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AmanitaVerna

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  1. Would it be difficult to turn warp dragging into a tractor beam projected by an emitter that you could lock onto specific targets?
  2. Kerbal Flying Saucers can do this, in theory. When you do a particular experiment near a crashed UFO and return the results to KSC, there's supposed to be a chance to discover a UFO technology if you don't have it, or some other technology if you do. I don't actually know if it works because the chance of success is so low, and because I'm using Kerbalism and it might interfere because of how it changes science and the experiment modules.
  3. First zip it up and see how much smaller it becomes, then upload it to some cloud service like OneDrive or Google drive and share it. Anyone who wants to look at it can download and extract it. If it's that big, in all likelihood it contains a lot of repeated exceptions and stuff, and will compress really well as a result.
  4. It would be easier to copy the mm patches in the mods that depend on CTT and modify them to depend on Skyhawk instead and put the various parts into whatever part of the tech tree you want them in.
  5. I'm also using Kerbalism and RR, and I was never able to figure out how to get GC to work, and ended up switching to EL.
  6. When I last tried OPT Spaceplane, all of the normal parts in the spaceplanes I was building had antimatter storage, for some reason (I hadn't unlocked any antimatter storage or use for it), and while I didn't load them with any antimatter, they still demanded huge amounts of power to contain the zero antimatter. Iirc bad things happened when it ran out of power, but it's been years and I didn't make any notes about it. I do remember a red message of doom when they ran out of power. Anyways, I'm wondering if you happen to have noticed and fixed anything like this in the new version. Or taken antimatter storage away from all of the normal parts and relegated it to antimatter-specific containers? (I was assuming this wasn't the fault of some other mod mainly because opt spaceplane parts are the only parts I've ever seen this with)
  7. There's an outstanding pull request from two years ago to fix a different cfg error, so I don't think Nertea is maintaining this anymore.
  8. It does it on my perfectly ordinary 1080p display also. The most common issue for me is when the part overheating gauge appears, it covers the waypoint text. Which, since I use SystemHeat, is often, because the radiators get hot. I love this mod, by the way. I use it to mark biomes to target for landing, and (with the icons and colors) to keep track of which ones I've sent science probes to, and which ones I've sent kerbals to, etc.
  9. It sounds like this would make it possible to produce LFO or methalox anywhere? I have no clue how to interpret the numbers to know if this would be a fast process or not but I assume the intention is for making fuel from rock to be slower than making it from directly mined resources that don't have to be sifted from rock first?
  10. After updating this mod from 1.3.3.0 to 1.4.0, I started getting a bunch of B9PartSwitch errors on the mass driver parts from the Netherdyne mass driver mod, and I don't understand why. This is the only thing I've updated since the last time I ran KSP, nothing else has changed. I've zipped up my KSP.log, player.log, ModuleManager.log, MMPatch.log, and ModuleManager.ConfigCache into a .7z file with 7zip and uploaded it here: https://1drv.ms/u/s!AlnEemcsDL9Xlc1s6oqU77pOkbfMrg?e=h9WKvD The first B9PS error in the KSP.log starts with this and is on line 91244: [WRN 00:13:10.060] Warning on PartSubtype MissionControl_ASET on module ModuleB9PartSwitch (moduleID='IVASwitch') on part massdriver1: Cannot match a module node without a name! [EXC 00:13:10.061] ArgumentException: Cannot match a module node without a name! B9PartSwitch.ModuleMatcher.NodeMatchesModule (PartModule module, ConfigNode node) (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.ModuleMatcher.FindPrefabNode (PartModule module) (at <a3c2951fc74e4639820ef37d2d29f386>:0) (I've never figured out how to use these mass driver parts, so I might just remove the mod they're in, but there's no guarantee this is the only thing that's broken with the new version of PCR) (Edit: I decided to roll back to PCR 1.3.3.0 instead.)
  11. Nope, unfortunately, that won't help. The Kerbalism wiki says that additional antennas don't increase the bandwidth, it can only counteract losses due to distance (which shouldn't be a factor for the SENTINEL since you can only do the experiment near Kerbin): https://github.com/Kerbalism/Kerbalism/wiki/PlayGuide-~-Signal
  12. The experiment says it needs 1.26 MB/s to transmit the data as quickly as it is generated, and in total it generates 289 TB of data over 25 years, so that is far too low unless you were planning to try to store the data and return it to Kerbin every time you run out of data storage. Personally, I waited until I had researched an antenna which could transmit at over 1 MB/s before launching any SENTINEL probes. Of course, that cost 1000 science, so I only researched the topic when I wanted the antennas to send probes further into the solar system, since there wouldn't be much point spending 1000 to eventually get 660 and for no other reason. It's not electricity with the SENTINEL telescope - The experiment only needs 1.91 EC/s.
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