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1straycat

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Everything posted by 1straycat

  1. Ty so much!! To confirm, if I just create a MyPatches.cfg in my GameData Folder or any folder within, with the body text: @PART[kerbalEVAfemale] { @crashTolerance = 50000000 } It'll make edit female Kerbals to survive any fall? No other steps required? How would it decide which patch to apply last if multiple sources try to modify the same value, say from my config and from another mod? Edit: found it.
  2. I'm thinking of adding FAR to my newest game (and maybe principia for more realism), but I want to be sure it won't ruin my spaceplane fun, as I love spaceplanes and want to do a mostly spaceplane career with some modded nuclear jets. I'm the type to tweak and optimize everything to death, and have wanted to try FAR for a while but it's scary complicated! 1. Can you achieve similar performance (payload fraction) with your spaceplanes with optimized FAR spaceplanes as with optimized stock SSTOs? 2. Regarding stability/maneuverability, with stock, it's possible to make a spaceplane that flies well at all speeds and SSTOs efficiently too. Is this possible with FAR? (Guessing no due to having to optimize for different flight regimes, which would be fine) 3. All the guide/tutorials I see for FAR are at least 2 years old. Are there newer guides for FAR, or has nothing changed since then? Anything you recommend in particular? Especially for making sense of all those derivatives. 4. Is the stock AeroGUI and part-specific aero data wrong when FAR is installed? I'm guessing yes, so how do you optimize your planes? 5. How do planes fly on Duna? 6. Any companion mods you consider necessary or highly recommended to build or operate optimal crafts with FAR?
  3. So I feel kind of dumb, but after some searching, looking at the Module manager page, and the documentation, I can't figure out how to even get started. Like, what file are you editing with what program? Is each patch a new file, and where would they go? I only know of the module manager dll which doesn't seem editable afaik. I had started editing some of the game and mod configs, realized it would be a huge pain when it's time to update, then saw some references to making module manager patches and realized there was a better way to do it...but I'm stuck on this basic point.
  4. Building and refining SSTOs is largely about minimizing drag. Opening the AerogUI (alt F12, go to aero, check show UI) will show you some crucial info in understanding how your flight profile affects your drag. Most notably, the Angle of Attack (AoA) and Total Drag will show you how much your drag increases when you angle up. If you get to 400m/s, you should be able to maintain and gain speed from there as long as you don't pitch up too much. A slow, steady climb is ideal with only a fews degrees AoA, ideally 0 until your thrust is well above your drag. Adding wing incidence as should help a lot, so you can still have lift while flying perfectly straight. All of Bewing's other suggestions, too. Sometimes you get extra drag for unexpected reasons, due to oddities in KSP's modelling. It could be something not shielded properly or not connected properly. When you see thos massive drag lines, if you show aero data (alt F12, go to aero, check show aero data), you can see how much drag each part is contributing in its context menu when you right click it. Make sure parts inside the cargo bay are properly shielded and you're not getting massively disproportionate drag from similar parts. Edit: this guide is the best one I've seen for spaceplanes. It says MK2, but concepts within apply to any plane.
  5. Strange. I tried reinstalling but still had the same issues. I'll have to start ruling out other mod conflicts save when I have some time, as I'm currently running a lot.
  6. Aha! I just upgraded to 1.6 from 1.3, and haven't quite assimilated all the changes yet. The new stock indicator is pretty nice! And my first test with the impact indicator must not have been from low enough to the ground; testing again now showed it working fine indeed. Sorry to bother, and thanks for the mods and response
  7. Not quite for me. I can click my orbit to create a node snapped to AP or PE, etc - that part works fine. But if I click on an existing node and open the menus to either tweak dV values or move the node around finely, none of those buttons work, so I can't do any of that stuff. Does that stuff work for you or is it just me?
  8. Is the latest version (1.8.1) working properly for KSP 1.6.1? I can see time to reentry, but not time to impact or the dots that countdown to burn.
  9. Just confirming the same issue with 1.6 and the latest KAC. Double restarting didn't help, but using v.3.9.1.0 worked. Not a great fix for me, as I needed the Kronometer fix for my rescaled game.
  10. Unless I'm missing something, I think a useful future feature would be adding larger versions of the RT-500 for missions with many kerbals. I like the way the recycler percentages "stack", but as it currently is, stocking a large interplanetary passenger ship forces one to add more than one RT-500's per extra kerbal past a point, which necessarily adds a lot of parts. For example, if I wanted to ship 16 people to Jool, I'd have an RT-5000 and 18 RT-500's for peak efficiency. If I want to take 32 people, that goes up to 40 RT-500's; for 41 parts total, just in recyclers. Adding a 5, 10, and 20 kerbal version of the RT-500 would help a lot, and if they have similar mass, EC and recycle ratios, wouldn't change the overall dynamic.
  11. I don't know how uranium reprocessing is supposed to work, but I couldn't get it to work with half full tanks (outside the reactor) of actinides, DepletedFuel, and UF4, with overflow on or off. Having tested the other refinery processes, I think they all work fine. The only other issue I see is that some reactions give the wrong status message when stopped because of missing reactants. For example, here the partial oxidation of methane process stopped because I ran out of methane, but next to Status, it says Insufficient Storage. HTP production, Sabatier process, peroxide, and aluminium electrolysis also show the wrong status when running or stopped.
  12. Thanks, I'll give it a go! Well it's quite possible I missed some simple way to configure them. I'm pretty noob to that sort of thing. What I meant is refining new UraniumNitride by finding a spot with uranitite and other needed ingredients, then processing those to create it through the steps in the flowchart. That way I can refuel my nuclear reactors without supply runs. This is in the context of a very long multi solo decade mission. Ok, so I just tested it now on the runway with this setup and went through the flowchart, starting with mining uranitite, processing it into enriched uranium, then to UF4, then combining with ammonia to make UraniumNitride. Everything worked except for two bugs in the process: 1. The Haber Process (Nitrogen+Hydrogen --->Ammonia) doesn't seem to work at all. I made sure I had the container space, tried with overflow enabled, nothing worked. So I hyperedited some ammonia for the next. 2. Uranium Tetrafluoride Ammonolysis (Ammonia+UF4) will work fine if you have both reactants. However, it will still run if you have only one reactant, and it'll consume that reactant (but not make any product). This is true with or without overflow enabled. By the way, is there a mod for a better resource display? There are more resource types than stock can handle
  13. Oh? Could you not eventually refine new Uranium Nitride through the processes here on your chart here?
  14. Thanks! Somehow I missed the advanced ISRU flowchart on the first page, which answers a lot of the questions I had. Am I right in understanding that it's possible to collect, refine and refuel for all your nuclear reactors in-SITU as well? I'm giving RealFuels a try, but I don't know if I want to deal with things like tank ullage, boiloff, or the engine changes. >.< By the way, are KSPI engines balanced around real scale performance already, or would they need some scaling? I can't quite settle on a fuel mod and container setup. RealFuels doesn't seem to play well with some mods I like such as Procedural Wings and the Mark IV Spaceplane system. I love the flexibility of Configurable Containers, but it seems to be missing a lot of the KSPI fuels, and inter. Just because of that, I was one of those dirty Liquid Fuel users, and now this newest update broke it for the thermal ramjets
  15. Hey, I'm kind of new to this mod and loving it so far, but am having issues dealing with the fuel types, tanks, and ISRU, and I'm not sure if I'm just thick or if the mod is incomplete or needs some other mods. More specifically: -Is it currently possible to create all the fuels and propellants with some setup of the KSPI-E ISRU and drills? Is it intended to eventually stop using the stock ISRU and drills entirely? -Are there tanks to hold all the fuel types or intermediate products for the ISRU? I made a test bed of drills and ISRU and thought I had taken all the tank types I could find but I didn't find a tank setup for LiquidWater. Did I miss it? Is it possible to convert LiquidWater to Water? -Should I add RealFuels to fit better with KSPI-E? I find the mix of realistic fuels and stock fuels confusing, especially with fuel tank limitations.
  16. Thanks, I never realized this about CKAN, and it explains some other CKAN issues I had before I just deleted the KER folder and replaced it with a backup I had for some other purpose, which solved it while keeping my settings.
  17. Hmm, that's what I did, too, but it didn't work. To be clear, I uninstalled KER, restart game, close game, install KER, restart, still bugged >.< I'm not sure what you mean. I'm using KER 1.1.3.0, too. Also, where is KER's setup?
  18. Funny, I came here to ask this, too. I'm running KSP 1.3.1, installed KER with CKAN. I tried installing and uninstalling KER but it changed nothing. Here's how it looks: https://imgur.com/0bD7n7W
  19. Thanks. I tried what Anstar said, the latest (1.4.5) version with on my 1.3.1 install, using the older module manager, and things seem to be working fine so far.
  20. Are there 1.3.1 compatible versions of NF Aeronautics anywhere? I only see 1.4.5 versions on spacedock under changelog.
  21. -Everything that isn't intended to stay up long-term must be a fully recoverable SSTO. Mine is the Kerbal Spaceplane Program! -I have to save every Kerbal from all rescue missions that come up. -No huge part clipping. -No parts may be offset so they don't contact their parents. It must not be possible for a craft to break and end up with floating parts. -Crew must be recovered at the KSC. If a ship crashlands somewhere else on Kerbin, a plane must bring them home before recovering the ship through tracking station. Probably more I can't think of atm.
  22. I was getting no error message until I reinstalled stuff for something else. Now I get this error. So in my modded KSP 1.3.1 install, I was having issues with invisible terrain, so I removed all mods and readded them manually one by one until I found the issue to be with kopernicus (update to the latest version, kopernicus 1.3.1-9, fixed it). After replacing the rest, however, kopernicus gave this error on the start screen, and I would get an endless load screen when trying to start any game. Reverting to previous kopernicus didn't fix it, and after removing and replacing mods one by one again, I found the issue to be with SVE and OPM. The game would work fine if I included all mods except the SVE folder. Same if I included all (including kopernicus) but the OPM folder. However, with just SVE, OPM, and their dependencies, I get the same kopernicus error and I can't figure out why or how to fix it. It's driving me mad, as I have to choose between OPM and clouds now... I'm running KSP 1.3.1, kopernicus 1.3.1-9, OPM 2.2.1, EVE 1.2.2-1, and SVE 1.3.0.4 with low res textures. Here's my output_log, and my gamedata folder looks like this.
  23. Maybe it's a little late to change the scoring system, but might it make more sense to make it some function of (launch weight) / (return ore quantity) rather than having different weight classes? I think structural integrity would self-limit the sizes, since it's stock only.
  24. I can't seem to get SVE and OPM to work together. In my modded KSP 1.3.1 install, I was having issues with invisible terrain, so I removed all mods and readded them manually one by one until I found the issue to be with kopernicus (an update to kopernicus 1.3.1-9 fixed it). After replacing the rest, however, kopernicus gave this error on the start screen, and I would get an endless load screen when trying to start any game. Reverting to previous kopernicus didn't fix it, and after removing and replacing mods one by one again, I found the issue to be with SVE and OPM. The game would work fine if I included all mods except the SVE folder. Same if I included all (including kopernicus) but the OPM folder. However, with just SVE, OPM, and their dependencies, I get the same kopernicus error and I can't figure out why. I'm running KSP 1.3.1, kopernicus 1.3.1-9, OPM 2.2.1, EVE 1.2.2-1, and SVE 1.3.0.4 with low res textures. Here's my output_log, and my gamedata folder looks like this.
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