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SupperRobin6394

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Posts posted by SupperRobin6394

  1. On 30/10/2016 at 2:57 AM, linuxgurugamer said:

    I recommend not going higher than 3 or 4; you may be able to pull off 5, but it may crash/freeze your game for a second. If the game freezes, you are not missing any frames. So just let the game sit while it processes.

    I managed to pull off 100, didn't really go any further yet.

    EDIT: anything above 30 gave me the same resolution apparently.

    EDIT EDIT:

    http://i.imgur.com/gIOyB50.png
    Zoommmmmmmmmmm
    http://i.imgur.com/IuuWTzv.png

     

    First screenshot is cropped down to normal 1080p, else Imgur will refuse to upload (and it's easier)

  2. On 21/08/2017 at 6:02 PM, Galileo said:

    OPM_Galileo v1.2

    This is a version of OPM maintained by Galileo
    This version of Outer Planets Mod is for KSP version 1.3
    I will host this version until CaptRobau takes it over.

    Change log

    • Completed necessary localization
      • ResearchBodies is now supported (Thanks @JadeOfMaar)
      • Kopernicus biome displayName enabled
    • Karbonite resource configs have been updated (Thanks @JadeOfMaar again)
    • KerbNet is not functioning correctly.
      • Use ScanSat instead. 
    • Restructured texture paths. Should speed up loading time by a few seconds

    This mod retains OPM's original License: Attribution-NonCommercial-ShareAlike 4.0 International

    Extensive testing was not done, so let me know if there are any major issues and I will fix them as quickly as I can

    DOWNLOAD

    Sweet, will you get it to CKAN?

  3. On 24/08/2017 at 1:04 AM, Scout1218 said:

    Me and my friend want to set up a private server, and we don't want to use Hamachi. We probably can't do port forward, but is there any other way?

    edit: actually I'm wondering if hamachi is safe to use for this application.

    Why can't you port forward? No router access or something?

    It's quite easy to do actually, need any help with it?

  4. 8 hours ago, Geonovast said:

    I've been looking, but the only solution I found... didn't work.  Probably because I'm not a programmer.  Not sure why they're not just included as jpgs or something, but I'm sure Squad had their reason.

    I think most of the images have a nice dark spot on the bottom where the words go, don't they?  Might have to just screenshot'm.

     

    Some have the black borders so that makes photoshop easy, some will just require a bit more advanced skills.

    8 hours ago, Gargamel said:

    Does prtScr or Screen Snippet not work in the loading screens?  Both are native to Windows. 

    It does, but not all of them have black borders sadly.

    The loading screen just didn't appear for me after it did once, that's why I asked.

    4 hours ago, Snark said:

    Please be aware that it's not okay to decompile or reverse-engineer the game (e.g. extracting content from binaries outside of GameData), so no discussion of such here, please.

    From the add-on posting rules:

     

    So unless it's an image that's just sitting there as a file in GameData, you're basically out of luck.

     

    Dunno, but KSP's screenshot capability via F1 does work.  So that handles that, right there.  :)

    F1 doesn't work in the loading screens as far as I know.

    Abojt decompiling, I was hoping for it to sit around in Squad's gamedata folder

    3 hours ago, Rocket In My Pocket said:

    A quick reverse google image search turned up this 1080p version with no black borders:

    http://www.accesoxbox.com/img/logros/2474/logro_1.jpg

    logro_1.jpg

    No clue where it actually came from originally.

    Sweet!

    I believe it was from the trailer of 1.0, "we have liftoff"?

    2 hours ago, nascarlaser1 said:

    using a screenshot tool (or the one built into steam) you can just take screenshots of each page as it appears.

    See my replies above in this post ^

    2 hours ago, Ultimate Steve said:

    How did you get that loading screen? Is it new in 1.3? I'm only getting 2 or 3 different screens...

    Only once since 1.3.

     

     

    I have no clue how the game handles loading screens I get some more often and some (like this one) rarely or only once.

  5. Wrong section? No clue, I'm on vacation with 0.01mbps internet so I can't really do any research or anything. Sorry if it's the wrong section.

     

    Yes, I tried Google...

     

     

    Okay so basically, I had this lovely loading screen when I was starting the game which I REALLY want as my wallpaper. 

    It was an image of 2 Kerbals fist bumping in a command pod (or cockpit)

    One was male with an orange suit, other was female in th same suit (Jeb and Valentina?)

     

    Does anyone have any clue?

     

    Thanks in advance and apologize for the messy topic, I don't really use my phone to do stuff other then nothing.

     

    Robin.

  6. 9 hours ago, SuicidalInsanity said:

    Again?
    Try this, this should fix the NFE patch:

      Reveal hidden contents
    
    
    @PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
    {
    @mass = 2.8
    	!MODULE[ModuleActiveRadiator] {}
    	!MODULE[ModuleAlternator] {}
    MODULE
    	{
    		name = ModuleUpdateOverride
    	}
    MODULE
    	{
    		name = FissionReactor
    		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
    		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
    		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName
    
        // Ramp up power based on throttle
        		FollowThrottle = true
    		OverheatAnimation = ThermalAnim
    		HeatGeneration = 65000	
    		NominalTemperature = 3000
    		CriticalTemperature = 3400
    		MaximumTemperature = 3800
    		CoreDamageRate = 0.01
    		FuelName = EnrichedUranium
    		INPUT_RESOURCE
    		{
    			ResourceName = EnrichedUranium
    			Ratio = 0.00027
    			FlowMode = NO_FLOW
    		}
    		OUTPUT_RESOURCE
    		{
    			ResourceName = DepletedFuel
    			Ratio = 0.00027
    			DumpExcess = false
    			FlowMode = NO_FLOW
    		}
    
    		UseSpecializationBonus = false
    		AutoShutdown = false
    		DefaultShutoffTemp = 0.90
    		GeneratesHeat = false
    		TemperatureModifier
    		{
    			key = 0 0
    		}
    
    	}
    	!MODULE[ModuleCoreHeat] {}
    	MODULE
    	{
    		name = ModuleCoreHeatNoCatchup
    		CoreTempGoal = 3000					
    		CoreToPartRatio = 0.1				
    		CoreTempGoalAdjustment = 0			
    		CoreEnergyMultiplier = 0.1			
    		HeatRadiantMultiplier = 0.05		
    		CoolingRadiantMultiplier = 0		
    		HeatTransferMultiplier = 0			
    		CoolantTransferMultiplier = 0.01	
    		radiatorCoolingFactor = 1			
    		radiatorHeatingFactor = 0.01		
    		MaxCalculationWarp = 1000			
    		CoreShutdownTemp =  4500					
    		MaxCoolant = 1300					//Maximum amount of radiator capacity we can consume - 50 = 1 small
    	}
    	MODULE
    	{
    		name = FissionFlowRadiator
    		passiveCooling = 65
    		exhaustCooling = 1300	
    		CoolingDecayRate = 100
    		
    	}
    	MODULE
    	{
    		name = FissionEngine
    		HeatUsed = 1300
    		Priority = 2
    		TempIspScale
    		{
    			key = 300 0
    			key = 1000 0.2
    			key = 3200 1.0
    			key = 4000 1.3
    		}	
    	}
    	MODULE
    	{
    		name = FissionGenerator
    		Priority = 1
    		PowerGeneration = 20
    		HeatUsed = 65
    	}
    	RESOURCE
    	{
    		name = EnrichedUranium
    		amount = 55
    		maxAmount = 55
    	}
    	RESOURCE
    	{
    		name = DepletedFuel
    		amount = 0
    		maxAmount = 55
    	}
    	MODULE
    	{
    		name = RadioactiveStorageContainer
    		DangerousFuel = DepletedFuel
    		SafeFuel = EnrichedUranium
    		// What enginer level is needed to transfer the safe fuel
    		EngineerLevelForSafe = 1
    		// What enginer level is needed to transfer the dangerous fuel
    		EngineerLevelForDangerous = 3
    		// Max temp for transferring fuel into or out of the part
    		MaxTempForTransfer = 400
    		// kW of heat per unit of waste
    		HeatFluxPerWasteUnit = 5
    	}
    	@MODULE[ModuleEnginesFX]
    	{
    		@heatProduction *= 0.01
    	}
    
    }
    @PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
    {
    @mass = 2.8
    
    	MODULE
    	{
    		name = ModuleUpdateOverride
    	}
    	MODULE
    	{
    		name = FissionReactor
    		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
    		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
    		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName
    
        // Ramp up power based on throttle
        FollowThrottle = true
    
    		// Heat animation, plays when above nominal temp
    		// OverheatAnimation = Reactor_1MW_Heat
    
    		// Heat to generate (kW *50)
    		HeatGeneration = 55000
    
    		// Above this temp more power output but risky
    		NominalTemperature = 3000
    		// Above this temp, reactor takes damage
    		CriticalTemperature = 3400
    
    		MaximumTemperature = 3800
    
    		// Amount of damage taken by core when over critical temp
    		// %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s
    		CoreDamageRate = 0.01
    
    		// Base lifetime calculations off this resource
    		FuelName = EnrichedUranium
    
    		INPUT_RESOURCE
    		{
    			ResourceName = EnrichedUranium
    			Ratio = 0.00027
    			FlowMode = NO_FLOW
    		}
    		OUTPUT_RESOURCE
    		{
    			ResourceName = DepletedFuel
    			Ratio = 0.00027
    			DumpExcess = false
    			FlowMode = NO_FLOW
    		}
    		// Disables stock converter functions DO NOT CHANGE
    		UseSpecializationBonus = false
    		AutoShutdown = false
    		DefaultShutoffTemp = 0.90
    		GeneratesHeat = false
    		TemperatureModifier
    		{
    			key = 0 0
    		}
    	}
    	MODULE
    	{
    		name = ModuleCoreHeatNoCatchup
    		CoreTempGoal = 3000					//Internal temp goal - we don't transfer till we hit this point
    		CoreToPartRatio = 0.1				//Scale back cooling if the part is this % of core temp
    		CoreTempGoalAdjustment = 0			//Dynamic goal adjustment
    		CoreEnergyMultiplier = 0.001			//What percentage of our core energy do we transfer to the part
    		HeatRadiantMultiplier = 0.05		//If the core is hotter, how much heat radiates?
    		CoolingRadiantMultiplier = 0		//If the core is colder, how much radiates?
    		HeatTransferMultiplier = 0			//If the part is hotter, how much heat transfers in?
    		CoolantTransferMultiplier = 0.01	//If the part is colder, how much of our energy can we transfer?
    		radiatorCoolingFactor = 1			//How much energy we pull from core with an active radiator?  >= 1
    		radiatorHeatingFactor = 0.01		//How much energy we push to the active radiator
    		MaxCalculationWarp = 1000			//Based on how dramatic the changes are, this is the max rate of change
    		CoreShutdownTemp = 3800				//At what core temperature do we shut down all generators on this part?
    		MaxCoolant = 1100					//Maximum amount of radiator capacity we can consume - 50 = 1 small
    	}
    	MODULE
    	{
    		name = FissionFlowRadiator
    		exhaustCooling = 1100
    		maxEnergyTransfer = 55000
    		CoolingDecayRate = 100
    	}
    	RESOURCE
    	{
    		name = EnrichedUranium
    		amount = 50
    		maxAmount = 50
    	}
    	RESOURCE
    	{
    		name = DepletedFuel
    		amount = 0
    		maxAmount = 50
    	}
    	MODULE
    	{
    		name = FissionEngine
    		HeatUsed = 1100
    		TempIspScale
    		{
    			key = 300 0
    			key = 1000 0.2
    			key = 3000 1.0
    			key = 4000 1.3
    		}
    	}
    	MODULE
    	{
    		name = RadioactiveStorageContainer
    		DangerousFuel = DepletedFuel
    		SafeFuel = EnrichedUranium
    		// What enginer level is needed to transfer the safe fuel
    		EngineerLevelForSafe = 1
    		// What enginer level is needed to transfer the dangerous fuel
    		EngineerLevelForDangerous = 3
    		// Max temp for transferring fuel into or out of the part
    		MaxTempForTransfer = 400
    		// kW of heat per unit of waste
    		HeatFluxPerWasteUnit = 5
    	}
    	@MODULE[ModuleEnginesFX] {
    		@heatProduction *= 0.01
    	}
    }
    
    
    @PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
    {
    @mass = 2.0
    @description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators.
    !MODULE[ModuleResourceConverter] {}
    !MODULE[ModuleOverheatDisplay] {}
    
    MODULE
    	{
    		name = ModuleUpdateOverride
    	}
    
    	MODULE
    	{
    		name = FissionReactor
    		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
    		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
    		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName
    
    		HeatGeneration = 45000
    		NominalTemperature = 800
    		CriticalTemperature = 1300
    		CoreDamageRate = 0.01
    
    		EngineerLevelForRepair = 5
    		MaxRepairPercent = 75
    		MaxTempForRepair = 330
    
    		OverheatAnimation = Reactor_Heat
    		FuelName = EnrichedUranium
    
    		// Heating
    		UseSpecializationBonus = false
    		AutoShutdown = false
    		DefaultShutoffTemp = 0.90
    		GeneratesHeat = false
    		TemperatureModifier
    		{
    			key = 0 0
    		}
    
    		INPUT_RESOURCE
    		{
    			ResourceName = EnrichedUranium
    			Ratio = 0.000000126785
    			FlowMode = NO_FLOW
    		}
    
    		OUTPUT_RESOURCE
    		{
    			ResourceName = DepletedFuel
    			Ratio = 0.000000126785
    			DumpExcess = false
    			FlowMode = NO_FLOW
    		}
    	}
    
    	!MODULE[ModuleCoreHeat] {}
    	MODULE
    	{
    		name = ModuleCoreHeatNoCatchup
    		CoreTempGoal = 800				
    		CoreToPartRatio = 0.1				
    		CoreTempGoalAdjustment = 0			
    		CoreEnergyMultiplier = 0.1			
    		HeatRadiantMultiplier = 0.05		
    		CoolingRadiantMultiplier = 0		
    		HeatTransferMultiplier = 0			
    		CoolantTransferMultiplier = 0.01	
    		radiatorCoolingFactor = 1			
    		radiatorHeatingFactor = 0.01		
    		MaxCalculationWarp = 1000			
    		CoreShutdownTemp =  4500					
    		MaxCoolant = 900
    	}
    	MODULE
    	{
    		name = FissionGenerator
    		PowerGeneration = 500
    		HeatUsed = 800
    	}
    
    	!RESOURCE[ElectricCharge] {}
    	RESOURCE
    	{
    		 name = ElectricCharge
    		 amount = 600
    		 maxAmount = 600
    	}
    	!RESOURCE[DepletedFuel] {}
    	RESOURCE
    	{
    		 name = DepletedFuel
    		 amount = 0
    		 maxAmount = 90
    
    	}
    	!RESOURCE[EnrichedUranium] {}
    	RESOURCE
    	{
    		 name = EnrichedUranium
    		 amount = 90
    		 maxAmount = 90
    
    	}
    	
    	MODULE
    	{
    		name = RadioactiveStorageContainer
    		DangerousFuel = DepletedFuel
    		SafeFuel = EnrichedUranium
    		// What enginer level is needed to transfer the safe fuel
    		EngineerLevelForSafe = 1
    		// What enginer level is needed to transfer the dangerous fuel
    		EngineerLevelForDangerous = 3
    		// Max temp for transferring fuel into or out of the part
    		MaxTempForTransfer = 400
    		// kW of heat per unit of waste
    		HeatFluxPerWasteUnit = 5
    	}
    
    }

     

    @SuperRobin6394: Reproduction steps? Is it any M2X part at random, specific parts, specific parts placed after other specific parts, etc?

    Any craft, any part.

    Only having them loaded in the part browser/preview makes me lag.

  7. Life support systems

    More variations in experiments (can support life support systems, growing food etc)

    Randomised, yet rare system failure (engines, SAS, etc)

    Parts to make boats

    KIS and KAS integration

    More EVA activities, since EVA is pretty useless in the stock game

    Some sort of tether system to load rovers into cargo hulls without using docking ports

    Weather (storms, rain, cloudy, mist, snow etc)

    Ability to put Kerbals into command seats instead of doing it through EVA

    Ability to transfer science between vessels, like sending surface sample data to a research station

    Parts to make better looking ground bases/stations

    Number value option for silders, 99 and 101 aren't satisfying numbers when you want 100

    A message what an action group does when you activate it, with a lot of crafts you can easily forget which button does what on which craft

     

    Long live mods, since all this are just from my mod list. I'd love to see them included into the stock game though, mostly due to the fact that they'll surely be made to work together seamlessly.

     

    And, last but not least:
    MULTIPLAYER

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