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Everything posted by Lucaspec72
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Hey there, thought i'd mention it for if anyone's interested. I'm currently working on a mod that implements the functionality of Mass Effect Drives. It uses Harmony patches to work around the limitations of IPartMassModifier. It's not really finished, it still uses stock models for it's parts, but it works, If you can live without a DeltaV display (working on fixing that).
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Mass Effect Drive Mod for KSP Last update 06/05/2024 This mod adds the Mass Effect Drive from the game series of the same name. The Mass Effect drive is able to warp it's vessel's mass by a percentage using Element Zero, a ressource that can only be found on the far reaches of Eeloo. Mass Effect drives need three things to function : Element Zero, Electric Charge and Flux Capacitors. -Element Zero is costly and difficult to obtain, but on isn't consumed by the drive. Element Zero serves as catalyst for the operation of the drive, determining the Electric Charge to Warped Mass ratio. To simplify, the more Element Zero, the better. When The Mass Effect Drive(s) is running, it'll generate 'Flux' that can only be Discharged around a planet's magnetic field. It must therefore be stored in high-capacity Capacitors. The Mass Effect Drives automatically Discharge the vessel's Flux Capacitors when in low-orbit of a planet, the length of this process is determined by how close you are to said planet, and the number of drives on your vessel. To prevent accidently tearing the fabric of spacetime, the drive will automatically shut itself off when the vessel is altered. The mod currently adds 4 parts : -Provisional Mass Effect Drive : Main part of the mod, found in Utility tab -Provisional Element Zero Tank : Stores Eezo, found in Fuel Tanks tab -S-5TOR Provisional Flux Charge Capacitor : Stores Flux Charge, found in Electrical tab. -Drill-O-Matic Junior Eezo Excavator : Drill that mines Eezo, found in Utility tab -Drill-O-Matic Eezo Excavator : Drill that mines Eezo, found in Utility tab Download Link Dependencies : -Harmony Want to help ? This mod currently uses placeholder parts to implement it's functionality, due to me not being able to make anything remotely good in blender. if you know how to make parts and want to help, feel free to contact me on discord ! (lucaspec72 id 331059604072955904) if you found bugs, or have suggestions, you can report them here : https://github.com/Lucaspec72/Mass-Effect-Drive-Mod-KSP/issues KNOWN ISSUES : -DeltaV displays completely bug out when warping more mass than the vessel's dry mass. (mass reduction to counter mass of ressources technically makes the dry mass negative, bugging out the displays. Physics themselves seem unafected.) Possible fixes : Add onboard DeltaV display, or add more harmony patches to fix functions that bug out with negative mass. CHANGELOG : Alpha 3.5 hotfix : -Fixed a typo in the Mass Effect Drive Partmodule that mentionned static charge to Flux. -Fixed a crash when starting drive at 0% mass warping and no Eezo in the drives, which caused a division by 0 resulting in a NaN. -Fixed Provisional Eezo Tank being free. Alpha 3.4 hotfix : -Fixed Restock patch for Eezo Tank and Flux Capacitor. Alpha 3.3 hotfix : -Added a Eezo storage tank. Why i didn't think to add one until now is beyond me. Alpha 3.2 hotfix : -Flux now vents on unloaded vessels. Alpha 3.1 hotfix : -Optimised the Postfix Patch. -Made the code running onfixedupdate only run on loaded vessels to avoid possible bugs. Alpha 3 : -Changed Harmony Prefix patch to Postfix thanks to @UltraJohn. Alpha 2.2 hotfix : -Fixed a few typos Alpha 2.1 hotfix : -Added Restock Compability Alpha 2 : -Renamed Static Charge to Flux -Fixed issues with Flux Discharging not working -Changed Time.fixedDeltaTime to TimeWarp.fixedDeltaTime to fix timewarp not properly setting ressources -Made every fixedUpdate code of the vesselModule only run when Highlogic is set to LoadedSceneIsFlight to avoid error spam in console -Boosted the max multiplier for Flux venting to 100 Alpha 1.1 hotfix : -Fixed Error with drive cost that caused it to be negative when empty. -Gets placeholder models directly from the squad folder instead of having copies in the mod folder to be EULA compliant Alpha 1 : -First Release Licence : CC BY-NC-SA 3.0
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so what exactly makes this incompatible with USI-LS ? the question was thrown a couple of time but never answered. does it just cause a few hichups on launch, or is this a game-breaking bug ? also, in the case it's completely incompatible, is there a similar alternative life support mod that's compatible ? (the only one that's said to be compatible is CLLS, but that hasn't been updated in a while and idk if it will work with PSA Greenhouse)
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Works great now ! this might be nitpicking, but is there a technical reason why cameras don't have their effects ? (black & white, noise, etc..)
- 131 replies
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nice, that's good to hear ^^ if it helps, the mod just make ksp stop loading at parts upgrades or something like that, right at the start.
- 131 replies
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PhysicsRangeExtender extends the physics range to what you set it to in the settings. also, in case anyone is wondering, this doesn't seem to work on 1.12 yet.
- 131 replies
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Will this be compatible with HullcamVDS ? unfortunately right now it doesn't show Hullcam cameras on the ui, and the camera included in telemachus can't be seen from rasperpropmonitor's iva screen (it's also not black & white).
- 151 replies
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- telemachus
- webui
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[1.3.*-1.12.*] Pood's Skyboxes [v1.3.0] [17th Jan. 2019]
Lucaspec72 replied to Poodmund's topic in KSP1 Mod Releases
Thanks for the tip ^^ -
[1.3.*-1.12.*] Pood's Skyboxes [v1.3.0] [17th Jan. 2019]
Lucaspec72 replied to Poodmund's topic in KSP1 Mod Releases
i'm using the calm nebula skybox and it's awesome, however it's almost pitch black on my main monitor, however on other screens like my 2nd monitor and my TV, it's vibrant and i can see everything more clearly. i know this has to be a problem with my screen config, but idk what to change to see everything correctly without brightening everything else. (i'm on a lenovo legion laptop, so i don't really have buttons to change the settings, all i have is the intel screen config app) -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Lucaspec72 replied to girka2k's topic in KSP1 Mod Releases
hey @Hoozemans could you explain in details how you got it to work on 1.9 ? i want to use that mod on 1.9 and 1.10 but it doesn't seem to work, and idk what you mean by "forked ModuleManager". -
idk, i'm not really looking to buy another game (not that i have the budget for that, i'm about to change my gaming pc xD)
- 7 replies
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- kopernicus
- planet mod
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not really what i"m looking for but that's a awesome planet pack i didn't know, thanks =D
- 7 replies
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- kopernicus
- planet mod
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I was reading through the easter egg list for something, and i read this : "In a forum post from late 2013,Squad member Jeff C.(NovaSilisko) described an idea he had for connecting many easter eggs into a story concerning a civilization which predated the Kerbals. Experiments with interstellar travel resulted in the homeworld of this "precursor civilization" being flung out into an extremely distant orbit. Before they froze to death, they launched monoliths and other messages onto many planets and moons in hopes of seeding intelligent life. Instead, they created Kerbals, not-so-intelligent life. The planet would not show up in any map and would be too distant to be observed with a telescope, making locating it by chance nearly impossible. However, players would be able to find transmitters beaming out SSTV signals on various bodies, each one of which would provide part of the orbital parameters necessary to locate it. The planet would be a bit smaller than Kerbin, covered in ruined cities and frozen oceans, and perpetually in twilight due to being so far from Kerbol. The only element of this narrative which made it into the game is the SSTV transmitter on Duna, which transmits an image originally intended to depict 4 members of the precursor civilization standing on their homeworld, with the logo of their government. Had the narrative story been completed, it would also have contained part of the orbital parameters. Because the story was never implemented into the game, this explanation for the SSTV signal's imagery is arguably non-canon." Is there any mod that adds this frozen planet ?
- 7 replies
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- kopernicus
- planet mod
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Lucaspec72 replied to Gameslinx's topic in KSP1 Mod Releases
That's unfortunate, it really is a nice mod though. ^^- 1,650 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Lucaspec72 replied to Gameslinx's topic in KSP1 Mod Releases
Is there a way to add the tempus system around the default kerbol star system ?- 1,650 replies