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Uncommonality

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Everything posted by Uncommonality

  1. I think Kcalbeloh has 2 planets with lava oceans, you might be able to look at how they did it and replicate the technique?
  2. For lava, it might be possible to just exploit the vanilla heating system and apply a certain amount of heat when the craft is <= the planetary sea level, and then just make the lava custom water. In theory, that should just work, though you'd theoretically get a possible situation of being "splashed down" in a lava ocean, which might lead to some funny science reports.
  3. Unfortunately, there seems to be an issue for me - when I gain funds (like through milestones or contracts) they're just added to the cap. From what I can guess based on the description, that's not supposed to happen?
  4. LLL still exists! I've been missing the radial windows, thank you so much.
  5. Thanks, this worked! Btw, I've found another way to update the warp drive and warp coil stats: Re-root the ship to your cockpit, then pick up the entire ship from its neck, and put it back down again. This seems to make the upgraded stats (warp capacity, lower minimum warp altitude) take effect without having to save and reload the entire vessel.
  6. The Stock Planet Textures on CKAN seem to have been updated, but Parallax itself wasn't - so the textures version is 1.3.1 but the parallax version is still 1.3.0.
  7. Holy hell! My Phoenix replica just got a whole lot more possible. Thanks for this mod! Edit: But how do I install the extras?
  8. How do you even cool these monsters? I've got only a few radiators that work with System Heat (no idea why the rest doesn't), and even stuff like the Oroborous engine generates like 8000k. I'd need like 20 big radiators to get it cooled. Can you somehow adjust the cooling down into more manageable levels in the VAB, like how you can throttle reactors for longer lifespans? Edit: Smh I didn't have Heat Control installed and was trying to cool extreme super-engines with basic-ass vanilla radiators
  9. No problem! Imo, one of these micro-engines should barely be enough for a basic, fully equipped flapjack (so a gravity engine, six modules and maybe ~2 tons of extra weight) to attain light speed. That way the player can either construct a "basic" model with the parts available or go a bit harder with multiple engines, expansions and external coils. I actually love that part! It's really fun to manage exact weights based on warp capacity. I did make my own warp coils (for heavy lifting, based on your original parts) though, instead of modifying the warp metric itself. I might still do that, maybe by making capacity be a shallow exponential instead of what it is currently? That way, normal-sized vessels would still have a balanced metric while larger and larger vessels become ever-more efficient as more warp coils are added. That should cut down on some of the monstrosities I had to build in order to ferry supplies. So graviolium has two distinct effects, then? - If heat and pressure are applied (like in the cores of planets), then it essentially increases gravitational fields (or creates new ones). - If an electrical current runs through it, then it decreases the effective mass of a vessel, like in Mass Effect (which you said was your inspiration for Graviolium I believe).
  10. This mod still works, even in 2021. It says "unsupported KSP version" while loading, but it does still work flawlessly.
  11. Hi! Could I be so bold as to suggest a Saucer Segment that has a MK2 adapter built into it? The way I currently connect the two is via noclipped mk2-saucer engine mount adapter, but that always looks a bit weird and there's some z-fighting going on.
  12. I'm loving this mod! It's great for building more futuristic vessels, especially in combination with your Flying Saucers mod - though I wish there was a warp module in that one (maybe small enough to fit into the hole on the gravimetric generator?), because attaching a warp engine to the saucers is always a bit difficult One thing I've noticed is that the Blueshift Warp Engines need a lot of calibration to actually work, and that there's little margin for error or space for improvement once a ship is largely finished without compromising warp capability. This also makes warp-capable cargo vessels difficult - I've been creating warp-capable tugs that dock with my freighters and drag them along at light speed, but that's sub-optimal. Diminishing returns of warp coils/cores also seem to be pretty harsh, with a certain number of coils eventually decreasing warp capability because of their mass. Also, just wondering, are the Lightyears shown inside the Warp Engine GUI real light years based on converted metric units, or "kerbal" light years, based on the downscaling of all physical distances ingame?
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