-
Posts
49 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Mossconfig
-
Cryoengine's new methalox engines don't have configs, would anybody here be able to share, or help me out in making some?
-
[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 3.0.2 [Sep 24, 2024]
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.- 1,050 replies
-
- kopernicus
- resources
-
(and 1 more)
Tagged with:
-
[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. -
Rational Resources 3.0.2 [Sep 24, 2024]
Mossconfig replied to JadeOfMaar's topic in KSP1 Mod Releases
I was hoping to get this mod to replace far future technologies janky space dust isru system, but I got the b9 spam and a bunch of fatal tweakscale errors. Is there any hope for some far future integration? There's a lot of parts that are cool in that mod, tieing it to this comprehensive of an isru mod is very attractive, but I'm not savy enough to do it.- 1,050 replies
-
- kopernicus
- resources
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Mossconfig replied to RoverDude's topic in KSP1 Mod Releases
This is what I'm doing right now. Exotics to hopper to recoverable rover to funds. Maybe have a middle man part that can automatically take the hoppers and rovers out of the equation? Idk, my current system works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Mossconfig replied to RoverDude's topic in KSP1 Mod Releases
Could we get a building that sells stuff automatically? Funds for reasources? Might be cheaty, but what in this game isn't? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Mossconfig replied to RoverDude's topic in KSP1 Mod Releases
Could you use tweakscale to reduce the logistics parts? Lots of them are simply scaled copies, maybe fold all of them under one part that can be scaled? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Mossconfig replied to SuicidalInsanity's topic in KSP1 Mod Releases
Could you allow ckan to install the most recent versions on lower verions? This mod works on my 1.8 install, but ckan throws errors.- 1,507 replies
-
- mk2
- spaceplanes
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Mossconfig replied to RoverDude's topic in KSP1 Mod Releases
What does the dumpExcess line do? Does it stop supply is one or the other is filled, or does it turn any unused oxidizer into LF? -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
Mossconfig replied to blowfish's topic in KSP1 Mod Releases
https://drive.google.com/drive/folders/1nUbZZ39XlWttOyoBwjAGZd-c7vOkXn9q?usp=sharing So, my hubris might have caught up to me. I am trying to take a swing at running USI on a RSS install, which means I needed to take an axe to lots of config files. I haven’t gone after B8 partswitch or realfuels, so imagine my surprise when my capsules started disappearing. As far as I can tell, putting any capsule down in the VAB causes this message to show up, and that’s the end of it for capsules without fuel tanks. Thing is, if the capsule has a fuel tank and I try to put it down in empty space, the part disappears. Just “poof” not there anymore. Another weird thing, if I put the part down first it's fine, and if I attach it to an available node it's also fine. Any help? winx64 KSP 1.8.1 x64 -
So, realsettings does change tank mass, but you need to set the option "use realistic mass" to false before your changes happen. that took me an ebarrasing time to figure out. https://drive.google.com/drive/folders/1nUbZZ39XlWttOyoBwjAGZd-c7vOkXn9q?usp=sharing So, my hubris might have caught up to me. I am trying to take a swing at running USI on a RSS install, which means I needed to take an axe to lots of config files. I haven’t gone after B8 partswitch or realfuels, so imagine my surprise when my capsules started disappearing. As far as I can tell, putting any capsule down in the VAB causes this message to show up, and that’s the end of it for capsules without fuel tanks. Thing is, if the capsule has a fuel tank and I try to put it down in empty space, the part disappears. Just “poof” not there anymore. Another weird thing, if I put the part down first it's fine, and if I attach it to an available node it's also fine. Any help? winx64 KSP 1.8.1 x64
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Mossconfig replied to RoverDude's topic in KSP1 Mod Releases
So, as I understand it the Tcredit cost is a reflection of how much mass is lost form point A to B. Could it be made to run off cost lost to destinaton? Somehow capture the cost at the start and finish, and use that? That way SSTOs and SRBs can provide the benefits they are supposed to. -
Hi, I noticed that there is a file called Realsettings, and there's a variable called "%tankMassMultiplier", and a number, 4.something. Could I edit that to make tanks weight less? If not, is there something that I could tweak to make it easier on me?
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Mossconfig replied to RoverDude's topic in KSP1 Mod Releases
I think that would still run into the problem, you would need to ensure that only superfluous modules are removed. A checker would be time intensive to build.