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Ariel Kerman

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  1. The Calabash engine's reactor reach his 1600k peak temperature and shutdown, doesnt matter how much i try to cool him down, even if the engine itself is deactivate. Im using the liquid radiators, but also tried with the ones in FFT mod and the overheat is still there. Can provide a log file but my game is heavily modded, and i dont think is a mod compatibility issue anyway. Any other engine works just fine...
  2. Now this is original and cool parts! Im wondering how translucency or subsurface scattering works on Unity. As far as i saw, only HabTech has some nice translucent solar panels on his ISS mod. Looking forward to this! It does if you orbit at 2km altitude
  3. Hi! It wasn't a power issue for sure. I remember me making a brachistochrone trajectory to Tau Ceti with GU installed while time warping, directly from LKO, wich make wonder in awe. In the second ignition to decelerate, nothing happend.
  4. Radiators that use intake atmos to work... nuclear SSTO vibes...
  5. Thanks! Updated via CKAN with the 8k textures and everything works just fine... Some screenshots from Efil. I was never been there before
  6. Nice @Jason Kerman! Cant wait to check it out! But before, due the changes in the folder structures, do i gonna destroy my actual savegame if i update to v1.1.6? Also, i have 16 GB of ram at 3800mhz and at least 90 mods installed, should i keep it to 4k textures? Thx in advance!
  7. Hi there, not JadeOfMaar but maybe i can help! seems like a bad install right there. First delete all Sterling files from your KSP folder, either in the root folder or the GameData. Secondly, unzip the files from GitHub somewhere in your PC, make sure you download them from the proper repository. Thirdly, move the entire "game data" folder into your KSP root directory, the path sould be something like this: "your disc"\"your game store"\Kerbal Space Program\GameData\SterlingSystems. Usually it should'nt be nothing else in the middle beetween KSP folder and the mod's folder. Finally, you have to do the same thing for all Sterling Systems complements, electrical, thermals, etc. If you unzip them INSIDE the Sterlings folder, thats the reason it didnt work for you. Inside the Sterling directory, the only folders you should see after download the complete bundle are: Agency Electric Engines Tankage Thermals version Cheers.
  8. Sure. This should be pasted at the end of SECTION 1 in the ComonResources config file. RESOURCE_DEFINITION { name = MetalOre displayName = #LOC_CRP_Metals_DisplayName density = 0.007 unitCost = 14.1 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true volume = 1 }
  9. Hi! im not using KSPIE right now, but is an absolutely great mod. The reason i uninstalled it a few months ago, is because the daedalus engine just get broken in flight: I give it everything needed and it fire in the 1st ignition, but right after that, or after change to another vessel, the engine just show the plume but nothing else, stops generating thrust and the DeltaV desapear, even if the Pellets tanks are OK. Is no a bad setup of mine, just a bug that i was never able to solve. I writte this just in case somebody else face the same bug before, and can guide me in the right direction.
  10. FIXED: I was unable to track down the problematic mod, so i finally created a resource definition in the CommunityResourcePack > CommonResources.cfg file, for the unused MetalOre resource, and works smoothly. Can i share the code for that here in case somebody else face this same problem?
  11. Yep, i have CRP installed, and i think i'm going to lean more towards this idea. The resource definition are just a few lines in the CommonResources.cfg right? I found "MetallicOre" in that file, but not "MetalOre", idk if it is the same resource.
  12. It looks like more like a B9 error that i cant figure it out right now. Usually i resolve most of my mod incompatibilities by firstly: avoiding them, secondly: identifying them for myself. None of this was possible in this case...
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