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arbsoup

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  1. Updated my PR. (Honestly probably all of these tiny changes need to be rebased, but I'll let Nertea handle that if/how he wants.) Thruster EC consumption naturally displays correctly now (it was correct in flight anyway). Feel free to double-check me by trying these changes yourself. There's no balance tweaks, just editor stuff.
  2. There seems to be at least some progress towards a reentry FX mod. Caves are simply not possible in the game's PQS terrain system. I don't know how possible it is to change part textures dynamically based on what conditions the part has been exposed to — I've never seen any mod do texture changes more than swapping between part skins or having lights change with resource levels or the like. Custom color controls for every single part that track their heating levels would be a very, very tall order.
  3. With the "Power Level" setting maxed out, the KP-01 takes 400 EC/s — this can be provided with two Garnet reactors, each with four XR-175 radiators from HeatControl to cool them, plus a few low-temperature radiators for the engine itself. The total mass of that system is about 3 tons. If I then add about 3 tons of argon tanks and 3 tons of payload (total 9 tons), I get ~16 km/s delta-V with a TWR of 0.16-0.22 and a total burn time of ~2.5 hours. That is, the PIT basically takes a similar role to an ion engine — long burn time but extremely efficient for interplanetary maneuvers. (For comparison, with 3t fuel, 3t payload, and significantly less nuclear reactor mass, the AFTER ion engine is giving me about 23 km/s with a TWR of 0.03-0.05 and a 17hr burn time. So there's a clear tradeoff between efficiency and thrust with these two options.) Some of this might be my own config setup, but let me know if you're getting wildly different results. I definitely think the PIT is meant to be mostly between ion engines and nuclear engines in terms of efficiency vs. thrust.
  4. So you can mod a booster that shrinks as it fires. Ah, it uses the servo mechanics, I see. That's really interesting! If I could do any of the graphics stuff, I'd want to make that "nuclear fizzer" SRB out of this...
  5. Might be related to this part of the exoscoop's config: HARVESTED_RESOURCE { Name = Antimatter MinHarvestValue = 0.00000000000000000001 BaseEfficiency = 0.01 } The MinHarvestValue, the density required for the scoop to get anything, is 1E-20. Below it it simply won't function. One option might be to try adding about fifteen more zeroes after the decimal point, to bring that down below 1E-30, and see if it works. I wouldn't expect it to be useful in practice. 3E-30 t/m^3 is about right given Jool's antimatter belt definition: RESOURCEBAND { name = joolExo title = #LOC_SpaceDust_Band_LowBelt // Maximum and minimum abundances (variation is by game seed) // In t/m^3 minAbundance = 0.00000000000000000000000000000061 maxAbundance = 0.00000000000000000000000000000421 Very roughly speaking, the whole belt contains probably less than a gram of antimatter. This is probably realistic but unfortunately impractical for collection with a little scoop; it'd take thousands of years, if not millions, to get one unit.
  6. Restock is such a wonderful mod for making all the parts look so much more coherent together.
  7. Not quite - MPE's Crokslev is based on 10199 Chariklo. (Though they're both large, ringed centaurs, so I'm not sure how significant the difference is.)
  8. The arcjet fills a niche I didn't have many options for, and it looks great. Though I might patch those electrodes to last longer so these stay competitive with small liquid engines in my 10x install. Small note: the Gumdrop's mounts are listed as "0.625m" and "Compact" when the first should probably be 1.25m.
  9. - A few other objects were low-res, Hafnia was just the worst by far. - Kortens and Lui turned bright white on approach (also probably Parallax-related - might be from the different file paths for textures in those files). Anton's fine, I think. - I had also noticed theogameren's problem with Dres' PQS having a different color than its Scaled version.
  10. On my machine it is still not loading with Parallax. I fixed this by replacing the three mentions of Parallax:NEEDS[Parallax] with @Parallax:NEEDS[Parallax] in Kortens/Anton/Lui.cfg. I'm ignoring other issues since my setup is quite unique and I have no plans to keep this pack (I'm here for the outer planets ) but I am curious since one low-res problem got to me: what does your game look like on the surface of Hafnia?
  11. Here's a possible lead. [LOG 11:48:47.585] [OD] ---> Map OPX-InnerWorlds/Textures/PluginData/Selbig_Height.dds enabling self. Path = OPX-InnerWorlds/Textures/PluginData/Selbig_Height.dds [EXC 11:48:47.591] NullReferenceException: Object reference not set to an instance of an object NiakoKerbalMods.NiakoKopernicus.PQSMod_VertexMitchellNetravaliHeightMap.PrecalculateConstants () (at <8fd19c227b3548b5bbf0ad5ebecd0b4a>:0) The same NRE, on the same VertexMitchellNetravaliHeightMap.PrecalculateConstants() function, shows up after each time you try to click on a space center building. One of Selbig's VertexMitchellNetravaliHeightMap nodes references a map that doesn't exist, OPX-InnerWorlds/Textures/PluginData/Loushine_SurfNoise.dds. As a quick patch, try removing that node from your Selbig's cfg file and see if that works.
  12. Which version of Kcalbeloh are these logs using? Looks to me like the Sun is getting its radius and mass set to the values that Kcalbeloh's RealisticStarSize patch gives it, and then not rescaled afterwards. Kcalbeloh objects aren't getting rescaled either though, which is odd.
  13. Planet packs need to add Parallax support themselves. It's mostly a matter of writing configs, and then creating new textures if they want anything specific from the appearance of scatters or terrain. Alpharia's Spacedock page suggests that it's at least partially compatible, but it hasn't been updated in years so I wouldn't be surprised if it didn't work. Parallax won't do anything to planets that don't have configs, so they'll just look like normal.
  14. It affects everyone with MKS' Explorer skill, which should include pilots. If it's not affecting pilots, that's a problem — let me know what your steps were and I'll see if I can replicate them.
  15. In the life support settings menu accessible from the space center screen, set "Scout Hab Time" equal to "Perma-Hab Time". Or set those two to whatever else you want. They have units of seconds.
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