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pp3d

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Everything posted by pp3d

  1. I understand it makes sense in terms of balancing the game when both KSPI and NFT are used and I agree it provides consistency. Still it would make also sense that users can exercise some control especially if mods are added to existing games. The impact in my case was the stock dawn engine on ships on missions that all of a sudden they need megajoules to operate.
  2. In the patches folder, there is a config file NFTEnginesFix.cfg that gives - from what i can tell - megajoule 'fuel' dependency to the NFT propulsion engines. I want to keep the fuel requirements for those engines as intended by the developers. Removing that config file doesn't have any effect. If I were to include the NFTpropulsion module, electric engines including the Dawn ion engine get a megajoule requirement. Am I reading this right? I have asked the NFT developers long time ago as to why the dawn engine all of a sudden gets a megajoule requirement and I was told that this done by KSPI... ps: Still on the 1.2.2 with 1.14 backport
  3. I don't suppose you could backport the NF Launch vehicles mod to 1.2.2?
  4. Moded Game ver. 1.2.2. When I launch the Mk3 shuttle cockpit, the game does not revert at launch - it hangs getting stuck at loading back the VAB. Subsequent reverts on other ships don't work from that point on. Typically at that point, I would need to remove *all* the saved ships from the game, not just the one with the Mk3 shuttle cockpit and restart which will restore functionality until i try to launch the shuttle cockpit again. I don't have any ships a few bytes in size lying around - a cause identified on other threads. The log stops spitting lines with no error so I can't trace it. With no error in the log... I am in the dark here. I guess to justify posting... I need to ask a question... Anyone experienced this? A more technical question I guess will be ... what could go wrong in the sequence of loading back the VAB/SPH during a revert. thanks...
  5. The singularity reactor animation (the blue ribbons) are not blue anymore (just dark) for versions 13 & 14 (1.2.2). Anyone has any theories what can cause this?
  6. Hi, This is perhaps already addressed but still compelled to ask. I upgraded yesterday to the latest backported to 1.2.2 version and the RCS Arcjets no longer use as propellants the fuels stored in the tank. For example, ships equipped with the Arcject RCS tank and used LgAmmonia propellant - included in the tank - now require Ammonia Gas. I understand that using the gas phase makes more sense if that's the intend. But updating this very critical mod for an existing game creates more problems than solves. Can anyone help with this issue? The cfgs have no difference with the previous version I was using (1.13) so I don't know how to reset this to what I need. Thanks
  7. Tempting to install it in an existing game but does anyone know if this gas giant so close to Kerbin will perturb probe/ships trajectories between Eve and Kerbin?
  8. Daphne reports 1% Ore planet wide. Is this intentional? I can think of a physical reason why that's the case, but I am just wondering. In any case, is there a way on the user end to modify resource values?
  9. Q: If possible do you migrate games (missions) when (if) you update KSP versions or do you start whole new ones?
  10. Even though the Max number of persistent debris is non zero (150), debris don't stick around (yes they are in space). Once i move to another ship or go to the tracking station created debris disappear from tracking (counter is reset to 0). Happened recently as I deleted a bunch of files (old saves and ships) from the saves folder (just conjecture at this point not sure if this is related). I guess the question is how can one mess this up... thanks --
  11. same.. Moving to 1.2.2 took about a month. For 1.3 i have a separate game with interstellar... So far... this update has nothing noticeable in my opinion
  12. unless you play only stock... don't upgrade until your mods catch up... i haven't seen so many mods fall apart so badly since "...since Olaf the Hairy, High Chief of all the Vikings, accidentally ordered eighty thousand battle helmets with the horns on the inside."
  13. With the exception of the utilitron grasper issue I have fixed my problem by updating the dll and/or putting regular struts between the joints.
  14. Hi to all... Can people confirm or deny that Kerbal Joint Reinforcement (KJR) breaks IR? I posted on this before where the joints get displaced/break at/after launch - when the work properly in the VAB? I have the KJR 3.3.1 which is current ( I've seen comments where it supposedly works with the latest KJR). Also the Utilitron grasper attaches to surfaces, but I see no option to detach it. - P.
  15. yeah... i begun hacking into the MKL_EL earlier... then I decided I don't want it that bad. It would make updates an issue unless i write a patch to do this everytime.
  16. Thanks. I ended up removing MKS. I am wondering if there are warnings/docs when a mod risks on replacing the resource chain... On the MKS side I didn't see any.
  17. Hi, I believe I have a conflict with a mod and I need some help. I believe it's MKS: USI Modular Kolonization Systems, which replaced the requirements for Orbital Construction from Rocket Parts to Material Kits/Specialized parts. What's the best way to ensure that the requirements stay with EL? Thanks. --- Edit... I just saw the message above .
  18. thanks ... will give it a try tonight... i appreciate all your good work on this... and thank you again
  19. Umm... A couple of issues with these and by the way thank you for taking the time. I do not see anything that converts NH3 to LqNH3. NH3 is of course useful as it could be used to feed it in the peroxide process and build hydrazine. But if I want to liquify NH3 and store it in a tank, that is not something that I see as feasible. Perhaps I am missing something in IFS. The behavior that I see for the Inline/Hex Refrigerator is that of an absorber (not much different than that of the scoop) that will liquify gas from an atmosphere. I do not see a functionality where if I have gas in a tank, the refrigerator will convert it to the liquid state and store it in another tank. If there is tutorial someplace, please let me know. I am not sure what part you are referring to: Universal Storage Gasifier. If it's in the mod Universal Storage - I just downloaded it and I will check it out. I can post video of how I am trying to check all this and perhaps it can illustrate it better. For disclosure purposes I am running 1.12.22 rather than 1.12.24 (or the latest). The reason is the ISRUConstructor part which at some point, I believe in between 12.12-12.14, had it's name changed in the part.cfg. Unfortunately I placed it on a ship currently on a mission and subsequent updates (after the name changed) will flag that part and would not load that ship. So I manually change the name field in part.cfg during each update which keeps the ship alive, but I could be messing something up (see below) ISRUConstructor part.cfg (blue new, red old) (I replace ISRU_Converter -> SmallISRUConstructor which allows the ship to load). PART { name = ISRU_Converter module = Part author = EvilGeorge mesh = small-isru.mu PART { name = SmallISRUConstructor module = Part author = EvilGeorge mesh = small-isru.mu
  20. I've been playing for a while now only to realize that I must be missing something in the iSRU gameplay. Focusing on the Haber process, it seems to me that I can't use LqH2 and LqN2 to produce LqNH3. I can do it with their gas phases which will produce NH3. Either I broke something in my mods setup or this is normal and the wiki is outdated. If the latter how do I convert NH3 stored in a gas tank to a LqNH3?
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