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PolecatEZ

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Everything posted by PolecatEZ

  1. That changes entirely if you also have Near Future Electric installed, the RoverDude reactors suddenly get their full stats and outputs that make sense...it will also screw the colony-based systems as their default fuel only lasts a few days. When I installed it I was happy to see the reactors from the other packs had thermal stats and all, but then I had to emergency drop new reactors to all my bases and tweak the temp/EC output loads.
  2. Using SpaceY Expanded, designed and successfully landed an SSTO that can put 2025t into orbit. Cost of fuel is around 1.2 million credits. Design is pushed by 7 Emu engines and 8 Super Ratites, has 64 stock air brakes to slow it down and 144 chutes of various sizes for an un-powered landing (hits at about 14m/s and nothing breaks). Here she is on the launchpad:
  3. Which version are you using? I'm getting massive stutter on landings and they've been anywhere from dead perfect to 2-3km off, coming out of a 60km circular orbit of Mun or Minmus. I came here looking for solutions to the lagfest being caused by MJ, which goes away if I remove it (but so does most of the fun in my game). I had a theory that Squad moved the surfaces of the planets around by a few meters, causing errors, as spaceplane guidance landings kill you now, so are there fixes somewhere or is the .685 dev version not the one we should be using?
  4. You should be able to just go in the config and delete the module for the textureswitching, then reload the game. That may also just cause flickering on its own though...only one way to find out.
  5. I completely removed CC and the .dll from the tools area. I was able to build craft using the new system without any issues. The native parts (the workshop truck and SkyCrane) were probably missing some resources but the models don't jive regardless and I'm thinking of killing those as well. That workshop truck with its free battery/generator and being the only thing with 100% efficiency doesn't seem balanced at all, but I understand this is the initial merger.
  6. Is anything for MKS dependent on the new "configurable containers"? Its trashed every design I pulled up in the VAB or SPH by completely screwing with and re-configuring every fuel tank on the craft...sometimes to very odd combinations. ---- And if I take it out, all other fuel configs on parts no longer work and they're stuck at whatever that thing did to my ship. Ugh. Need to track down the MM file also looks like. --- Killed it with fire...everything back to normal. Deleted "Configurable Containers" folder and the .dll from the AT_Utils. My parts all have screwy fuel levels now (the ones I saved), but its just a matter of filling them with the slider. SpaceCrane part seems busted without it...I'll live. Question remains though, will anything good be dependent on this?
  7. Nope, just happened to me last night. I have a Minmus base with plenty of hab time and supplies and about 20 Kerbals there, but its a complete lag fest. I think its a mixture of using MKS and K&K base parts, and especially the "transparent pods" feature (which can lag you even if turned off). I don't have any mods that mess with Kerbals other than the contract configurator for tourism (maybe?). So I decide to scrap the base by bringing back kerbals on a space available basis from other missions that pass by...once empty I'll try again without the craziness. I land and suddenly one of them is freaking out and made himself into a tourist...ok, he gets on the ship first, and I load up 3 other random ones. Those 3 were fine when I put them on board. After reaching low Minmus orbit, all 4 had become tourists...and stayed tourists all the way home...and are still tourists. Not the most useful report because I can't pinpoint the exact moment I noticed they were all 4 tourists, but I can say that I just started playing again 2 weeks ago and never used USI or MKS before that. 3 of us in the last few hours or so...just thinking the only thing I updated was Wild Blue Tools recently. Probably a coincidence, as I have no idea how that would give my kerbals bad touches, but its all I got for now.
  8. You can double them up by flipping them so they're back to back and flush, and then use control group keys to raise and lower them. Haven't had an issue yet.
  9. That's a case where you bring the mountain to Mohammed instead. Karibou!
  10. By most "main parts" I meant basically the Hab modules, science module, greenhouse, and the cockpit control modules. The idea in MKS with the power couplers were so you could (in theory) have several independently sitting base sections without the need to connect them up physically and everything will still work together. The module you may be thinking of is the "power distributor" module, which is either the 2000m microwave antenna or the 500m integral ones in the power modules. This I don't know where you would logically put in the K+K parts except maybe the fuel cell doing double-duty as a distribution point as you said. That base central command piece already has sooo much going on - its really OP - and if you did put the distributor there then your power structure would need to necessarily be your central structure.
  11. More notes on making it MKS compatible... These modules should be added to most of the main structures - this works beautifully and I've been testing this in my own game. These modules allow them to get power from energy distributors and tether themselves to the ground without need for KIS pylons: MODULE { name = USI_InertialDampener } MODULE { name = ModulePowerCoupler } MODULE { name = MKSModule } For command modules, these are helpful for constructing 100% K+K bases - you just really need one part with these per independent structure on the planet: MODULE { name = ModuleResourceDistributor } MODULE { name = ModulePlanetaryLogistics } MODULE { name = ModuleColonyRewards } These could probably be rolled up into a MM patch, but I just added these to the appropriate K+K parts directly and have been using it no problem. I think with the balance tweaks @tsaven mentioned above, it should be enough to get basic bases up and running with just K+K parts. If we could get an inline nuke plant or RTG (with some kind of radiators - water cooling maybe?) then we'd really be set.
  12. I ran into a small issue that I had to edit, basically: The Carbon Dioxide wedge is found extremely deep in the tech tree away from the other life support wedges needed for TAC. This makes it essentially useless to use any of the entire system early in the game with TAC, as you'd need to use their basic models anyways to get the CO2 storage. Once I fixed that with a quick edit, it was basically so long and good-bye to ugly hex cans
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