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Mandella

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Everything posted by Mandella

  1. MechJeb definitely doesn't like KSP-IE nukes, that's for sure, but you can still use him to set up the basic maneuvers and then tweak them. Or just live with the inaccuracy and make more corrective burns.
  2. It's actually not that hard to do, even if you aren't exploring extra solar. I like to set up extended future history timelines and colonize the solar system from scratch. That sort of project can take a while! But another thing to consider is that, if life spans are going to be implemented, we shouldn't assume that all new hires are going to be fresh out of the nursery. They'd already have an age, and that becomes another something to watch out for even in a campaign that only runs a few years. Don't necessarily want to send old Bill out to Jupiter if he's pushing retirement! Best to keep him close to home in the LEO spacelab.
  3. I could see several different approaches. For stock, a reduced (from human norm) life cycle might be appropriate. Maybe only 25 - 30 years. But for those of us who like RSS, emulating the human norm would of course be preferred. And I realize that travelling too far down this road leads to madness. After all, Kerbals spring to life in Kolonization fully adult and ready to go -- should we not provide a childhood for them? Perhaps then school and college? Personally, I'm okay with skipping that part of the Kerbal Sim, but it could be argued that the total life expectancy be equivalently reduced so that the active productive Kerbal life even in RSS might only be 30 - 45. Or just say screw it and let the end user choose...
  4. Heh. Maybe not yours, but mine die with distressing regularity, but just not from old age. But now you got me thinking about it, I wouldn't think it would be too tough to code some mod that would keep track of a Kerbal's age, and then after so long plus or minus a few years "retire" them to tourist status, then after a few more years "retire" them permanently. I mean, it's kinda the responsible thing to do, since Roverdude already has them reproducing. And before you tell me to, I'd love to code such a thing -- but my Kerbal Koding experience is limited to cutting and pasting at the moment, not to mention a time shortage. But I'd definitely use such a mod. Even without flying a generational ship (great project by the way) just having to watch out for the advancing age of your Kerbals would add an interesting extra twist to Kerbal management.
  5. I mistakenly posted this over in the development release thread -- reposting it here. Happy to see development moving forward! But any word on the WasteHeat management issue some of us have been having since version 15.x? My beginner Solid Cores started behaving very differently, and what worked before really didn't work at all anymore necessitating a rollback to 14. My question is was this an intentional re-balance, or do I have something broken? I'm happy to provide logs and such if needed, plus a lot more specific info than I gave in the above (distracted by RL now, but can give a better issue report later if needed).
  6. Whoops wrong thread. Reposting it to the support thread. Sorry!
  7. Just to keep good organization habits, I'd label a folder something like "My_Configs" and put it in there, since custom configs are kinda like tattoos -- if you ever get one, soon you'll have more.
  8. That was quick, but you really didn't have to go back in time to comply with my request! However, I'm still screwed for a bit, since I'm holding off updating to 1.3.1 until everybody on my eternally expanding mod list gets caught up too...
  9. Anybody added in Windowshine support for FUR? Just asking before I attempt my own.
  10. If you're running KSP 1.3.1 then KSPIE isn't going to work. It hasn't been updated yet. That would be your problem.
  11. I've gotten into the habit of keeping at least one version number back as backup with any mod. You never know what weirdness that might not be immediately evident will show up and demand a rollback. I imagine that 1.3.1 rolling out now complicates matters, since many of us don't upgrade until the mods catch up. A fix might require two versions of the mod -- again...
  12. OP checker here, always (although I've been known to derp and misread). Honestly, the argument (not that Roverdude has ever made it) that it's pointless to put updates in the OP because some don't read it is rather frustrating to those of us who always take to time to at least attempt to study up on a mod we plan to use.
  13. Okay, I rolled back to 14 just to see, and yes the power output was back to "normal." Now the question is is version 15 bugged, or is this the balance Freethinker wants? Honestly, I could go either way. I kinda thought the old Solid Cores were a little OP, but even so I don't necessarily want to redesign everything until I know for sure. As an interesting aside, I still have one disfunctional engine on one ship, but I'm thinking I may just have a construction or damage issue.
  14. Since updating to the newest release my first tier Solid Core Nuclear reactors have gone from generating loads of EC/MJ to being a net consumer of power. Interestingly, if I shut them down they actually use more energy, draining the batteries quicker. It also is happening across several craft simultaneously, with no relation to their wasteheat or actinide buildup. Also, doesn't matter if they are currently thrusting or not. Did something change or did I mess up my update somehow? EDIT: Well, on further examination it looks like on one ship the efficiency has just dropped across the board -- wasteheat buildup I suppose. Moar radiators I guess. But on another craft one of my engines has just quit producing EC altogether, even though it is on and the generator is operating and the rocket produces thrust. The rest of the reactors on the vessel are running fine. At this point I'm thinking user error, although I wouldn't mind any help. Running 1.3 KSP, and 1.15.2 KSPIE, and a lot of other mods.
  15. If you're looking for suggestions/interest, I'd vote for the packs set in RSS, since that's my own interest at the moment. You can skip the Jupiter and Venus ones though, although a Pluto base would be interesting...
  16. For number 2 above, are you using BetterTimeWarp with Loss-less Physics turned on? I was having that issue with Mechjeb and turning off Loss-less Physics seems to have stopped it.
  17. Thanks. That's not terribly clear in the description text, but I see now looking up the tree where it must be.
  18. I'm having trouble with the Solid Core Nuclear Engine, the one found in the very first Nuclear Propulsion node. The description says that there is a Lox augmented propulsion mode, but I see no way to access that feature. Is this something that must be upgraded?
  19. To be honest, I mostly just multiplied anything that showed a day or hour range by 4, and divided anything that showed a rate by 4. ¯\_(ツ)_/¯ So it might not be terribly accurate to copy from my work. I wouldn't mind seeing a more definitive breakdown of changes needed to go from vanilla USI-LS to RSS /RO compatible configs myself.
  20. You are right about the stock calibration, but all settings are reachable from the settings screen at the space center. You can just divide/multiply the necessary settings by four easily enough -- no patch needed. At least that is how I have done it in my RSS game.
  21. I hope I don't get dinged too badly for my obvious inability to figure this out myself from searching the thread, but my head is spinning right now from acronyms and version numbers. I fully understand that RSSVE is not officially ready for 1.3, but is it possible run it using Galileo's RSS 1.3 patch? If so, how bad are the bugs? Should I just stick with KSP 1.2.2 until a truly compatible RSSVE is released? As always, many thanks for all the work you guys are putting into these mods. It is much appreciated.
  22. A big thanks to both of you. For some reason I wasn't looking in 000WildBlueTools for the MM patch I knew had to be there somewhere. And like Krakatoa I'm not great at coding, but by golly I can cut and paste with the best of them! Thanks for the examples.
  23. Speaking of MKS... I'm still feeling my way around how mods are done here, so please excuse me if this is one of those obvious or impossible questions. Is there a way for me to add a resource to parts that have configurable resources? Specifically, I want to add specialized parts storage to the Appaloosa Backseat, but I'd love to know if there was a generic way I could do it for any part. I've looked through the configs to see if there was any master list being referenced by the converter, but so far I haven't been able to find it.
  24. I've been using it just fine with RSS, although I haven't gone the whole RO route, but I'd think it'd work just fine "out of the box" with no other modifications needed.
  25. I hope I'm not asking something that has been answered before, but I'm getting ready to transfer my 1.2.2 "universe" to 1.3 and there is a lot of information out there to process while "upgrading." Is RSS for 1.3 expected to break saves? If it is I might just keep going with my old 1.2.2, then edit and cheat things back into shape when 1.3 is out, instead of going to the trouble twice.
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