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About me
Destroyer of Universes (she/they)
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The endless void that remains after the stars have gone out
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Ending universes, creating solar systems, etc.
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[1.12.x] [Planet Pack] Minor Planets Expansion
WarriorSabe replied to Exo's Lab's topic in KSP1 Mod Releases
I've yet to learn Parallax stuff to offer any help on that front, but I can say that transparent planet textures don't render transparent - the game stores specularity data in the alpha channel, so a texture might look in an image editor to be transparent and missing stuff, but it actually just has differing levels of shininess across it- 345 replies
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- totm dec 2021
- planet pack
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Hm, I did find something in there this time - the regional pqs mods assembly is throwing a duplicate type exception. I'd double check to make sure you don't somehow have two KopernicusExpansions/two of the regionalpqs dll inside it, and maybe reinstalling KopEx to be sure. I also see a PQS addon mod in there that's not a dependency, Tholin's PQS Additions, so there's also a chance that's not playing nice with KopEx or something. Either way, the error seems to ultimately stem from KopEx's regional PQS dll failing to load. If all else fails, a fresh install starting from a blank slate and then freshly installing each of the mods you intend to add may help clean out any random odd bits of mods that might have gotten left behind when changing them out or updating them in the past
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Well, firstly, I'd try removing MPE, since that's not currently supported, and the stock system being nuked could very likely be causing MPE to have problems loading too, which in turn could conceivably cascade to other errors (even if it's not, the objects are likely to be in odd spots, potentially even directly intersecting EoE objects). There may be compatibility added at some point in the future, but work towards that hasn't been started at present, and it's yet to be worked out which mod will actually be the one providing the support for the other. But one thing that makes me less sure that's the issue it's currently hitting, and this is kinda strange, looking at the body log is that it's failing to load at the first regional PQS mod, suggesting something wrong with Kopernicus Expansion - but as far as I can tell from your KSP.log, KopEx has loaded just fine, so it ostensibly shouldn't be having any problems there. It's possible that something in a more recent Kopernicus version might have changed things somehow, in which case rolling back might fix it (198 was most recent at the time of the last release, though if it was the Kopernicus version that could have happened anywhere after that). I'd also try trimming your mods down to the minimum, at least initially, in case one of them is to blame (if it does end up being one, you can always gradually reinstall them until you find the problematic one). I don't see any other mods that I know can cause errors like that, but I also don't see any real cause for that PQS error at all, so it's worth a check. Also on that front, you only need one of EoE-VisualEnhancements and EoE-VolumetricVE; they're both self-contained visual addons, due to Scatterer being a bit different with volumetrics too, so with both you'll end up having awkwardly doubled-up visuals that might not even load properly at all.
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[1.11.x] Corelian - A new home for Dres
WarriorSabe replied to WarriorSabe's topic in KSP1 Mod Releases
Ah, good catch. Yeah, I have more or less moved on from Corelian to new projects (and haven't been super active in KSP in general lately); I might return to Corelian to revamp it or maybe even add Parallax support at some point, but no guarantees. I'll try to at least get that fix merged in and give it a scan-over for other obvious bugs in the next few days though (hopefully). And also yeah, fun fact, Corelian was actually originally going to be yellow; I ended up changing it because I wanted to be a bit less overtly Saturn-like (not sure I still have that original map, though) -
Leganeski started following WarriorSabe
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I believe the wormholes have gate in their name rather than being labeled wormhole explicitly, and the system is quite far away to the north (it's a polaris analog) , so maybe you didn't zoom out far enough? Try tabbing through all the planets, if you don't encounter anything that way maybe a dependency is installed wrong?
- 167 replies
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- extrasolar
- system adder
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Project Intrepid (Chapter 61 - The Sirens Of Moho)
WarriorSabe replied to Ultimate Steve's topic in KSP1 Mission Reports
Felt. My Odin launch vehicle from my career I found to have a roughly 45-50 ton capacity, but then it was only after like its second to last flight (well, it's not truly retired but its lost a lot of its niche to various competing rockets and such) that I discovered that its purely hydrolox upper stage had LF in some of its tanks and I was missing out on a lot of payload capactiy - it can actually do 56 tons to low orbit and with way better high-C3 performance than it already had -
[1.12.5] Silly Photon Drives
WarriorSabe replied to triple cheeseburger's topic in KSP1 Mod Releases
While this is true, and in fact there's good reason to believe such a thing to be impossible (at least with anything like normal matter), there is actually a workaround. If you design your drive right, you won't even *need* the mirror - there's a conceppt out there called laser-core antimatter (LCAM for short), that uses an immense z-pinch initiated by both electrons and positrons to compress the proton-antiproton reaction to a degenerate state (not quite as hard as you might think since they attract each other, but still pretty tricky), which then forbids annihilation modes that don't produce gamma rays. It is thought that it would actually function as a lasing medium in that state, producing a gamma ray laser beam, and given a seed laser to guide it, would not need any mirrors or anything as it's already a tight beam. However, the drive would likely still use a huge amount of power to run the z-pinch (which actually would require small particle accelerators, though something like a small wakefield accelerator could probably do it without being all that big), as well as the massive magnets and seed laser (which only serves to initiate lasing properly, and so doesn't need to be too big either), and you'd likely not really be able to harness the antimatter reaction for that power since it's basically 100% going out the back. -
Well, LCAM is still the peak of antimatter drive tech, and a component of the most powerful propulsion technology possible beyond antimatter, the sphaleronic ramlaser (which is an amazingly epic drive, but also one that's both pretty overpowered for ksp and probably only possible to build in sizes well beyond what really works for ksp); but I understand why you'd want to skip it on its own, it is pretty low thrust. Though, not necessarily *as* low as you might think - because the thing is, it's so efficient it ends up having less waste heat again, as practically all the energy of the drive becomes a collimated laser beam, so you only have the waste heat of the ambiplasma confinement magnets, relativistic ambicurrent generation linacs, and anything absorbed from nondegenerate sidereactions (which is a lot of sources, but all relatively small compared to the main drive output if it's built properly), so when you look at the ratio of thrust to heat generation (the thrust stat that matters for high-energy drives, as radiator mass tends to easily outstrip drive mass) it's actually not any worse than BCAM, and has at least the potential to be better (it has a theoretical optimum of 100% efficiency, meaning a perfect one needs no radiators at all allowing you to cram hilarious amounts of power into it) Of course, BCAM is still a pretty low target compared to thermal rockets and the like, but like many other propulsion techs you can make the LCAM into a sort of one by injecting neutral hydrogen into the gamma ray laser output, and still see an improvement over BCAM since the reaction is performed more efficiently. The massively energetic gamma rays might even be able to heat it to protium fusion temperatures with enough magnozzle confinement (could easily do more traditional fusion fuels) for more afterburning (which'd also have the side effect of increasing molecular weight, further helping the Isp to thrust trade). Just some food for thought on ways to adapt LCAM into the core of a more punchy drive Well, here's the Atomic Rockets page on it: https://projectrho.com/public_html/rocket/enginelist2.php#id--Nuclear_Thermal--Fission_Fragment_Type--Antimatter-Driven_Sail
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Plasma core at least still feels like a decent use for it, and there is also the ultimate antimatter option of laser core too that I've only seen in KSPIE before. There's also things like antimatter catalyzed fission sails, and (relatively) dead simple positron ablative engines. There's a pretty good variety of uses for antimatter out there, really
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Gas core antimatter? That feels a bit like a waste of antimatter to me, seeing as such engines are limited by their material properties and so nuclear can match it in performance with just regular old uranium. At least it's not SCAM, though
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Alright, version 0.22 is out now; full changelog is on the Github Sorry about the unreasonably long delay, IRL stuff and a lull in motivation meant I forgot to check back here. The logs tell me the issue's with Acheron not loading, which coupled with the folders I see it list, suggests to me that Kopernicus Expansion was incorrectly installed - the folder you put in the gamedata should be called KopernicusExpansion, so that may be a part of your issue. Actually with planet mods, oftentimes the Kopernicus.log and relevant .body.log are more helpful; there should be a zip file in KerbalSpaceProgram/Logs that has everything needed. In this case, though, I'm pretty sure the issue is with KopEx
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I have a somewhat unusual question here: how might I set up a waterfall controller to read from a systemheat radiator? Ideally from its loop temperature , the way the heat animator does. The documentation in the wiki wasn't helpful in that regard, so I tried reading the source on the github to figure out how I might do it that way, but had trouble finding everything I needed, and ultimately couldn't figure it out that way either (I gathered it'd probably have something to do with the custom push controller, but found nothing I could use to figure out how to use that controller) If it comes down to needing to make a .dll I'm not entirely against the idea, but ultimately my question still applies there for the same reasons of being unable to fully figure out how its controller code works
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[WIP][1.3] SolarSailNavigator v1.0.9
WarriorSabe replied to mrsolarsail's topic in KSP1 Mod Development
Any updates on the status of this? I was just recently reminded of this, but don't see much activity on the github