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Grimmas

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Everything posted by Grimmas

  1. It is intentional, of course. Nuclear fission of uranium produces a large amount of xenon isotopes as a by-product in real life, as well. You can attach a xenon tank to your craft if you want to accumulate and use it, or just dump it if you don't need it.
  2. It doesn't do anything path-specific so anywhere inside GameData should work.
  3. You can look inside GU/Configs/GU_SettingsFiles/SunRescale.cfg I believe this is the config that applies the sun flare to the stock sun. So you'd need to copy or adapt just this file and keep the files it references while deleting the rest of GU, this should work in theory (untested).
  4. @GoldForest you could try to launch according to the contracts in the History of Spaceflight contract pack, there are lots of probe missions in there specifically for BDB (and I think ProbesPlus also, not sure)
  5. Much obliged! I've tested your commit in my non-FAR save and it worked, my Kane is ice cold now Kerpollo 8 is a go.
  6. You misunderstood me, I'm having the issues above using the GitHub master branch from two days ago. Funny thing though, I tried it using FAR just now and it works fine using FAR. So it's likely to be an issue with the drag cubes. I can think of a good reason - there must be some problem with the Kane's drag cubes, and since FAR does not use the drag cubes and instead builds its own model, the problem does not manifest when using FAR. I'm not really familiar with KSP's heat model but I bet reentry heating is related to drag.
  7. @Zorg As a matter of fact, I'm having heat issues with the Kane also, which may or may not be related. Using JNSQ, RealChute, but not FAR and not DeadlyReentry or anything. Also using a lot of other mods, granted, though I've run pretty much the same set of mods with BDB without issues before. Return from Mun using aerobraking with periapsis at 40km or so: Using stock parts - no problem, the command pod barely heats up, the heatshield does its job properly (so it's not a PEBCAK issue). Using Kane 11-3 (reference CSM design from unofficial BDB wiki) - the Kane immediately heats up and explodes, way before the heatshield even gets hot. I've also tried using the Kane CSM while replacing just the heatshield with a stock part but it didn't change anything, Kane still exploded immediately. Also (this is from a while ago so take it with a grain of salt but) I believe that I used the same parts around December (from the github apollo revamp dev branch back then) for the same return mission in JNSQ without any such issues...
  8. It definitely looks broken. Try this until @Angel-125 patches it. Edit the file GameData\WildBlueIndustries\Blueshift\Patches\FarFutureTechnologies.cfg At the end there is the section for patching sustainers (line 176). Change this: @PART[wbiS3GravimetricGenerator,wbiS3WarpCore,wbiS3WarpEngine,wbiS3WarpSustainer]:NEEDS[FarFutureTechnologies] To this: @PART[wbiS3GravimetricGenerator,wbiS3WarpCore,wbiS3WarpEngine,wbiS3WarpSustainer,wbiS3HeavyWarpSustainer]:NEEDS[FarFutureTechnologies]
  9. Astronomer's Visual Pack has EVE and Scatterer configs for OPM (and it helps that it looks awesome).
  10. I was just trying to explain the concept in general lol. There are a few bugs that I encountered in USI but nothing earth-shaking.
  11. It's an evolution of cutting edge. Bleeding edge is so extremely cutting edge that you might cut yourself and start bleeding (probably because of all the bugs) :-)
  12. I'm replaying early game (up to Mun/Minmus landing JNSQ) for the third time now so I find that most of the stuff I send up is some combination of Bossart/Belle (Atlas/Agena). Belle D is my go-to platform for building early small SCANsat probes and Kerbin SOI relays, mostly I don't even separate them and just slap some instruments inside the fairing on top of the platform (GATV style). That said, early Bossart is really annoying to launch due to the stage and a half design, Mechjeb PVG sort of works sometimes but most of the time I have to launch it manually. Sarnus (Saturn) is really expensive to launch though. Prometheus (Titan) or Muo (Atlas V) are a good middle ground for unmanned missions that need more oomph.
  13. I was let down as I expected the last picture of such a system to be one of rapid unplanned disassembly.
  14. I don't think RSS has any textures or configs for Parallax. You'll need to create your own or wait until someone else does. Parallax out of the box only supports stock planets, and there are also some other mods that come with Parallax support (afaik only Galaxies Unbound and Beyond Home do this) Edit: just looked on Github and RSS does have some Parallax configs, however they use the Parallax stock textures - do you have a Parallax_StockTextures folder in your GameData?
  15. IIRC you can already do both of these today, but the input must be created by a WOLF base rather than a regular base. So on planet A biome X you create a WOLF base that produces a surplus of some resource. Then you create a transport route from planet A biome X to planet B's moon C's biome Y (by sending a ship with WOLF containers and a transport computer). Once the route is established you can use it to transport the surplus. You are only limited by the cost (transport credits) of creating the transport route, not by location. And you can 'cheat' by refueling your transport ship at the destination (ISRU...) which is likely to make the transport cost free. And of course you also need to deploy a hopper at the destination base if you want to get the resource out of WOLF and do something with it.
  16. I haven't had a lot of time to play KSP lately, between IRL stuff and trying to catch up on some other games but I'm slowly trying to get back into it. I'm not playing with Kerbalism in my current campaign and I'm not a big fan of the BDB contracts to begin with, but if you provide more details about what you experienced then I'll at least try to take a look at it. Can't promise results though because Kerbalism + contracts sounds like a pain in the butt As a temporary workaround, and what I do when I run into that sort of situation myself, is just complete the relevant contract via the cheat menu if you're sure that you correctly met all conditions for it. Also IIRC someone else released an updated Kerbalism patch for BDB around the same time I did last year, I didn't look at it in detail but you could try that instead.
  17. No worries. I don't think there are two mods out there adding very late game wheels so that's probably not gonna happen, but for anyone who is interested in changing this for KF specifically, I already published this change as a separate mini-mod.
  18. I've updated the PR to address a few more issues: adding configs for Kerbalism lab experiments to the laboratory and central hub adding habitat volume/surface values (they were actually already there, but due to wrong patch ordering they were not being applied correctly) removing duplicate Laboratory module from the laboratory part (obsolete config since Kerbalism does the same thing already) Until Nils has a chance to review the PR, you can also find most of the changes here.
  19. New release, v0.0.3 CHANGELOG: Reorganized folders for easier navigation as per issue #2. All modlets (except Extras) enabled by default, delete the ones you do not want. Added activation conditions for WarpDrive patch. Added KPBS Kerbalism patch - fixes NRE spam, converts greenhouse experiment, removes duplicate lab module, adds kerbalism lab experiments to labs, fixes a few of the habitat values. This is mostly the same stuff as in my KPBS PR #128 but organized differently.
  20. Are you using Parallax? This is a common issue with Parallax which adds extra visual details but does not (any longer) add collision geometry for that detail.
  21. It's a consequence of increased costs for exotic fuels. You get the same thing in USI too with the metals.
  22. This is fairly off-topic now but the reason they used the shuttle (according to Moore himself) was because it was going to be either a) reuse the existing shuttle set and stock shuttle footage to cut costs or b) design a completely new vehicle and massively cut back on other parts of the show like the moon base set. It was a budget thing.
  23. While that's admittedly quite stupid, I wouldn't even have noticed if you didn't point it out. It was overall a great show, even if it may have stepped on a few toes in here
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