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Nori

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Everything posted by Nori

  1. To clarify, you recover, then you do what? Go to VAB build a ship and hit launch, bypassing the build message? Or do you go straight to the launchpad and select a ship then hit launch?
  2. Looked for info on this but didn't see anything. Is it possible to add/subtract from ISP values? Like this? @atmosphereCurve { @key -= 0 10 @key += 1 10 }
  3. This may have been answered somewhere, so forgive me if it was. Where do you get LqdHelium for the reactor? I don't see a converter on any of your parts (MKS/OKS, Karbonite etc.). So is the only way to get it is when it is built?
  4. Looks pretty cool. Questions, you added the Vernor extended engines, but all of the fuel types look like they have the same thrust and ISP. Shouldn't the H2 versions have higher ISP? In the enginefuelreplacer.cfg it is modifying ISP from what I can tell. Is this going to completely replace the ISP values on engines?
  5. Awesome! This mod it exactly what I would like to have. Really want to group all my batteries together..
  6. Well to answer my own question. Preliminary testing indicates that yes it is possible. KAS seems to make the part a separate ship, so to speak, so when I reattach it it appears to be something like docking. Kind of exciting option methinks.
  7. Really? Well that is annoying. I will check that out. Would explain why a ship I just built last night had no issues, since I used a decoupler from the RLA mod. Thanks for your help.
  8. Ok here is a screenshot: https://www.dropbox.com/s/aih1elgd14j0mvb/2014-09-01_200227.png?dl=0 Super simple setup, just drop tanks on the sides. But for some reason it takes from the top tank and both the sides.
  9. Is it possible to use KAS to grab the science parts (universal storage ones) and keep the science stored in them? Lets say I have a universal storage hub on one ship, have a docked lander. Move the science stuff from the orbital ship to the lander. Then land, get science and move them back to the orbital ship.
  10. I am using Procedural Tanks if that makes a difference. I will try and get a screenshot in about a hour.
  11. So I've been having some strange flow logic with a few of my ships. Making a basic Mun lander with disposable side tanks. Run a fuel line from the side tanks to the middle (where the engine is) and for some reason it is pulling fuel from both side tanks and one of the two tanks in the middle. Haven't done any extensive testing (so maybe it is the engine I'm using?) but was just wondering if maybe possibly this mod could cause a issue like that?
  12. Quick question. Started a new career and put the latest fineprint in it. Haven't gotten a single part testing contract though. Can't say that I mind too much, but I'm wondering if fineprint removed or reduced those?
  13. Tried installing this but it isn't creating a config file for me. Output and KSP logs here: https://www.dropbox.com/s/8zteqzdg3g3qxvc/KSP.zip?dl=0 Note, this is my test install, so hardly any mods.
  14. Huh, really weird. You must have something that is modifying costs somewhere because those shouldn't be negative cost. Any economy or difficulty mods?
  15. I've been noticing that. Seems to get stuck during the end of loading at the For After and Before passes.
  16. That is correct, so maybe something else is changing it. Try this: @PART[TinyBlastSmelter]:Final { @cost = 30000 } @PART[SmallerBlastSmelter]:Final { @cost = 50000 } @PART[BlastSmelter]:Final { @cost = 100000 } You could also try changing the "=" to "+=" That will add the cost you specify to whatever is in there.
  17. You can change it with Module Manager configs... Though it might be "funner" to treat this like a problem in need of a solution. Try launching a small ship with just a food bin to dock and even it out. Or if you have KAS make the hex food containers able to be grabbed by KAS and do a EVA and attach one. That would be pretty interesting. The following MM config would change the basic Life Support Container to about 2.5x the food. @PART[TacLifeSupportContainer] { @RESOURCE { @name = Food @amount = 300 @maxAmount = 300 } }
  18. MM is quite awesome. I'm by no means a expert at this stuff and I got 7 custom .cfg files totally 25KB. Lots of cool stuff you can do with it.
  19. I would create a cfg. Such as custom.cfg and put it somewhere in Gamedata
  20. Just been looking over the changes for the latest version and wanted to write a quickish summary (correct me if I'm wrong on anything). Food consumption is up about 60%, density 75% less, costs 10x more. Water consumption is down 40%, costs 8x more, Wastewater down about 35%. Oxygen consumption is halved, CO2 production halved as well. Electricity changes are pretty minor. 20% decrease in base usage amount. EVA usage is doubled though, but it doesn't seem to affect anything as they still have 6 hours (well I guess they take it from the ship when they leave, I think). Now on to the big changes.. Parts. Lets start with converters. Carbon Extractor: Cost goes from 1000 to 6800 Mass 0.1 to 5.0 Efficiency reduced by half. Probably to scale with the reduced oxygen consumption. Max CO2 divided by 11 Sabatier Costs goes from 1000 to 7200 Mass 0.1 to 5.3 Half the water, a fifth of the CO2, half the electricity Output halved Max CO2 divided by 11 Water Purifier Cost 2000 to 5000 Mass .45 to 3.0 40% less WasteWater input and Water output. 13x less electricity Max WasteWater divided by 10 And that is all I have time for right now. Hopefully this gives a idea of the general changes (unless of course I'm completely stupid and misreading the files).
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