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Everything posted by Omnipius
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Well, that would be lovely. Thanks! I'm actually more than happy to modify configs if that's all that it takes and there is sufficient documentation. Is it just a matter of adding the offending module names to ModuleTemplates.cfg? Or does it take more than that? I'm perplexed as to what, if any, specially processing could possibly be needed for cockpit parts.
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Omnipius replied to Waz's topic in KSP1 Mod Releases
Bingo! That did the trick. You sir, are a steely eyed mod man (or woman... or gender neutral...) -
Actually, my intent was to ask for documentation of sunflare config values so I can understand them. I am having an issue, but I can't be certain that its a bug or just my config. However, in the interest of answering your questions: Yes, these are scatterer sunflares. They don't appear to centered on anything, just floating off in space next to the associated stellar body. I'm working off of @AndrewDrawsPrettyPictures RSS Constellations / CVO configs, but at this point I've modified the rest of the universe so heavily it wouldn't be accurate to say that this is actually RSSC/CVO. Call it a personal fork. At any rate, using the original sunflare configs, the at least some of the sunflares don't center on their star. I assume that their must be a config setting to adjust placement, because how else could it be wrong? So, that brings me back to my original question of what each sunflare config setting actually does and what the input ranges are. I guess I'm looking for a fishing lesson, not just a fish.
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OK, I'm going to apologize in advance if this has been covered somewhere, but it would appear that my Googlefu is weak. Is there a reference somewhere as to what the sunflare settings are and how to use them? I'm putting the finishing touches on my universe pack, but several of my sunflares aren't centered on their associated star. So, I'm hoping there's a setting that will allow me to adjust the flare's location. Is this even a scatterer issue or is it cause by something on the Kopernicus side?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Omnipius replied to Thomas P.'s topic in KSP1 Mod Releases
I've got an issue that I'm not sure if it's Kopernicus-related or not. Namely, planets and moons/rings in other star systems are casting shadows w.r.t. the Sun rather than w.r.t. the parent stellar object. Is Kopernicus managing the eclipse behavior and getting it wrong, or is this quirk from stock that's not handled in Kopernicus? -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Omnipius replied to Waz's topic in KSP1 Mod Releases
@Phineas Freak, hate to break it to you, but those high-level switch cfgs are flagged by MM as being all sorts of broken. I had to go through and disable volumetrics manually. All the better now that I've learned enough to maintain my own version of RSSVE/RSSC/CVO. Speaking of which, here's the problem I'm having (with EVE at least): For some reason, all of my gas giant exoplanets seem don't seem to want to render EVE layers (at least not in map view). The most basic test case is my recreation of the Kerbol system in TRAPPIST-1 (now with all of the moons!) using the SVE textures and configs. Everything looks great and accepts additional layers just fine (auroras and lightning on Laythe!) with one huge exception: Jool. It just sits there, hazed over by scatterer, looking boring and dumb. I check the EVE menu and the layers are listed, but just not rendered. Any thoughts as to what's going on here? -
So, I'm having a strange issue with vessel recovery (Running RO/RP-1 in 1.3.1): I land my aircraft on the runway, hit the "recover active vessel" in the KCT menu, the vessel recovers, I get the usual menus, I get the KCT recovery timer, warp to after recovery, the aircraft gets added to the "hangar" list with the option to relaunch. So far so good, but it would be unfueled and pointed straight up. So, I click in the edit the aircraft to realign and refuel it. However, once it pulls up in the SPH, rather than saying Original: 100% / Edited: 100% and a build time of 0, I get Original: 100% / Edited: 0% and a build time of ~16 days. Upon closer inspection, the RO Conic Cockpit and all of the Procedural Tanks (so, most of the aircraft) show TimesRecovered: 0. They do show up in inventory, but when I try to apply them, they don't stick or have any impact on build time. The parts themselves say Inventoried: False Any suggestions on how to fix this?
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Can you elaborate further on this dynamic pressure failure mechanism? I've turned test flight off in my custom RP1-extended (RP1 all the way to warp drives!) campaign since 100% of my second stages were failing to ignite, even 5+ seconds before 1st stage burnout. I have a similar problem sometimes. If it shows just one kerbal and won't let you add another, remove that one kerbal and then everything will start working correctly again. It seems to happen repeatably if I previously tried to launch while all of my kerbals were still on leave.
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OK, I apologize in advance if this has been asked before or is documented somewhere, but I have failed to googlefu an answer: Is the size of the R&D tech tree space limited (appears to be roughly -3000 to 0 in the X and 0 to 2400 in the Y) or can this size be dynamically set via a cfg? I am trying to create a custom tech tree, a blend of RP-0 and CTT to effectively create an RP-0 Extended that progresses all the way to (USI) colonization, (RSSC) interstellar space, and (KSPIE) Alcubierre warp drives . Yes this game is massive. It uses over 16 GB of RAM just on load. Ironically, getting the tech tree sorted out is my final obstacle other than needing to eventually cost/balance the futuristic parts.
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I'm running into a slight problem. Everything I've seen says that the electric fan should function on Duna, but when I try to use it there I get "airCombustionFailed". A few others have posted on this before, but never posted the resolution. I get that thrust on Duna would be way lower due to the atmospheric pressure only being 3% of that on Kerbin, but the fan should still operate. If it runs and a TWR >1 is impossible, so be it, that's physics, but what it shouldn't do is "flame out" an engine that has no flame! Does anyone know what's going on here or how to fix it?
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KSP Interstellar Extended Support Thread
Omnipius replied to FreeThinker's topic in KSP1 Mods Discussions
Is there a config file where I could implement that myself? I'm still avoiding 1.3.0 like the plague until all of the mods I rely on are compatible. *cough* NFT *cough* Well, right now Li6 consumption rate is inversely proportional to the amount of Li6 in the reactor AND T production plateaus around 5% Li6 capacity. So, 3 things could be happening: The equations are wrong. Your equations are marvelously accurate and are taking into account that a thicker Li6 shell will have a moderating effect on neutron flux, reducing Li6 consumption through the bulk while T production is constant as only occurs at the inner surface. A combination of the two. The equations are right, but take the idealized case of an ever-thickening shell of Li6 around the reactor rather than a fixed-thickness tank that fills from the bottom up. So, theoretically correct math verses engineering reality. What about HeavyWater breeding? Any chance of an implementation there? -
KSP Interstellar Extended Support Thread
Omnipius replied to FreeThinker's topic in KSP1 Mods Discussions
Ok, I'm been tearing my hair out all day trying to sort out ISRU for fusion fuels. I take the assumption here that I build all of my vessels using EL via the USI/MKS ISRU chain at a gargantuan ground industrial complex and orbital shipyard at Minmus. It's been real word months since I last launched anything from Kerbin (I'm overdue for a shipment of fresh victims recruits.) What I know now: Lithium 6 is a piece of cake. Silicates in - Silicon, Li (Lithium 7), and Li6 out. Slow due to Li6's low percentage of all Li, but nothing that building on a massive scale can't solve. That'll keep my tri-alpha's happy. Tritium Breeding in the Molten Salt Reactor works great, but don't start breeding until you have at least 5% of the reactor's Li6 capacity sorted up. The more Li6 in the MSR, the slower it is expended. It's also best to build and enormous 10m MSR and have it run with only barely enough radiator area to prevent overheating. That makes it easy to get the thermal power of the MSR up to maximum, which in turn maximizes Tritium output. Productivity in the multiple kg/hr is possible. It would be amazing if the KSPI/MKS integrations added non-radioactive KSPI resources to the MKS planetary logistics system. Why? Because making milk runs to feed the UF4 processors at your giant industrial plant gets boring after the 5th time... What I don't know: Deuterium....Beuler....Beuler..... What gives? This should be as simple as electrolysis on sea water, but no dice. Even if you manage to get ocean extraction working (it doesn't BTW unless you're in the water biome AND can make the stock drill touch the bottom) there's absolutely no storage provided for HeavyWater. I don't even see HeavyWater in the resource definition files. So...what am I missing here? Where is HeavyWater storage? Where is the resource definition? Also, why isn't there a heavy water reactor cycle for breeding deuterium (like you would on a barren, oceanless, airless rock...)? Yes, I know this is tricky seeing as a HWR requires at least a certain mix of H2O/HDO in a constant volume and slowly converts the H20 to HDO, but I have faith. Just assume the reactor has an overflow tank and go from there. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Omnipius replied to RoverDude's topic in KSP1 Mod Releases
Actually, I run KSP on my work laptop, an HP Z-book, off of an external USB 3.0 SSD. The massive number of converter bays does cause a substantial performance hit, though rendering seems like it couldn't care less. Incoming vessels hang for a few minutes when they enter physics range... As would I. Probably somewhere well above 10k ec/s. Did I mention that a module set entirely to one converter runs at 1000% efficiency? Interestingly enough this efficiency is only volumetric. As the "efficiency" increases, so does the EC demand. This is pretty much the entire reason for the second 3.75m reactor. All EL so far. Same with the orbital shipyard. I shipped up MaterialKits and Specialized Parts in 128000 and 15000 kg at a time, constructed each module on the standard EL orbital pad, then maneuvered them into position. BTW: Having multiple asteroids docked simultaneously is really unstable both in physics and ISRU. That section has a tendency to spontaneously sever itself from the rest of the station with no input force. It just glitches apart. It always looks like maybe the Tundra variable endcaps might be to blame for that, but there's no way to be sure. Also and more troubling, ISRU with multiple asteroids gets horribly confused. You extend a drill into one asteroid and it will extract ore unevenly from all of them until one is depleted. At that point, it won't let you extract from any of them unless you cut the spent asteroid loose. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Omnipius replied to RoverDude's topic in KSP1 Mod Releases
The math for the effect of slowly depleting machinery resources is really the only hard part as that presents a partial differential equation. Everything else is deterministic and can be superimposed on a central "virtual" converter. The math and logic to do this converter bucketing could be a function of the logistics hub. Built entirely in-place with local resources. Build time was approximately 180 Kerbin days. I landed the mining outposts first as automated units, set up a relatively small production facility (only 14 modules ) , which I then used to construct this monstrosity. Odd that my first image didn't work: Do I really have to wait for Christmas? As to why I need this much production: Firstly, I pretty much never launch anything from Kerbin anymore with the exception of additional crew and some select NFT resources which do not have ISRU chains. Secondly, I was building this: Yes, those are 4 class B asteroids strapped to the bottom and 4 large space docks. Total vessel mass: 1.5 million kg I'm considering adding 4-sets of medium and small space docks as well, so this might get even bigger. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Omnipius replied to RoverDude's topic in KSP1 Mod Releases
So...interesting things start happening when you go truly enormous with MKS. I built this: Minmus City: 1x Tundra Pioneer Module, 10x Ag Modules, 17x Refineries, 5x Assembly Plants, 3x Kerbitats, 3x Kolonization Modules, 2x Industrial Sifters, 1x Ag Support Module, 1x Academy, 1x Med Bay, 1x Recycler, 1x Nuclear Fuel Plant, 1x PDU, 2x 3.75m Reactors, 3x EL pads, 2x Stock ISRU units, and a well-rounded collection of 1.25m flat warehouses for PL access. Raw materials from and supplies delivered to 5x manned mining outposts. LS Kerbal Kapacity: 103 Material Kit Production: 10,230 kg/Kerbin day Specialized Parts Production: 680 kg/Kerbin day With this many converters running things get weird. Namely, there's a huge performance hit, even and especially while warping when loaded. Additionally, any warp rate greater than 100x results in inaccurate production due to more resources being produced or requested per timestep than the size of the warehouses. This is particularly noticeable when returning from warping for a few days elsewhere and you come back to only a maybe 2000 more MKT when it should have been tens of thousands. Any thoughts on how to fix these issues? It would seem that both the performance issue and the production issue could be addressed by calculating the effective output of the entire vessel and simulating as a single hybrid converter instead of running each converter bay as an independent agent. That way, you would only have to solve for the new effective converter when the user makes a relevant change to the vessel. Would KSP even let you do that? -
[1.12.x] Near Future Technologies (September 6)
Omnipius replied to Nertea's topic in KSP1 Mod Releases
Same here. What is this mysterious 0.8.5? EDIT: One nit - now any vessels with the Whirlijig won't load. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Omnipius replied to RoverDude's topic in KSP1 Mod Releases
Nope. Reboot was not the answer. I'm using the 1.25m Flat Kontainer for rapid PL push and pull. It's also not working on my other bases. Maybe the issue is Kontainer dependent? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Omnipius replied to RoverDude's topic in KSP1 Mod Releases
That I do. For some reason, it won't fill. I tried cycling its resource type, disconnecting it and reconnecting it from the base, switching vessels both in and out of physics range, switch to the KSC and back. Only thing I haven't tried is a full KSP reboot. I don't have much faith in that seeing as all of the other warehouses are working just fine. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Omnipius replied to RoverDude's topic in KSP1 Mod Releases
New day, new issues. The good news: Minmus City, my enormous new base capable of sustaining over 100 kerbals and producing over 1000 MaterialKits per hour (plus equally large surpluses of SpecializedParts, Machinery, etc) is finally complete! The bad news: I can't seem to get it to draw out the 9000 Machinery I have stored in PS into it's Machinery warehouse. I have a logistics module with a pilot in it and PL appears to be working for all of the other resources. My understanding is that Machinery is only blacklisted from LL, but not PL. So, what am I doing wrong here? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Omnipius replied to RoverDude's topic in KSP1 Mod Releases
Exactly. I do the same thing. However, with Machinery blacklisted from LL, you have to hard-dock your Machinery kontainer to something with PL and a small warehouse in order to fill it up instead of just landing (or parking) within logistics range.