-
Posts
24 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by dangaffa
-
Definitely interested if you can introduce a bigger scale to HangarExtender, I just found myself trying to recreate some SPS projects and hitting the limit of the VAB
-
dangaffa/RSMP: Remake of SWE. (Srb Waterfall Effects) (github.com) I'll hopefully be working on this more to actually bring it fully up to par, but at the very least it's an archive of the latest version with the persistent plume bug fixed (for most folks)
-
Any chance for CZ-5/CZ-10 parts in the future? Only one available right now is out of date, both with game version and visually
-
dangaffa/DunaDirectRedux (github.com) I have added a few additions and have posted it to my github. Namely better Cryotanks support for the engines and ISRU, waterfall support for the engines, and a modification to the texture to remove the "Direct" text (eventually I might add it back as a texture switch, for now I say you should just use Conformal Decals.) Eventually I'll see if I can fix some of the other issues in this thread, namely the node issues and the landing legs being destroyed
-
KASA: Reborn - A Collaborative Alternate History Project
dangaffa replied to apempathy's topic in KSP1 Mission Reports
I’m glad you’re gonna be writing all this out, I really do love the project we’ve all made together, even just as an independent timeline, and I’m glad it‘ll be more accessible. -
Alright, so this makes me feel dumb, let’s go down the list I suppose: 1) Alright, fair, honestly adding hydrogen and methane was just a broad application of what I was already doing with the other fuels, and I didn’t know that Nertea had reservations about those two specifically. Will probably still keep the specialty semi-cryo fuels as configs though, as they will likely help ship designs. 2) Gosh I wish that I had known your extra existed before I put in a day or so calculating all these values. Seriously, I truly don’t know why I didn’t look it up *before* doing it, but I didn’t, and clearly wasted a fair bit of time on it lol. I’d love to make additions if I could to RRNF, specifically like you said for BDB components, along with any other nuclear engines kicking around my gamedata, but that’ll be in the coming days. 3) Yeah…at best I should at least add an additional disclaimer on the readme, though ideally I’d remove them completely (I had to modify SSPX and cryotanks to add in the resources I wanted, ideally I’d figure out how to plug into them separately, but I’ll strip them down to what I need and ditch the rest) 4) I may still try to add Methylox into RRNF, if you haven’t already, as I feel like it’d be a cool addition to ships that need to entirely make ascent themselves. Things like a nuclear Starship may benefit from the extra thrust of ascending directly, but first I should actually get it in the game before seeing if it makes balanced enough rockets And yeah, the name was originally because this was to make methylox versions originally of the BDB J2 engines, I just reused it for this without thinking that people might believe it’s more about making methane, rather than making engines methane-powered. Again, this mod hasn’t been made with the smartest decision making skills. I’ll rename the mod, keeping it to adding new configs to SSPX and CryoTanks, and I’ll instead try to contribute to RRNF. Thanks for the input.
-
dangaffa/MethaneMaker: Adds new fuel types to KerbalAtmoics (github.com) Changelog: V 0.1: Adds Methane, Ammonia, Carbon Dioxide, Nitrogen, and Water configs to Kerbal Atomic engines (not LOx augmented ones yet). Also adds these fuels plus LH2 to SSPX cargo containers, and to (hopefully) all cryo tanks Future updates: LOx augmented engines, at least with Methane BDB nuclear engines J2 Methalox update for BDB: Correcting config names
-
Relativity Space Launch Vehicles Pack (1.9.1 - 1.12.0+)
dangaffa replied to Kion's topic in KSP1 Mod Development
Seems like they deleted any mention of it on their youtube, and the discord invite no longer works. It's officially joever -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
dangaffa replied to JadeOfMaar's topic in KSP1 Mod Releases
Looking through the config file myself, it seems I found the "issue," that being that there's no way to use LH2 with classic stock resources installed, so I edited the config file to only use LH2, regardless of CSR being installed. https://drive.google.com/file/d/18ezAS69eV9S1MktKGh6HCz7TuAzskpb2/view?usp=sharing Here's the link to that config if anyone's interested. Make sure to remove the OPT_Reconfig_CryoEngines first -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
dangaffa replied to JadeOfMaar's topic in KSP1 Mod Releases
@Stone BlueThe pics were only for illustration, every engine uses some sort of propellium, not just the Stall, and the second picture was to show what a normal tank looks like, without the cryo fuels B9 switcher or anything. As for the ModuleManager.configcache file...it doesn't exist. I'm not sure why, but all of my mods load just fine by themselves, besides the issues I'm having with OPT. https://drive.google.com/file/d/1xpsMWEritl-WYhsV3Dsi0YTDuDmJQ79n/view?usp=sharing Here's the KSP.log if that helps, though -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
dangaffa replied to JadeOfMaar's topic in KSP1 Mod Releases
Hey, so I think i've run into an issue with the Cryo reconfig Despite the config being in the OPT-Reconfig folder, along with the 0 handwavium patch, every engine still uses only Propellium, not LF, LH2, or LCH4, and the tanks can only be edited via configurable containers, any solutions? -
Heavily modded install, right click menu not showing up during flight, however it does work before flight. https://drive.google.com/file/d/1uhunT9OhAKF1Im8S3RQtjoXOpyGUkYEA/view?usp=sharing Log file above. Also has duplicates of the WBI and MJ buttons on the bottom toolbar, for some reason. If anyone can discern what may be causing all of this, that'd be great, thanks
-
Far Future Technologies doesn't have its own radiators, to add radiators I'd suggest the mods System Heat and Heat Control
- 1 reply
-
- far future technologies
- nertea
-
(and 3 more)
Tagged with:
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
dangaffa replied to Nertea's topic in KSP1 Mod Releases
Any chance that a ring station could be made that fully fits within a 5m diameter and goes out from there? I feel like that'd probably be cool -
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
dangaffa replied to Kobymaru's topic in KSP1 Mod Releases
Weirdly enough, it was a completely different issue, turns out the Blizzy toolbar wasn't working, and somehow the config for trajectories was set for that. I was able to edit the config file myself to use the standard toolbar and it worked just fine. Somehow my barely-kept-together install gets to live another day- 981 replies
-
- 1
-
- atmosphere
- trajectories
-
(and 2 more)
Tagged with:
-
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
dangaffa replied to Kobymaru's topic in KSP1 Mod Releases
https://drive.google.com/file/d/1rEssryFSJhJBrM1vch_c_kwNfuYegCMT/view?usp=sharing Can anyone help with this? Trajectories, despite the fact that it's been downloaded and re-installed multiple times, just straight up isn't loading. Can anyone go through the logs and see if there are any conflicts? Thanks Edit: I saw other complains before, and I will get a vessel in flight to grab that log file and hopefully go from there lol- 981 replies
-
- atmosphere
- trajectories
-
(and 2 more)
Tagged with:
-
Ah, adds up. Seems like EP Launchpads is the creator of the launchpad assembly. I originally had Global Construction, which included an outdated version of EL, so makes sense as to why when I tried to install sandcastle it kept crashing my game. Thanks for the help!
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
https://drive.google.com/file/d/149L4PIOpHvEN1kRL5tpz6NuJKGIjbjqu/view?usp=sharing Anyone have a solution to this mess of a log file? I did my best by myself to solve the loader resolver issue myself, but I got stuck
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
https://drive.google.com/file/d/1rEssryFSJhJBrM1vch_c_kwNfuYegCMT/view?usp=sharing I've been trying to solve this problem for literal days. Seems like if I delete the plugins folder in the B9 folder it'll boot without the error, but also without any B9 features, with textures loading on top of each other. If anyone has any solutions on how I can get B9 working again, that'd be great, thanks