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DeliriumTrigger

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  1. If I knew the first thing about programming I totally would offer to take over maintenance and tackle some of the nagging bugs this has on 1.12. But I don't, so I'm just waiting like everyone else for Shadowmage to return or for someone to take up the torch.
  2. From what I understand after searching the thread, System Heat is a dependency, but if I go into the difficulty settings and disable it, that means that BDB will fall back to its old boil-off mechanics. If I'm doing this anyway, can I just remove the System Heat mod, or will that break stuff? Not seeing much point in having the mod installed if I'm not using it since the only thing it's doing is adding to my load time and RAM usage.
  3. Shot you a PR with Benjee10_MMSEV and SSPX greenhouse configs.
  4. While I can understand why you'd have no interest in trying to figure out problems with this mod combined with Parallax, in my testing it seems to work okay, at least with recent versions of Parallax.
  5. I have been slowly chipping away at this when I have time. Rough estimate I'm like 60% of the way there, I've got the scaling looking correct, colors seem okay though maybe they could use a little more tweaking. At this point I'm still in the "make them look right from orbit" phase. Then I'll be landing to make sure sunsets look right and stuff. Main issue I'm having is with sunlight terminators and getting them to look right, like for instance on Kerbin there should be a reddish tint but there just isn't. I'm kind of learning while I go so it's a lot of trial and error and progress is slow going. Anyone with experience with this kind of stuff that would like to help, I'd sure appreciate it.
  6. These look great and I hope you didn't allow that rude individual who I won't bother naming to convince you otherwise. Glad I stumbled across this thread, giving these an install now.
  7. Looks interesting, I'm about to start an MKS playthrough, I'll give this a try and let you know how it goes.
  8. Hey everyone, I don't know if anyone else is still using this mod. But I'm drawn back to it from time to time and usually use it as an excuse to play some planet packs that don't have updated scatterer configs and run best on older versions of KSP. Anyway, one thing that has bothered me for a while is that the USI-LS patches have been out of date for ages. So, for myself and anyone still using this mod, I decided to spend an hour or so fixing that. I have submitted a pull request to the repo, you can grab the updated cfgs from there and drop them in the SSTU/ModIntegration/USI/USI-LS directory. These patches update all relevant parts to add USI_SwapController, USI_SwappableBay, and USI_Converter modules, and changes the old Life Support and Habitat modules to the new USILS_LifeSupportRecyclerSwapOption and USILS_HabitationSwapOption so they work on newer versions of USI-LS. Where necessary to add life support or habitat values, I used values from other similar parts that I could find configs for (3 person crew module recycler percentage the same as 3 person crew pod from Near Future Spacecraft, for instance). These values may not be balanced but I won't know until I really dig in and give them a test, which I intend to do over the next week or two. For the SSTU Hab parts, all I really did was a quick find/replace job to make them all work, I didn't change any of the already existing values. I can't speak to the balance of this patch since I tried to keep it as close to original as I could. I'll have to explore that further in my own testing, but I do welcome feedback and will make adjustments if anything is wildly out of balance. In any case, I figure having a patch that works, even if it's a little unbalanced, is better than having a patch that's outdated and doesn't do anything.
  9. When installing Extraplanetary Launchpads v 6.99.1 or 6.99.0 (for 1.9.x) through CKAN, it is reporting that the zip files are not valid, CRC mismatch. Could be happening for other versions as well, I only tested these two. Downloading 6.99.1 manually works fine, the zip file opens okay, contents appear as they should be. Not entirely sure if this is up to CKAN to fix or not, but in the interest of awareness spreading I'm reporting it here as well as on the CKAN github issues page just in case it's outside of CKAN's wheelhouse. EDIT: Well, it seems I was a bit premature here. While the zip appears to open okay, attempting to copy the contents into gamedata throws up this error: So it appears the zip is actually corrupted and CKAN is doing what it's supposed to. I'm sure this is low priority, since its for an older version of KSP. I would use 1.12 but the planet pack I'm using really works best on 1.9. Not asking anyone to jump to it and fix the old download, I can just try compiling from source, but when time is available, the corrupted zip files should either be replaced with not corrupted ones or the affected versions should be pulled from ckan entirely since they don't work. It's also worth noting that I only tried downloading 6.99.1 and 6.99.0 from ckan, and only tried extracting 6.99.1 myself. There may be other older versions that are affected by this, worth looking into. Edit2: 6.8.3 downloads and installs fine.
  10. Seeing the same thing after installing this mod.
  11. Ok back with another update. Don't go on some crazy bug hunt, thanks to the unity profiler and JonnyOThan we figured out that the performance problem had nothing to do with texture switching and everything to do with re-rooting my craft to a procedural part. It was just incidental that every time I added a part or changed something in the PAW, KSP was creating and destroying a copy of the entire craft, and the TU error would fire.
  12. Lol yeah I guess I was misunderstanding. I never really noticed a tech gap but I am playing on a smaller scale, had access to the KSC science since I'm using USI LS and MKS instead of Kerbalism, and have a pretty varied assortment of engines to choose from. Most of the parts I've been using, at least for the lifter stage have been from SSTU since they look the part and I can cluster them without increasing part count. Not on the list of 'supported' mods but it has CRP support (i think?) so it slots right in. The early Merlins from that mod come maybe a little early (tier 1) but I'm guessing you're using the ones from Tundra since you're talking about a gap and them being OP, in SSTU the early Merlins are comparable to Reliant/Swivel. In any case I didn't end up using them much since I was able to blow right past them largely due to the extra science I was able to get w/o kerbalism. Don't have an answer to that one, sorry!
  13. I think that may be a Kerbalism thing, if I'm remembering correctly. Considering how much of a jump a 3.5x rescale can be in difficulty, and if you're wary of installing specialized early game parts, you might consider using something like Contract Reward Modifier to boost the science rewards associated with contract completion. Another mod that came to mind between my last post and this is Knes. It does have some early game sounding rocket type stuff, including a pod where you launch a cat on a sounding rocket but it's also got Ariane replicas and a small lifting body shuttle. Something to consider.
  14. Taerobee is a great mod for early game sounding rockets that helps bootstrap your fledgling space program. You get an aeroshell, a small control unit, an early parachute (put it under your science instruments, the bottom node acts as a decoupler) and a few solids/early liquid fuel engines/fuel tanks. And while I don't want to suggest using it in a cheaty way to completely bypass tech tree limitations, I find that tweakscale used in moderation to add a step between .625m and 1.25m parts (.937m?) can be a huge help if you really need it. Personally on my 2.5x rescale save I didn't find it necessary, but on a 3.5x rescale it might help bridge the gap. Using Career Evolution as my contract pack and the Strategia "local science" strategy I was able to gather up enough science to get things rolling just by landing my sounding rockets in different biomes, launching from both the launchpad and runway, and by throwing together a small rover as soon as I got rover wheels to grab some temperature and atmo pressure readings from around the KSC.
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