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Everything posted by Gupyzer0
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I always suggest the JNSQ + BDB combo. Give it a try.
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Been working on a contract pack, perhaps this patch (made by mahlax) archive can help you. It doesn't disable the agencies but the stock contracts. This is the file
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Actually . . . I was working on that and using the Coatl Aerospace (probes plus) experiment def. for the Surveyor problem as you can see here I made a new branch for fixing some of the issues with experiments but sadly I haven't finished/tested it yet as my HDD decided that enough is enough and died some days ago RIP. My idea is to mod the science rework folder/files to mimic the RO folder structure. Also will drop support for some mods, guess I'm on my way to making my own RO config file at this point. But with no HDD and a baby girl coming in a couple of months, it might just be a forever TODO thing. I will try my best this end of the year and might be buying a new SSD this weekend to resume/speed up development
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@DeadJohn Hello ! well, let's start addressing some of the things you told me Well, I just activated the issues on the repo! , hopefully the community can lend me a hand with it. Well, maybe not adopting, just fixing some things here and there to make the thing playable mainly with BDB, gotta need someone else with more free time and a better PC that can handle more mods than what my PC does. IE I can't run KSRSS but hey, JNSQ is amazing nevertheless. So let's see my fork as a temporary solution or maybe a future permanent one. 1. Oh ... that's bad, I will take a look as soon as I finish with the little probes EC stuff. 2. Uhmmmm ... I'm far from being an expert on Kerbalism but I think the only way to dial that down is in the options before you start a career/sandbox. If there's something in the configs please let me know. 3. Guess that's how it is. 4. Better use airplanes for those small biomes, uhmm can't remember if there was an option for the kerbalism update rate, maybe something to do with that. 5. Can't use modular launch pads, sadly can't take a look on this issue, sorry. 6. Maybe has something to do with all of the new resources defined by the Skyhawk Science System. Edit: Issue made for the Surveyor experiments problem.
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A new issue arises! Seems like the Able tanks don't have hypergolic fuel ... My guess is that because they don't have a tankswitch module the patch wasn't applied on that particular tank. Will be solving that issue and looking for any other tanks commonly associated with having the capability of holding hypergolic fuel that have the same problem. Edit: NVM, started a new career for testing some contracts and enabled the unlock parts feature for this one and forgot to purchase the Hypergolics upgrade. The burnout is real Edit: I'll be working on the EC consumption or quantities of some early BDB probes so they can at least complete some of the science they are supposed to complete (IE Explorer 1 barely making an orbit after a Juno I launch or Pioneer IV not being able to reach the Mun -> dead 3 hours into the flight).
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Hello everyone, with some testing help from @Garuda now we have the ORANGES mod into the tech tree on my pull.
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Glad to see you again. It's ok man, do what is best for you, anyways, if you ever come back to modding you can leave some of the frustrating parts of the work to others, things like "whoever haves all the parts for the next version of XXXXX mod please make the pull or at least post the names here" can be done by someone else
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You are correct, I made the change without thinking too much as I already have Taerobee and CNAR, I'll put that back. Edit: It's done -> https://github.com/Gupyzer0/SkyhawkScienceSystem/commit/82afcea483de7fee27ea539fdb464fd94fd1b608
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Oh, I don't know, maybe someone other than me with more experience using ModuleManager, but in the meantime, my pull might help the newer users get the latest parts with the tree. For now, the only "big change" in the tree is the creation of a "home world" satellite line. I know the icons are overlapping a bit with some of the other ones but hey, give me some time. The creation of this new line does not affect the previous lines as I haven't renamed the lines that are in place.
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How does it modify the experience? Not at all (IMHO), it's mainly a new tech tree with kerbalism support (using Skyhawk Kerbalism) but configured to work with BDB and other mods. Does it only balance the 'classic' i.e. stock experiments? How does it balance them? AFAIK It only mods BDB experiments. I could be wrong, haven't read all of the code. Which custom experiments are added? Mostly BDB experiments configured to work with kerbalism. CessnaSkyhawk (author) hasn't been around for a while now so I made a pull of his kerbalism config repo (https://github.com/Gupyzer0/SkyhawkKerbalism/tree/main), this includes some changes to add hard drives, RTGs, and habitats (MORL and Apollo mission modules). I'd guess there will be more to come. I also have a pull for SkyhawkScienceSystem that includes the newer BDB parts of V 1.12 and 1.13 as the original repo doesn't include them. I'm currently working on the tech tree and added a new branch so I'm still working on it, get it here -> https://github.com/Gupyzer0/SkyhawkScienceSystem I know some of the nodes overlap, but I'm still working on it., trying to make a more balanced approach to the location of some of the BDB parts.
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Hello guys, made a new issue in the Github repo. I'm using remote tech and Explorer 1 is not working, https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/1395 Don't know much about the config files but will try later this in the compatibility code file. Maybe I'm missing something. //GameData\Bluedog_DB\Compatibility\RemoteTech\remotetech_Probes.cfg @PART[bluedog_Juno1_Explorer1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { !MODULE[ModuleRTAntennaPassive]{} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 3000 %Mode1OmniRange = 2500000 %EnergyCost = 1.5 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15 } } } Edit: Well, this worked but the EC needs to be lower as it drains the battery fast.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Gupyzer0 replied to nightingale's topic in KSP1 Mod Releases
Hello everyone. Any idea on how to make a contract for an asteroid flyby???- 5,194 replies
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- contract configurator
- career
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Gupyzer0 replied to tony48's topic in KSP1 Mod Releases
Made a new install and installed everything in one go, a real hail mary but everything worked perfectly. Of course, I don't have any KK stuff around. Would like a heads-up on what to install so I can have a better Cape and Vandenberg.- 1,932 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Gupyzer0 replied to tony48's topic in KSP1 Mod Releases
The link I provided haves the release of that gitlab repo, you mean to clone the repo ? Edit: Guess that's what you mean, I'm downloading the repo then, thankyou for the heads-up !- 1,932 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Gupyzer0 replied to tony48's topic in KSP1 Mod Releases
Here's the KSRSS mod and the textures are over here. Just started downloading this, hopefully I'll get it running by tomorrow.- 1,932 replies