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overkill13

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Everything posted by overkill13

  1. USI Kolonization Class Suits Redux now has veteran suits for each class. See the new thread for more details.
  2. Kolonization Class Suits Redux A set of suit textures for TextureReplacer to distinguish each class in stock and USI's Modular Kolonization System. Does not require USI's MKS but highly recommended for the additional classes. Works in 1.5.x and 1.6.x. If you want something compatible with 1.4, have a look at the original USI Kolonization Class Suits. Special thanks go to the following modders: GergroxMun for his Multicolor Suit Pack which forms the basis for this suit set. Scart91 for his original class suit set and icons. fast de la speed for his original USI Kolonization Class Suits which includes the icons for the MKS classes. A few icons are switched, many colours changed and a couple of new/modified icons when compared to fast de la speed's suit set. The icons were also moved from the convenient centre location as I am unable to find a viable way to place them there with the new half-helmet texture wrap used in KSP 1.5. Dependencies: TextureReplacer Download on Spacedock: https://spacedock.info/mod/2035/[TextureReplacer] USI Kolonization Class Suits Redux License: CC BY-SA 4.0 Closer Suit Images: Now with veteran suits for each class. Based on GregroxMun's orange suits with coloured helmets, now with a veteran stripe, for easy identification from the back. Jeb assures us the stripe is not just orange duct tape.
  3. Thanks USI Kolonization Class Suits Redux now available on Spacedock.
  4. OP is usually forum speak for original post or poster. In the OP here the image actually shows "locked". Not sure if that was a bug or normal behavior in 2013 but not normal now.
  5. This isn't a bug, this is intended behavior. In order to reuse a Science Jr or Mystery Goo you need to reset them with a scientist on EVA. The observe option will disappear until those particular experiments are reset. Unless you are getting an actual "locked" status as in the OP. That is not normal.
  6. Had some fun making suits for USI. Based primarily on GregroxMun's recent suit mod release with a smattering of Scart91 and fast_de_la_speed's work on class suits for the standard and USI expanded classes. I changed several colors, swapped and changed some icons from fast_de_la_speed's mod. Unfortunately the new half helmet wrapping has left me with no idea how to centre the icons on the back of the helmet as in the old USI class suits mod so I've gone with this approach. Available on Spacedock https://spacedock.info/mod/2035/[TextureReplacer] USI Kolonization Class Suits Redux All suits listed closest to furthest from camera (right to left) Pilot and Scout with slightly less baseball bat looking icon. I assumed it was meant to be a sailing era spyglass and made it more distinguishable. New Quartermaster icon more fitting of it's modern role and a Kolonist Kolonist budding in here but the Scientist and Medic in view. Farmer and Biologist Engineer and Mechanic Miner, Technician and Geologist With @GregroxMun's blessing, I might be inclined to upload this as a mod.
  7. I'm still using the previous version, but I ran into an interesting bug. When playing in sandbox, with kerbal experience off, new hires begin with 100hp despite being level 5. The vets are all added with 150 to start, but new hires are at level 0 status with no way to gain experience. Also, has there been any thought in how to integrate USI's Scout class into Kerbal Health? They have no skills, but are much more tolerant to crowding.
  8. I too would be interested considering the splash effects cause some significant slow down on my end. Might just be in combination with my mod count on my semi potato machine, though.
  9. The five passenger bus module's deluxe black colour doesn't appear to be working. It shows up as the standard yellow.
  10. I'm using it fine in 1.5.1 so far. I'm pretty early in career at the moment though.
  11. I ran KSP on 2.5GHz 2 core 4 thread mobile i5 with 4gb of RAM no problems. Only had to upgrade the ram when I started running mods and still using the same CPU. That OS though...
  12. @TanoPrime For your first issue, did you bring your orbit to 75000 X 75000 or higher? Tourism Plus will not accept a periapsis from 70000-74999m as sufficiently orbital as the contracts stipulate 75000m. How about leaving them up there for the 1hour requirement? I've used Tourism Plus in KSP 1.2.2 and 1.5.1 and never had a problem loading tourists in the SPH/VAB. To complete those sub-orbital contracts you must be on a sub-orbital trajectory when you pass over the waypoint. Get orbital then flip retrograde and bring your periapsis to 69999 or less just before you hit the waypoint. That will complete both the stock non-time based orbital contracts and the Tourism Plus sub-orbital contract.
  13. The game should recognize that you no longer have a base and only generate create base contracts. Be careful as the game may generate an expansion contract while the base exists, and you will not be able to complete it after the base is destroyed, but you can just decline the contract or wait for it to expire.
  14. If I'm not mistaken, SETI-CTT keeps the stock tech nodes and without a dedicated MM patch to select specific nodes for SETI-CTT, the parts from this should drop into their normal stock tech slot. This means they may not play nicely from a logic/progression standpoint, likely showing up earlier than the mod author intended (probably not in the habitation/colonization portion of the tech tree either, but they aught to show up an be usable. I use standard CTT and have to decide for myself weather I've unlocked a tech node which should include parts that aren't set up for it CTT, before I start using the parts.
  15. I think the Wolfhound should keep it's stats, just reduce the ISP to something realistic. 355/360? This will leave it as a larger vacuum engine and a baby Rhino while the Poodle remains a lander engine sacrificing some thrust and ISP to keep a low profile for landing legs. I suspect if it weren't for backwards save compatibility the Mastodon would have completely replaced the Mainsail including taking over the stats and I might be inclined to make it so. Lost ISP always bothers me so the Mastodon is always on the bottom of my personal engine choices while the Mainsail still exists. Looking at your spreadsheet, I don't really think the Mainsail's ISP should be increased, it's a first stage engine after all, but I would think the Mastodon should have ISP on par with the Mainsail. The Skiff is always having an identity crisis. Not powerful enough to be for a 2.5m stack and too long for the 1.25m with a bell that belongs in vacuum. The thrust increase is nice and making it a vacuum engine isn't a bad idea but I think 370 ISP is too much. Kodiak 300 thrust. It should probably have more if it's meant to be a next level 1.25m first stage engine, but what it clearly is meant to do is build Russian spacecraft and it already has unnecessarily high thrust for this role. Cheetah should retain it's ISP to keep it as the 1.875 and heavy 1.25 vac engine, though maybe nerf the ISP at sea level. With the Poodle back in play the thrust should be reduced back to MH level. I don't have much experience playing with 1.875 stacks, but I like your idea for the Bobcat to make it a better first stage engine for that size. Changes to the Skipper are a nice idea. I've always wanted it to have a bit more thrust so it could hold it's own as a center 2.5m stack after the crossfed boosters are jettisoned. As it is in stock I always seem to need to attach some Thuds or Reliants with nosecones to the side.
  16. Are confinement and connected modifiers defaulting to the crewcap of the part in question? These patches do not appear to set a cap on the number of kerbals who may benefit from the modifiers in the crew cabs and labs.
  17. You might want to disregard the FTT part of my issue. Seems the patch only includes the larger Orca command pod, which I don't associate with FTT in my head, not the yellow Honeybadger so the Needs FTT functionality might not be an issue. As for Malemute, the additional modules for Kerbal Health are not added to the command pods and passenger cabins. They all are meant to receive recuperation, comforts, meditation... frankly I think the whole patch is a little OP for rover parts despite them having some decently large viewing windows. For whatever reason the Lynx (Feline Utility Rovers) and Karibou (Karibou) have all their modules patched in, despite both having Needs coding in the patch, but the Malemute parts are ignored, instead defaulting to 1 living space and 1 shielding capacity per crew capacity on the part and getting no additional modules. Deleting the Needs: Malemute from the code causes all modules to be added as intended. I don't see a spelling error there and my folders for the Malemute are no different than the Karibou, both being inside the UmbraSpaceIndustries forlder, but I've had issues making MM patches with Needs in them so I tend to avoid it for my own personal use. Looks like quite an old patch too since it adds Crowded modifying modules, which seem to be changed to confinement to create comforts modules in all other patches. I assume crowded was the old name for confinement at some point in KH's life. Just noticed Sickness rather than Conditions too.
  18. The patch for Feline Utility Rovers/Malemute/Karibou/FTT has issues with Needs[Malemute] and Needs[FTT]. Patching fine with the mod requirements removed. Feline Utility Rovers and Karibou seem to apply normally.
  19. So I had a go with the latest dev release in 1.5.1. Seems to be working much better now. Though I get a feeling that the mod stops calculating failures after a while as after I launch the fifth or so non-integrated rocket I can get them to fly without failures until I shut down and restart KSP. The workers page still causes a bunch of issues. Currently my save shows 75/25 workers and no cost per 12 days. The VAB and SPH only allow me to put 25 workers on a job though. The integration pages within the VAB and SPH are a bit of a crapshoot too. The buttons don't always work and I frequently have to exit to the main KSC overview and re-hire workers to get them to jump on a project. The buttons appear misaligned too as I will sometimes click a little low on the min or - buttons and inexplicably hit the cancel integration button and lose several days worth of work. I'm not sure how helpful a log file would be here as I have 91 mods by AVCs count so likely more than that in reality. I didn't see any error logs related to BARIS/WBI but I'll drop one on a file sharing site if you are interested.
  20. Totally agree.. I have reverts and quicksaves on in a mostly hard-mode difficulty setting for precisely the kinds of issues you note, I'm just trying not to use them. Self control has been surprisingly good so far.
  21. I'm trying to play a no reverts career at the moment so I use an LES, stock or otherwise. I am however using multiple mods at the moment, among them, PEBKAC for properly aligned LES and BARIS which has a part failure function.
  22. You have a point, but I've never found a reliable way to measure center of drag without wings and CoL. Basic fins tend to burn up and AV-T1s attached to a command pod at the front of a vessel are terrible looking, airbrakes are too far into the tech tree and even radially attached batteries or other bits don't look good. For getting around Kerbin's SOI a sub-10% increase in mass has proven negligible. Adding docking capability to the vessel adds about the same mass and seldom require's a change to the launch vehicle.
  23. Use two heat shields to shift the CoM towards the shielded end of the craft. I have a line of Finch Class rockets that consist of a Mk1 Pod with passenger cabins along with the nose parachute plus other chutes, solar panels and batteries. The single cabin line reenters fine, but the double and triple cabin crafts require a second heatshield to remain stable on reentry. They will sometimes want to flip around high up in the atmosphere, but around 30-40km altitude it will lock in retrograde and only drift slightly out of line, never turning right over. There's enough drag this way to forgo any additional braking measures, but I like to bring a radial drogue chute, just in case, along with the nose parachute and one radial standard chute per crew cabin.
  24. The patch for stock has the Mk1 pod incorrectly named now that Squad has introduced the new pod and kept the old one in order to not break older saves. Add a pod named "mk1pod_v2" with the same stats.
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