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DracoSilverpath

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Everything posted by DracoSilverpath

  1. Just wanted to say, thank you for updating this! I remember this mod from way back in the day, and am soo happy to see it come to life in 1.4.1, I eagerly await soem of your other work as well!
  2. Would really love to see this mod updated...It seems msot of the tech trees are all but abandoned at this point
  3. I highly doubt it...but is there any chance of this pack getting updated for 1.4.1? Just recently returned to KSP, and dearly love this mod, would hate to paly without it!
  4. Hm, for the prediction system...I don't think its terribly useful at the moment in any meaningful way, to be honest. What I might do, would be, if possible, is to have multiple sites pop up at the same time at a bit greater distance(with a minimum spacing inbetween if possible so they don't appear ontop of eachother), the prediction would dynamically change as you get closer to each, giving you a better idea as you go as to what might be better. Instead of the random prediction on a prediction fail, perhaps make it show a growing/lessening percentage of the actual value that's there, and have it increase to the total amount as they grow closer to the spot, and the more they upgrade the prediction module, the quicker it would get to the actual total, which in turn would mean less driving to nodes they don't want. I hope that makes sense?
  5. Awesome stuff there! My question would be...what is the theoretical limit on the amount of science a person could get from 1 rover, and what is the probable amount they will actually take the time to get. I assume its also body-dependent, so I'd personally factor it based on perhaps Mun and Minmus and maybe Duna. So, as an example, if the limit was say....1000 from 1 rover on Mun, then I'd likely set the 1k value to say...750 or so, giving people extra scienceif they go for the min-max, and also letting them get an upgrade in the process, while at the same time not completely punishing players for not going the absolute most-optimal route and either getting them very close to an upgrade, or getting it and just a small amount extra as incentive. I hope that makes some sort of sense....
  6. sure about that? I just refreshed and re-started my CKAN, and its not there~ least not under 1.2 compatibility anyways...
  7. I'm no expert by any means, but have you, by any chance, uninstalled any mods since you put those satellites up? -usually- this sort of thing happens when a part is removed from the game in one way or another, and any craft that has it, will no longer load up, or just outright ctd you.
  8. As the title says, a rescue mission I finished and elft the pod in space for, has turned into an asteroid! Originally I had a problem with rescue misisons showing up, but immediately deleting due to Miccion Controller having them turned off in its config. I subsequently changed turned them on and they now work fine, but I have this nagging problem...the asteroid pod! Upon fixing the issue, I was still able to recover the kerbal(though no misison for it at that point) and then went to terminate its tracking, only to find that I can't get rid of it, and it appears to have been transformed into an unknown object/asteroid..thing(?) Anyone know of a way I can get rid of this? It doesn't even show up on my tracking list anymore.
  9. For which? the enw one I made with exploding engines, or the original? I've since scrapped the original design for a more robust mk2 part variant with turbojet engines and such. If anyone would care to go take a look at this, I'd appreciate any constructive criticism https://kerbalx.com/DracoSilverpath/HMSC-Lost-Explorer That is my updated SSTO made with the supersonic tech node parts. It "should" be able to ssto just fine, if I can ever figure out the explodey engine bit with the mode switching.
  10. Well, good news~ I scrounged up enough science from Kerbin to unlock the supersonic science node bad news is...well, my engines are blowin up! I got these fancy pants B9 turbojet engines that you get from that node, that have a dual mode switch from dry to wet modes. I climb to about 10k and speed up to around ~600ms, then kick on the wet mode which doubles the engine output at the cost of additional fuel, but after a few moments...boom! The engines cease to exist :/ Do I need to be super careful on the throttle with that mode or something?
  11. Just as a note on additional science mods...it might be a good idea to set it up in such a way that the compatibility additions are added via seperate configs, istead of in the main one. This would make it easier to update an individual mods' details and not have to mess witht he rest of the mod itself. Mods such as UKS, Contract Packs, etc do similar things to this, and it makes it very versatile and easy to edit
  12. Nice mod! If you can get this to be all inclusive in regards to modded in science experiments, might be a descent replacer for ScienceAlert I think.
  13. Thanks for the info! I kinda suspected it might just be the engines I got being the issue, good to know Guess I'll have to somehow dredge up enough science points to unlock that node...
  14. Thanks for the info It does indeed fly more or less fine, the problem is that...well..it doens't get to orbit, not even close I was vaguely following a design I saw in a youtube video that had low-tech SSTO's for stock, but seems this particular design just does not work with FAR, so I got no idea how to build one at this tech level then :/ Any ideas?
  15. Hey there! I've been fiddling with a low-tech SSTO design and ran into a small problem that I'm just not sure how to make work, maybe someone can give me a tip or 2 on how this all works? As shown int he picture, craft has 2 jet engines, and 2 rocket engines. The tank segment directly ahead of each jet engine is only liquid fuel, while all the rest on the craft are LF/O, yet, in my staging, it shows that the rocket engines have 0m/s in total due to they're being no fuel left for them... My guess, is this has something to do with crossfeeding...but I really haven't got a clue on how to set that up, could someone point me in the right direction on how i might set this up correctly?
  16. Hey~ was just wondering, does this mod work in 1.1.3? And, any chance you could have it put up on CKAN?
  17. Sure thing, here ya go https://www.dropbox.com/s/o9oag38jhebiq5w/KSP.log?dl=0 Also, just a note, both types of contracts are enabled in contract configurator's settings menu, and there appears to be no settings for disabling those in the MCE settings menu, so...yeah. EDIT: I think you can safely disregard this now, as it was indeed MCE doing it. Apparently, they were actually turned off in outs config file, but the settings don't show up in game as they are supposed to. Still, doesn't really explain why they still showed up in the list instead of just being outright hidden.
  18. Hey there I really am not sure if this mod is causing this, or one of the other contract-oriented mods I have (CapCom, MCE, etc) but I'm getting the problem of disappearing contracts after accepting them! It seems to be only certain types of contracts doing this, namely asset recovery and part tests. LOG 23:08:36.591] [MessageSystem] Reposition 0.02 550864 [ERR 23:08:36.600] ContractList: Contract type 'RecoverAsset' not found [ERR 23:08:36.601] ContractList: Contract type 'PartTest' not found [LOG 23:08:36.678] MCE Remove Contracts loaded That's the except from my log file that seems to be when they are removed from my list. Any idea what would be causing this? Just now, I tried to do a engine part test, and a kerbal recovery. I accepted them and went to the hangar to build a ship for em, and boom, when I looked to see the contract parameters, they were just..gone.
  19. Glad to see you're still workin on it! For me, my main desires in a mod like this are: -sustainability, self-sustaining colonies for every planet that can be mined on -compatibility with life support mods USI-LS and TAC -Career integration, so you have to work for it! -Balanced requirements for te ekrbals you get. Simply pumping in power and out comes a kerbal? Nothanks. At the very least, it should need quite a lot of resqurces to produce them I'd think. -Possible natural re-production of kerbals, so cloning isn't the only option. Being able to have a community slowly grow over time based on total population numbers seems like something that should already be there, IMO Wishlist ideas beyond that... -DNA splicing? Allow for greater control over time of the stats and job designation of your kerbals hm..not sure what else!
  20. No worries! If/when I get to those I'll post up another thing for that Thanks for all your help!
  21. Thanks! now to progress up to basic SSTO's.....(this is gonna end badly for me, ins't it.. )
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