

Crimeo
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Everything posted by Crimeo
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Hi, I tried putting some CRY-0300R pods on my ship, froze the kerbals, worked fine, then arrived later after many years and switching ships a lot, to unfreeze them. They are listed as frozen in the deepfreeze interface window, but there is no button to unfreeze them, and the freezing pods themselves say empty. The console is just constantly spewing out this every few seconds even when I'm not doing anything. ALl of the above shown here: I have a huge list of mods, so if a conflict, may be hopeless, however this is very similar to stuff that happened last time I used this mod a year or so ago when I have almost none of the same mods. But not sure entirely. I can't think of anything I did that would be relevant, the root part of the ship has been attached to the cryonic parts the entire mission. Didn't rename it, didn't attach anything with KAS, etc. Just flew here, and of course normal launch staging. I DO have an antenna connection, and plenty of power.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Crimeo replied to Galileo's topic in KSP1 Mod Releases
Oh honestly I think I care more about Kerbal Konstructs than I do about the scaling, so just nevermind then, I think I'll play at 1x where everything is working, if KK is not supported at other scales. Thank you for the help, and the mod looks amazing!- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Crimeo replied to Galileo's topic in KSP1 Mod Releases
Sure thing, here's a screenshot below. For logs, I'm not sure what you're looking for, as the game is not crashing. Here is the kopernicus log for kerbin? https://pastebin.com/h11HskvP and my config for rescaling is just the one you sent out in your zip file, but I've been manipulating "building scale" (tried 0,1, and 3.2, none have an effect) and "EVE Cloud multiplier" (tried 0.3, 0.44, 0.5, and 1, none worked) Both the clouds and those outlying buildings did look perfect at 1x scale.- 7,373 replies
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Fair enough, that's certainly another logical way to go with it, but nobody was discussing that previously. There is a mod that restricts you more stringently than stock KSP to only moving resources through parts that have crossflow. But AFAIK no mod that turns off whole resources entirely unless you have special parts or anything. Might be cool.
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Like I mentioned in the post just prior to yours, the ketbal ships already HAVE pumps on board, since you can pump any resource with the right click menus, including nitrogen and oxygen. The extra mass consideration of a pump you already have on board is... zero extra kg (or the weight of a valve) and it would be a dumb spaceship design not to use it since you already went to the effort of carrying it up into space.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Crimeo replied to Galileo's topic in KSP1 Mod Releases
Hi, when I play on 3.2x scale, there is not a cloud in sight at the KSC, and although the stock (or stock + eve or whatever it is) KSC buildings are fine, the extra buildings that were added at 1x galileo (the floodlights for example, and all those warehouse areas) tried to scale up to 3.2x, so they don't line up with the still-1x normal VAB buildings etc. I tried various numbers for EVE:clouds parameter in he config, and various numbers for building scaling, no luck, no matter what I put in I can't affect either of those outcomes. Tried lower cloud numbers, higher all the way up to 1, nothin. Buildings ignored the other parameter. Note that the clouds looked perfect at 1x, so nothing wrong with the underlying cloud mod, so did the buildings. Yes I used the visual enchancements that came bundled with GPP- 7,373 replies
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KSP does not have the same considerations on this issue as those real life missions. The weight and complexity of an air pump in KSP is irrelevant, because we objectively already HAVE pumps for every resource installed on all KSP vessels, as you can see by alt-right clicking any two parts and using the "in"/"out" pump interface. Considering you have pumps aboard already, not using them would be dumb. I mean, if you wanted to make them explicit in kerbalism and expose them to the part breaking / maintenance minigame in this mod, that would seem reasonable, then if they break, you now start losing much more atmosphere. But not routinely. (It also makes a lot more sense anyway to have pumps in KSP for these generic modular parts used in all sorts of missions from little more than manned sounding rockets up to interstellar voyages.As compared to something like gemini, where they knew ahead of time they'd only be losing like a couple of cubic feet of air or whatever between docks and that's it. Designing parts for specific mission profiles is a fundamentally lighter weight design philosophy than the global application modular overengineering kerbals use. Also reflected in the reasonable decision in the kerbalism mod, for example, to have scrubbers on every pod, regardless of whether a particular mission might only be going to the launchpad for 30 seconds)
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That would be a really dumb way to design a spaceship though, and is not how that works / doesn't feel more realistic at all to me. If you were a kerbal who only had one capsule, you wouldn't just put your spacesuit on and randomly open the door... You'd put your spacesuit on, then pump all the atmosphere into a tank, THEN open the door, so you don't lose all that gas for no reason. Even if you only have one module with 2 kerbals in it, they could simply both put their suits on even if only one is going out, and thus still lose no atmosphere. Maybe lose like a couple of % for imperfect vacuum pumps, but that should be about it.
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ASET Props Pack. v1.5 (for the modders who create IVA)
Crimeo replied to alexustas's topic in KSP1 Mod Development
Hi, I'm getting some of the tumble switches and rotary switches (including gear tumble, lights tumbles, brake, altitude warning rotary, for examples) to show up in game with a bunch of hex codes in front of the intended text. So next to the tumble switch instead of "On" for example, it might say "[fffff11]On" One place this is happening is the Mk 1 Lander can rework. The prop I didn't touch, and it seems to have the right name for an existing prop, and it works (it does turn the gears on, etc.), just has that annoying hex code. The hex codes change as you flip it. Any ideas what's causing this? Thanks! -
It does produce ammonia, I was simply referring to the most important part of the ammonia for conservation purposes, the nitrogen within it. Sorry for confusion. But the greenhouse uses 42 ammonia for every 241 you get from waste in the same amount of food, if my math is right. Well right now the purpose would be that you can create infinite ammonia, thus this would be a renewable source of nitrogen on a moon. If the ammonia math is fixed, then it would still be useful as well for when something goes wrong, and you suddenly need alot more nitrogen than ammonia. For example, imagine that you crash your ship in a rough landing and your nitrogen tank explodes. Your ammonia tank doesn't. Instead of staying on the moon for a year to do research, you instead abort and go back home, but you need to use up your ammonia for nitrogen to repressurize the cabin. And yes this wouldn't work if you need an ISRU, but I'm not sure you should, that was just a "maybe" -- literally you could rig this up with a glorified tin can and an unbolted monoprop engine, basically. Just burn mono fuel, and add in an oxygen line to the hot exhaust: O2 + N2H4 --> N2 + 2xH2 + O2 --> N2 + 2xH2O, you'll get nitrogen gas and water vapor out the other end. Doesn't really need a "chemical plant" realistically. In real life, hydrazine is already used for emergency backup systems for power generation, so perhaps it could all be bundled into one command pod utility slot: O2 + hydrazine --> N2 + 2xH2o + ECs of power (using either a steam turbine or thermocouple), so you could also more commonly use it as an emergency power supply. But ALSO for nitrogen.
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Hi, love the mod, I am a bit confused about the chemistry recipes in the ISRU / etc., though. There seems to be an infinite fountain of carbon coming from nowhere here -- I can create methane by sabatier, launch it up in rockets, then do it all over again, without ever having any input source to replace those carbon atoms lost. The same is true of nitrogen -- I seem to be able to produce infinite nitrogen containing hydrazine without any nitrogen input? A possible easy fix for carbon conservation should be requiring greenhouses to consume CO2 that ultimately equals the amount breathed out by kerbals per minute equal to carbon from eating that amount of food eaten in a minute. Nitrogen seems simply due to an error of greenhouses and metabolism not being the same ratio: greenhouses use 42 nitrogen per food, but waste reprocessing reclaims 241 nitrogen per food's worth of waste. Speaking of nitrogen, it should be trivial on a spaceship to turn hydrazine into nitrogen gas, if desired. This in fact already happens with all monoprop engines, when they fire they create N2 and H2 eventually. So I suggest this reaction being added, which won't make pressure any easier if also combined with proper nitrogen mass conservation as per above at the same time. This would all render normal LfOx fuel impractical since you couldn't make it on site from scratch, but this could be replaced by cryogenic H2 + O2 rocket fuel, since water is mined on various Kerbin system planets in multiple mods, which you already need one of to make oxidizer using your current chemical reactions.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Crimeo replied to RoverDude's topic in KSP1 Mod Releases
Yes I was trying to find those tanks. Incidentally, the post should probably be edited if they're deprecated... But I don't really care much which tank. I was looking for those simply because they were the ones listed as the karborundum tanks. Really, I just want SOMETHING to hold karborundum. I have the round black tanks, two kinds. Neither of them say anything about karborundum when I put them on the side of a craft. They just talk about "shareable resources" and "disable warehouse" whatever that means. Something to do with USI kolonization stuff, I believe, which I don't even have installed (as it is not listed as a dependency in the OP and I don't really want it). Yes I have firespitter, since as mentioned, I have karbonite installed, and it came with that. I didn't expect interstellar fuel switch to work, and I didn't delete anything including firespitter when adding it. Just a random attempt to try and get something to work. "are there any other fuel types listed in the configs that don't show up?" I don't think so. There are about 500 fuel types in the VAB that none of my mods use though. Which, as a separate issue, would be nice to not have cluttering things up unnecessarily in a mod that only uses karbonite and karborundum. But much less concerned about that. Screenshot: http://imgur.com/a/XQCfF -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Crimeo replied to RoverDude's topic in KSP1 Mod Releases
@tarheel1999 @roverdude Hi, yes as mentioned in the previous posts, I have had karbonite installed all along. I have therefore also had kontainers insstalled. I have all of the karbonite containers showing up in the VAB just fine. I have all of the kontainers and logistics tanks showing up in the VAB just fine. I have all of the karborundum drills and engines showing up just fine. I also have interstellar fuel tank installed for good measure, even though it's not included in the other mod packages, just in case that's where karborundum containment was hiding. I have since also updated both K+ and karbonite to the most recent versions from two days ago. I have verified that the part configs mention karborundum tanks exist, as do the modeling assets. But yet there are still no karborundum containers in the VAB. I have moused over every single tank in the fuel tank menu, and every single tank in the logistics menu, and looked at every single interstellar switch option. I have run a search as well in the VAB for "karborundum" and looked at all possible holding devices, nope no dice. There is a bug somewhere. Maybe it's only for certain OS versions or something who knows. Maybe it's too low priority to fix, sure okay it's a free mod I appreciate whatever, but it is a bug, not a failure to follow downloading instructions. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Crimeo replied to RoverDude's topic in KSP1 Mod Releases
Hi! Great mod! Would it be possible to make a version of the crane and/or arm that is the same but has an attachment node instead of a magnet or claw? Having whole ships be able to twist around would be tres awesome.- 1,473 replies
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Crimeo replied to RoverDude's topic in KSP1 Mod Releases
Hi RoverDude, yes I also had/have karbonite installed (0.8.0, which says for ksp 1.2). The tanks still did/do not show up. I have all the karbonite tanks and karbonite engines showing up, and all the karborundum-using fusion drives, collectors, scanners, etc., everything except the three sizes of karborundum tanks and the "sample tank" for karborundum. I do also seem to have the ASSETS for those four tanks in the k+ assets folder, but I see no part text files corresponding to/referencing them, which is my best guess at why they don't show up anywhere (don't see any relevant patches or anything either). -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Crimeo replied to RoverDude's topic in KSP1 Mod Releases
Hi, I downloaded K+ for 1.2, and I have version 1.2 (on Windows 7), but it doesn't seem to contain any of the parts for the karborundum containers? They don't show up in the VAB. All the engines and things do, but not karborundum containers. Looking at the zip file (for KPlus 0.7.0.0), in the parts folder, it includes: Drills config Various Engines (x7) Scanner_01 SolarCollector ORE_Drill and that is all, so I don't think they're buggy containers, they seem to just not be in the package at all. Am I missing something? I do also have karbonite installed. I've never used K+ before in earlier versions, so I may just be out of the loop on something. Thanks!