. 3.75m ramjet ring and nested rocket. 3.75m nested rocket alone with its own cowl/boat tail for flush mount to 3.75m stack. 2.5m SABRE ramjet ring and nested rocket. 3.75m SABRE engines. 2.5m SCIMITAR engine. Unlike Nertea's SCIMITAR, this is not an SSTO engine. It's a super-efficient hybrid/exotic jet engine which uses the SABRE intercooler and allows airplanes to cruise at Mach 5. In my opinion it would be the highest thing to unlock in the line of non-spaceplane jet engines in stock. Extra 1.875m F135-based engine. The big Whiplash. No codename yet. After this (in progression) comes the SCIMITAR mentioned above. No 2.5m Whiplash is happening. I think I can get the turkey feathers to animate properly in-game. There's no animation at all on it right now but I'm prepared for it.
  20. Major: Sterling Systems A very wide suite of parts firstly about late-game engines, secondly about supporting categories of parts and some part concepts unlikely to be found in other mods. Categories: Engines: SSTO; Interplanetary; Interstellar Electrical: Fission reactors; Fusion reactors; Solar Thermal Fuel Tanks: Fission; Fusion Utility: Refineries. No harvesters Minor: Deep Sky Core 2 Clean-slate re-release of the "Deep Sky Core" mod which will be required by my parts mods going forward, outside of Sterling Systems. Currently its only parts will be drone cores; batteries; reaction wheels in several inline profiles.
  21. You wrote it well. This is a very lovely design. And you just made the most creative use of the new winglets that I've ever seen and might ever see!
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