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cheese3660

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Posts posted by cheese3660

  1. 18 hours ago, Schneider21 said:

    Okay, after playing with this some more, I have to ask if the tech tree is just WAY out of balance or if I'm just... not any good at the game?

    I have Science rewards turned up to max and still can't seem to generate enough to unlock most things on the first tier. Am I missing a major source that's accessible with unmanned, tiny rockets?

    The tech tree may be somewhat out of balance, but if I may ask, have you been doing the telemetry report experiments?
    In my own playthrough I've been able to get to crewed rocketry, and if you get early aviation as well, then you can get crew reports before even crewed rocketry

  2. 18 minutes ago, Itsdavyjones said:

    Just got in and did a quick test for the solar since the antenna ranges are good now.  At Kerbin, solar power is at 96.75% of rated power.  While a little lower than expected, 3.25% less power is minor, compared to 84% less power.

    Thank you, and since a lot of the patches for this are modifiable (you can change the `$rescale-factor` variable at the top of both rescale.pach and antennae.patch), I'll likely keep it with the slight power loss, as I don't really want to break that configurability

  3. 1 hour ago, Itsdavyjones said:

    Well, been playing a few days still, and a few things are known to me now.  Solar power is not adjusted, as it is calculated as normal with the inverse square law, but since the distances are increased by 2.5, the solar power at Kerbin is ~16% of expected values.  In addition, antenna ranges are not increased either to fit the new size of the Kerbol System.  But other than those problems, I've been enjoying the challenge of the increased scale.

    Thanks for bringing this to my attention, I should likely increase the luminosity of kerbol by ~2.5^2, and then increasing the antenna range shouldn't be too hard either

  4. Patch Manager 0.9.3
    What's Changed
    - Fixed -: expressions with lists (and anything but a real and an integer)
    - Fixed not being able to disable patch manager
    - Fixed loading disabled mods

    New Dependencies
    - PremonitionForSpaceWarp

    Other Instructions
    - If you are coming from an older version, delete the BepInEx/patchers/PatchManger folder

  5. 0.9.2 fixes a bug affecting KLSS where newly created assets are unable to be patched

    On 1/6/2024 at 11:42 AM, Cave_Lupum said:

    Me again, trying to find out more about how to patch some parts. Was successful with some of it, like making solar panels retractable or setting default values for fairings , but I am stuck at changing the consumption "Rate" for fuel cells.
    In the Asset Dump files these values seem to be defined in a list/directory [ ]  (sorry if my wording is wrong) and I couldn't find an example on how to adress this in a patch.
    Any advice would be much appreciated!

    From the fuel cell asset dump .json file:

    This would be a very complicated patch, until likely whats going to be 0.10.0, where it would add nested indexers, so you could do something like the following for example, but this is unreleased.
     

    FormulaDefinitions[ImportResources][0][Rate] *: 5

     

  6. Hello Apollo

    29 minutes ago, Apollo13 said:

    New update. Vers 1.8.0 prevents launching rockets.  With only Space Warp and UITK enabled, I built a simple rocket in the VAB and clicked the LAUNCH button.  Game froze on the loading screen.  Removed those two mods and the rocket launched.  I actually removed all mods, except these two, from the plugins folder.

    Could you provide logs

  7. 2.5x Kerbolar System

    A 2.5x rescale of the stock kerbolar system

    Spacedock: https://spacedock.info/mod/3536/2.5x Kerbolar System

    Github: https://github.com/cheese3660/2.5x-Kerbolar-System

    Author: @cheese3660

    2.5x-Kerbolar-System

    Description

    Upscales your kerbolar system 2.5x

    Known Issues:
    - There seems to be a bit of a runway incursion on the KSC runway
    - The KSC's boat dock seems to have dried up
    - The clouds can look funky at certain angles
    - Missions aren't respecting the new atmosphere height.
     

    Spoiler

    kfwoEt2.png
    Image credit: 

     

    Dependencies

  8. Shoemaker

    A KSP2 Planet Modding Tool

    Spacedock: https://spacedock.info/mod/3535/Shoemaker

    Github: https://github.com/KSP2Community/Shoemaker

    Author: KSP2 Community

    Shoemaker

    Description

    Shoemaker is a KSP2 mod that is an addon for Patch Manager, that allows for the modification of galaxy definitions, and celestial bodies, along with the preexisting atmospheres and clouds thereof, it does this by adding 4 new rulesets for Patch Manager to use
     

    :galaxy
    :body
    :volume-cloud-override
    :atmosphere-override

    Dependencies

  9. As for the GalaxyDefinition_Default stuff, this is what a WIP mod I'm working on, Shoemaker, is meant to address, but thats a bit out from release, as I have to figure out some stuff about scaling planets still.

     

    Shoemaker will be an addon for PM meant specifically for planet modding.

  10. Patch Manager v0.8.0

    This update adds support for string interpolation, done via `#{...}` inside of a quoted string.
    It also adds support for `@each`/`@for`/`@while` loops inside of selection blocks.

    6 hours ago, munix said:

    For the second question, it should look like this, it's a bit different from what the wiki tells you, it needs to be updated:

    Wiki has been updated

  11. 2 hours ago, munix said:

    To access the data inside a module, you need to go a level deeper into Data_Decouple.

    The reason I didnt shorten this for reference, is that there are modules (usually ones derived from others) that can have multiple data types

  12. Where's My Crew Capsule?

    A probes before crew reimagining of the KSP2 tech tree

    Spacedock: https://spacedock.info/mod/3531/Where's My Crew Capsule

    Github: https://github.com/cheese3660/WheresMyCrewCapsule

    Author: @cheese3660

    WheresMyCrewCapsule

    Description

    Where's My Crew Capsule? Is a mod that changes the tech tree such that you start with probes, and don't get crewed space flight until tier 2, it also makes it so that you can't fly planes above a certain altitude until you unlock certain tech nodes.

    These being:

    Spoiler

    mk1 cockpits have a service ceiling of 15 km, with a warning altitude of 13 km until you unlock "Crewed Spaceflight"

    mk2 is 20 km with a warning altitude of 18 km, until you unlock "Larger Crew Capsules"

    mk3 is 30 km with a warning altitude of 28 km, until you unlock "Very Large Crew Capsules"

    Note: The tech tree could be somewhat unbalanced and is subject to change

    Dependencies

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