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This is the game with Chemical Core and FuelMixer, no Chemical Propulsion. Here is the game with all three, Chemical Propulsion, Chemical Core and FuelMixer. see that there's a second propellant/oxidizer switcher? Here's my modlist. also, about the additional communication lines you might want to put refrences to the discord in your readme file, github.
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- stockalike
- wip
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Hi Charle, I love this mod, but with so many components I don't know what's required and what's causing issues. Currently my engines have multiple b9 fuel selection switchers in the VAB, and only one of them seems to work? I've got ChemicalPropulsion, Chemical Core, ChemicalStorage, and FuelMixer installed, and Chemical core and FuelMixer work together well but installing chemical propulsion adds a second fuel selector to the engines. also, you might want to get some communication channels up for when the forums finally die.
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Cryoengine's new methalox engines don't have configs, would anybody here be able to share, or help me out in making some?
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[1.12.x] Near Future Technologies (September 6)
Mossconfig replied to Nertea's topic in KSP1 Mod Releases
no it turns out that realfuels stock has a patch that manually changes the ratio back. https://github.com/ValentinBischof/RealFuels-Stock/blob/master/GameData/RealFuels-Stock/000_NeedsRework/NFPropulsion/Stockalike_NFPropulsion.cfg I had deleted the 000_depreciated and NeedsRework folders to fix a broken plume. -
[1.12.x] Near Future Technologies (September 6)
Mossconfig replied to Nertea's topic in KSP1 Mod Releases
Are you saying that my most recent screenshot still has incorrect EC cost? These numbers are way lower than they used to be before I reinstalled realfuels, but its still installed. Even if they're still high its still better than what I was getting. Edit, nope, it was the 000_needs rework folder that I had deleted when I was trying to find a strange always on particle effect and didn't put back. There's a patch in there that reduces the EC ratio manually for all the engines. -
[1.12.x] Near Future Technologies (September 6)
Mossconfig replied to Nertea's topic in KSP1 Mod Releases
I think its something even stranger. a clean install works. Edit, a clean install of only realfuels and realfuels-stock, everything else same -
[1.12.x] Near Future Technologies (September 6)
Mossconfig replied to Nertea's topic in KSP1 Mod Releases
I think it got bundled with ROengines. Yeah but plenty of my mods touch the xenon, which is the larger problem I'm having, all xenon burning engines have funky EC requirements. The vasmir engines are better than most, they use the correct amount in flight, just a wierd tooltip. The other xenon only engines actually use the crazy EC amount in flight. Edit, it's definitely either realfuels or realfuels-stock. -
[1.12.x] Near Future Technologies (September 6)
Mossconfig replied to Nertea's topic in KSP1 Mod Releases
Do you think it could be realfuels? Here's my logs. https://drive.google.com/drive/folders/1Tt-7C9a97Y-TsycYbmuRKFN9FKLGzaqa?usp=sharing So, the vasmir engines use the correct amount of EC in flight, but the other xenon burning engines in flight and tooltip use the crazy amounts of EC. -
[1.12.x] Near Future Technologies (September 6)
Mossconfig replied to Nertea's topic in KSP1 Mod Releases
really, are you sure? looking at the .cfg file it says this. and all the multimode engines have diffrent EC consumption. the argonmode and xenonmode use clearly diffrent ratios of EC. it did get fixed without me doing anything, now every xenon mode uses the same crazy amount of EC, but if both modes are actually supposed to use the same EC as argon then somethng is really broken for me. -
[1.12.x] Near Future Technologies (September 6)
Mossconfig replied to Nertea's topic in KSP1 Mod Releases
I checked the log, and as far as I can tell there's a CTT patch and waterfall being applied, and nothing else. Look any the "near future systems manager" window. It shows argonmode and xenonmode using the same 100ec/s for some reason. When I launch it it uses the 100ec/s in both modes too. *Reloading the game fixed it. High strangeness is happening around these parts. I'll go sacrifice a Kerbal to the kraken. So xenon is supposed to fit in between the lithium engines and the argon engines? Idk, the little boost in ISP and thrust is kinda crazy compared to 30x heavier generator required... Maybe that niche should be reexamined, or at least the power requirements reduced from 30x to 3x. -
[1.12.x] Near Future Technologies (September 6)
Mossconfig replied to Nertea's topic in KSP1 Mod Releases
So, I'm getting weird values for some of the xenon burning modes on engines. The Helicon is the worst, as the xenon burning EC weird number isn't showing up in game at all. Also, is this EC amount correct? I checked the .cfg files and that's the correct ratio of Ec to Xenon but it seems impossible to generate. I'd mess around with the tweakpatch but the argon and lithium engines are working perfectly fine? -
Rational Resources 3.1.2 [Apr 05, 2025]
Mossconfig replied to JadeOfMaar's topic in KSP1 Mod Releases
I notice there isn't argon, and xenon gas harvesting on the exoscoop. the normal miners dont have lithium, and the atmoscoop still has xenon, but none of the parts have a lithium or argon production pipeline? Is there a simple way to add that? Looks like. The extent of the ISRUis avalible on the first page.- 1,105 replies
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Mossconfig replied to Nertea's topic in KSP1 Mod Releases
No, I'm not blaming you, I'm just complaining generally. Nertea likes to do their own thing, write a new mod that does exactly what is needed, which is probably great for that specific use case but compatibility with others isn't really a priority. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Mossconfig replied to Nertea's topic in KSP1 Mod Releases
Having radiators that could be tweakscaled to provide adequate cooling without ballooning part counts would be ice, but near future mods have very janky tweakscale compatibility. I'm not holding my breath.