Jump to content

Ivy

Members
  • Posts

    43
  • Joined

  • Last visited

Everything posted by Ivy

  1. Oh, good to hear. I'll just have to bear it for now then!
  2. In a wholly separate vein, I was trying out the lil' reactors, and I have what should be adequate cooling for the two (a pair of small radiators on each, and the reactors are adjacent so they should share the heat distribution). However, if I enter time warp (it is stable during physics warp or just regular gameplay) then the temperature eventually starts to spike and cause an overheat. Should I just use excess cooling or is there another problem here?
  3. I have a good bunch of mods installed (SVE, SVT, and a multitude of non graphical mods), so it may not be wholly the fault of scatterer, but I figured this would be the first place to look: (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at scatterer.RefractionCamera.OnPreCull () [0x00000] in <filename unknown>:0 This line gets spammed ad infinitum when I'm near the surface of the Mün, and only that body. I thought at first (didn't look at the verbose logs, just the in-game console) that it could be all the physics-enabled terrain scatter, but those still render a few hundred meters up while the error spam (and associated lag) does go away at that height.
  4. MechJeb does have a differential throttle setting, not sure how well it works but it should be helpful.
  5. Trying to min-max an ion engine setup today had me think of an interesting possible feature. It would be nice to have a button or some way to initiate a cascade of every individual capacitor, one after another. (Right now I just do it by hand.) Instead of dumping a metric truckload, a nice long distribution of moderate charge is incredibly useful for some situations. Or perhaps there's some simple way to script this with mechjeb or something?
  6. A bit strange how the description for the nuclear reactor focuses on spelling, and yet "save" instead of "safe" is present there (as well as a lot of other places). Any plans to fix those or is that an inside joke at this point?
  7. Ooh, this might be ready in time for my eventual gas giant journeys. I'm ready. I installed this 1.2 version on my 1.3 game just to see what would go wrong, and it's actually not bad, only the atmospheres are really lacking.
  8. Yeah for better or for worse, there are a lot of additional and/or retconned parts. Personally I restored the old Jumbo myself because it's just that iconic, but that was before I noticed the cryo tanks, so now the game just kinda exists with both looking the same lmao.
  9. Oh fantastic, I assumed there were science modifiers on by default or something. e: Looks like there are actually. Not a custom barn kit thing, just module manager apparently. Right in the OP it is mentioned that the values are tweaked and instructions on how to disable it Obviously won't be immediately harmful if you load it onto a save but something to keep in mind. (RIP my minmus science grab mission, only got about 2/3 of what I would have otherwise)
  10. What exactly is changed with custom barn kit? Is it noteworthy enough to suggest starting a new career game from scratch, if I were to install this planet pack?
  11. What I did to reset the fuel cells, science, survey scanner, and solar panels to stock: Remove references to the model in the PathPatches folder from the appropriate file(s). in my case, Electrical-PathPatches.cfg, and Utility-PathPatches.cfg. In Squad/Parts, remove the entries from Electrical.cfg and Utility.cfg. Doing both might be redundant but I had mixed results when only doing one at a time. The config names for stock parts are easily found on the wiki. Antennae appear to be located only in Utility, but I might be wrong there.
  12. I'm not sure how much help this is in particular, but this mod and its dependencies are available to install via CKAN as well.
  13. I really appreciate how the default fail-safe image for KerbNet is a classic test pattern
  14. I may have missed this earlier, but the repulsors do indeed show up for me under "Advanced Plasma Propulsion", which certainly makes sense from a balance perspective.
  15. How does this affect RealChute? I imagine there would have to be manual tweaking rather than the realchute presets being able to fully work from the get-go.
  16. Did this update change the Repulsors' location in the tech tree? I can't seem to find them in Advanced Motors anymore.
  17. Is there any reason this doesn't officially support 1.3? I loaded it on a 1.3 game and it seems to function just fine. Anyways, I really like how the aesthetic of this mod almost perfectly matches that of Near Future technologies. Some other things I've noticed is that IndicatorLights LEDs obviously don't work with the new, (imo) boring science pieces (I just deleted the references to their models in the plugin). Also, the M700 survey scanner model is vertically distended (might have just been an anomaly on my end?) which I also removed for the time being. Anyways, great mod!
×
×
  • Create New...