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TerLoki

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Everything posted by TerLoki

  1. There's nothing in the log, the game just froze while loading. The .cfgs all look like this: PART { // --- general parameters --- name = somnam_S_radialFood module = Part author = Somnambulist // --- asset parameters --- MODEL { model = Squad/Parts/Science/GooExperiment/GooExperiment texture = A_GooExperiment_diff, SomnambulicAerospace/LifeSupportParts/00_RadialFood/RadialFood scale = 2.0, 2.0, 2.0 } scale = 1.0 rescaleFactor = .5 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Size node_attach = 0.0, 0.0, -0.15, 0.0, 0.0, -1.0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- editor parameters --- TechRequired = survivability entryCost = 950 cost = 80 category = Utility subcategory = 0 title = Small Radial Food Canister manufacturer = Somnambulic Aerospace description = Snacks are a favorite of every Kerbal and a necessity for space exploration. This canister holds enough snacks and party favors to sustain one Kerbal for 30 days and sanitarily contain any "leftovers." // --- standard part parameters --- mass = 0.03 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 10 maxTemp = 1500 // --- resource parameters --- RESOURCE { name = Food amount = 43.9 maxAmount = 43.9 } RESOURCE { name = Waste amount = 0 maxAmount = 43.9 } } } I didn't change anything other than the values for "amount" and "maxAmount" when I did my editing. I'm sorry I can't give more to go on, but this is all I have and, like I said before, this is the closest I've ever actually come to making a mod in my time playing KSP.
  2. I'm going to preface this by saying I know little to nothing about coding or modding. I thought I'd try my hand at trying to update the old Somnambulic TACLS containers to the current TACLS standard. Before I modified the files the game opened just fine, they all seemed to work well enough too. Then I changed the resource values to the current TACLS standards (again, many thanks to Frenzi for the calculator) and now the game won't open with the parts installed. Am I missing something? Was I right in thinking that all I had to do was change the resource amounts, or is there something else I goofed up by not doing?
  3. Quick question: Does anyone know if the old Somnambulic Aerospace pasts still work with this mod or the game in general? The mod hasn't updated in forever, but they're just life support containers. Edit: Oh. Just checked, they do work but have yet to be rebalanced. Hmm... Guess I need to figure out how much to change the resource capacities for each part. :/ Edit: Edit: Thank you Frenzi for that calculator, it was a lifesaver! I've gotten the resource values rebalanced (I think), provided this doesn't blow up in my face I'll look over the original mod license and see if I can't upload it for anyone else to use if they want. Edit: Edit: How many edits am I going to need?!!: Edit: And no it's not working. Craaaaaap.
  4. Sure thing: Doesn't seem to matter what engines are around it, if an FG-90 is in the center it REALLY wants to overheat.
  5. Has anyone else had a problem with the FG-90 overheating when used in the center of a cluster? I tend to make my rockets Soyuz-style, and the FG-90 is the most powerful engine I have in career right now, but I can't ever seem to use its full potential because the core stage engine overheats and explodes before using all its fuel.
  6. Gotta say this is an awesome mod and and I'm looking forward to its full release. As it is right now thought I have a question: I'm planning on finally getting off my butt and attempting a grand tour for the first time, and I was thinking of using the greenhouse components to make my ship more self-sufficient life support wise. The question is, using TACLS with default settings what would I need to send up to support 10 Kerbals indefinitely?
  7. Just wanted to pop in and say tht I love this mod, and it's nice to come back after a hiatus and see that it's still being maintained. You rock, sumghai!
  8. Oh please tell me this wasn't exclusively on KerbalStuff. ALCOR has always been one of if not the best lander cabins around.
  9. Having the same problem here. I'll try it with in vanilla KSP with only the SMS tomorrow to see if the problem goes away. One weird thing though: This radial decoupling bug only showed up AFTER I removed FAR from my game to try and solve a totally different problem that I'm in the process of troubleshooting.
  10. I don't know if anyone else has posted this, but it bears posting:
  11. Well, I've been trying to get back into KSP today. The last time I really played it was 0.23.5, and it ran fine with pretty much all the mods I wanted installed. Now? Ever since I've tried using 0.25 and (a month or so back) 0.24 with even a single mod the game crashes before launching. Vanilla runs fine, but if I put so much as the SDHI service module system or FAR on it the game refuses to run.
  12. As awesome as 0.24 and the 64 bit client sound, I'm going to wait a while before really getting into it. The reasons being the absolute chaos that is mod support whenever a new patch comes out, and the other being this bad-boy: screenshot43 I'm finally getting off my but and building that huge reusable interplanetary manned ship that I've always wanted to. Granted it's not in career mode, and I have no idea how far it will take me and my brave crew, but the unmanned portion is actually in orbit and awaiting the rest of the modules and cargo, which is farther than I've gotten before.
  13. Oh shoot, don't tell me I missed the alternate Ascension livery. That looked really cool too.
  14. Beautiful work Sumghai, can't wait to play with the new and improved system. And now I won't have to cover the entire outside of the SM with life support tanks and filters when doing crew transfers to Minmus.
  15. Send a manned mission to every body in the system and establish a permanent presence on Duna (and/or Ike), Gilly, and Moho. So far thanks to my mod addiction I can never seem get my astronauts out past Minmus before my game gets totally screwed up and I have to start from scratch.
  16. Can I get a version of the BSA logo cropped to flag size? We're (hopefully) going to be using KSP to help teach Space Exploration merit badge at the camp where I work, and I thought it would be a nice touch. A vector version of the badge itself would also be cool.
  17. Well I haven't been doing anything in KSP specifically recently, but since I've been tasked with running the computer lab at a boy scout camp these next few weeks I've been talking with the other instructors about using KSP to help out with Space Exploration merit badge. Everyone's on board with the idea, I just need to get a better PC (i.e.: Mine) to run it on, which should happen this weekend. I'll try to upload some screenshots of the stuff we do later on.
  18. Gah, I like too many games, having a hard time narrowing it down to five. KSP Portal 2 Mass Effect series Sid Meier's Alpha Centauri Rollercoaster Tycoon
  19. Actually I just meant physical size, since it takes three bays to fully enclose one of those large radial tanks the whole thing came out looking too tall to me. Each tank holds 90 food, in retrospect not very much compared to the amount of water that's in those six wedges.
  20. Knowing Helldiver he's probably just getting into the boring details that aren't really "update" worthy at this point. I seem to recall the same thing happening a few times with the other phases.
  21. Been wanting to make an ATV-alike resupply vessel with the US wedges and SDHI service module for a while now, but the lack of TAC wedges always stopped me. Then the SIM bay came out, and now I have this guy as a neat little work-around: It carries six KAS wedges, six water wedges (since those already seem decently balanced to me), and twelve SIM bay wedges to cover two large radial food tanks and two large radial oxygen tanks. It's not as small as I'd like, but it works for now.
  22. Yeah same here. It would be neat, but unnecessary given all the different options in stock parts and other mods. I find the KSO vertical stabilizers work surprisingly well with HGR tanks, aesthetically speaking.
  23. That's the plan, but my game is rather unstable right now. It crashed immediately afterward and I think I need to tinker more to get it running smoothly.
  24. Just tried out the new parts. They look great, but I didn't get to see them in action. A quick note for anyone "hanging" a Soy-Juice from an upside-down procedural interstage fairing base (to get a more Soyuz-like rocket): Don't use the RealChute inline stack parachute, it can't support the weight of the service module and capsule together.
  25. Indeed, taking off from Eve is one hell of a challenge, I'd imagine that Venus would be even more difficult due to extreme temperature, pressure, and winds. Don't get me wrong, a manned Venus mission is doable certainly, just not with our current tech. Give it a century or so of research and then we can talk.
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