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Jognt

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Everything posted by Jognt

  1. Ive tried a few things and promised myself i’d pick it back up, but I should’ve known better than to expect ADHD-me to finish something. My apologies
  2. Yeah. Consider that with MandatoryRCS reaction wheels are nergens hard and you end up with exactly that situation It’s nice to have that added challenge though it annoys me that the 1.8m pod has no RCS fuel onboard *goes to MM rcs fuel to said pod**
  3. Regardless of ablator; I’ve noticed JNSQ being more punishing if you’re not exactly surface retrograde. Whenever something blew up for me it happened before ablator was gone, and the pod blew first. I can see how people would experience this and think “hmm, maybe a bit less steep” even though it wasn’t so much the speed/Pe as it was slight deviations from retro.
  4. This. I found that any deviation from pure retrograde would result in big explosions. Regardless of heatshield. I place extra RCS on my pods for that (MandatoryRCS mod, reaction wheels are weak). One could also offset a reaction wheel into the capsule for better stability too.
  5. Im guessing that ‘feature’ is there to prevent having to wait while BV computes a route if you’ve missclicked. In that scenario it makes sense.
  6. @RobertaME you can use NEEDS on individual values/nodes too. So you can just pick a few Science parts and set their ‘regular’ category to NEEDS[grounded] and add another category value below that with NEEDS[!grounded]. With regards to dlc internal names, I don’t think it’s against any Eula to share those so they should be ‘around’.
  7. Uhm. My suggestion isn’t about whether it is needed. It’s about whether it’s expected. Regardless; your mod, your rules.
  8. Cheers. If you’re going to check out JNSQ, get the master repo unless there’s a release newer than 0.7 because the current 0.7 release is missing a few bits and pieces that were added in later.
  9. Request: place the part stat (ant) changes in an optional/recommended folder and disable it by default. (Could use LGG’s PatchManager to toggle it) This is to prevent confusion about saved craft no longer working or being more powerful than they should be in stuff like Reddit Challenges. I doubt people would suspect a tech tree mod to make these changes. Or alternatively, add some text to the part description noting how it was changed. “RTT: Our scientists managed to miraculously increase ISP from the standard X” for example. Edit: Admittedly the current way is not with out precedent. See ReStock’s changes to the Oscar B tank. Regardless I love seeing things segmented.
  10. Well. The oceanFix meant I went from ~1fps to ~30-40 (lots of mods), so while I can’t put a number on any other impacts, I am quite certain you shouldn’t see that ridiculous performance hit again.
  11. That’ll Depend on your definition of ‘massive’. Id guess performance would be similar to 1.7.3-1+oceanFix.
  12. Download and install DMagic's DMModuleScienceAnimateGeneric mod from CKAN or https://github.com/DMagic1/DMModuleScienceAnimateGeneric Create a new file (ending in .cfg) somewhere in your GameData folder (I suggest keeping all your personal patches in a personal folder to keep track of them) Open the newly created file and paste the following into it: @PART:HAS[@MODULE[DMModuleScienceAnimate]]:AFTER[DMModuleScienceAnimateGeneric] { @MODULE[DMModuleScienceAnimate] { @name = DMModuleScienceAnimateGeneric } } Make sure this newly created file ends in .cfg (the name isn't important, name it something that helps you keep track of it) Play the game. Most of his Orbital Science experiments should now work with [X] Science. Note that I will not provide support for this patch and that you should remove it if at any time you're troubleshooting a possible bug in [X] Science, Orbital Science., or any other mod that uses DMModuleScienceAnimate. Having said that, it works fine for me so far. Enjoy.
  13. They’re not in the 0.7. Any plans on a 0.7.1 release or are you guys holding off for the big 1.8 update?
  14. Check the KSRSS files for where they rename stuff. Then copy that into a new cfg that runs in a pass after PBC loads its names. If KSRSS comes with its own contracts then you can also just delete the PBC contracts file, or rename it to .cfg.disabled so it won’t load.
  15. Holy boosters! How much work did you put into supporting this many mods from day 1?! i am totally going to check this out soon ™! ps. With regards to the spacetux folder, afaik MM can do nested folders, unless that somehow only works for expansions. NEEDS[SpaceTuxFolder/SpecificMod] Re: FINAL usage, though I will respect your choice regardless; imo it’s better to use FOR or LAST and let the few mods that tinker after that be incompatible. Otherwise it’s just the same ‘race to Final’ that caused the before/for/after/last passes to be born. Especially LAST[] exists for a reason. Anyone going there instead of FOR will have a very specific reason for it.
  16. Check your output.log file. It lists every modified part and every patch that modifies it.
  17. Using KJRnext by any chance? That mod is known to bug out with robotics. Not sure if the newest version has a fix.
  18. Just a heads-up; if you’re going to use Dmagic’s Orbital Science mod [x] Science will show but not activate them. If you download dmagics scienceanimategeneric module mod (CKAN) and MM a patch that replaces his scienceanimate modules with the generic module, they work flawlessly. Also, welcome back your mod was one of the first I picked up back then.
  19. Thanks a bunch, I’ll check this out when I have time to play again! Even at 1440p the scaling irks me at times. Hope the licensing bit works out
  20. Feature request: Automatically ‘set’ the target location after ‘picking’ it. (Should improve usability and reduce bug reports ) Is that possible with the current inner workings? @maja
  21. Be sure to set the target after selecting coordinates or a waypoint.
  22. So uhm.. about that Deployed Science spam regression.. We can haz hotfix?
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