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Jatwaa

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Everything posted by Jatwaa

  1. Hey Voteless! Glad you enjoyed it I do intend to migrate it over, just need to sort how they do EC (once they get it working) and then sort the importing of models and new systems it will need. But yes! I have been planning on it. Stay tuned!
  2. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: Ryzen 7 5800X | GPU: 6800XT | RAM: 32GB
  3. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: WIN11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX 6800 XT | RAM: 32GB Shows the thrust changed when set to an AG, but the thrust does not occur, only the value changes Also, the value for the thrust, SNAPs to the new Thrust value instead of an increase in thrust to the new max and vice versa when toggled back. Included Attachments: 2023-06-2221-44-35.mp4
  4. Ballistanks was the predecessor to Sinkemall, which was a predecessor to Moist. Ballistanks only has one controllable ballast tank Sinkemall has no part mods, it reuses stock parts and adds features and resources to them to control ballast. Moist is the updated version of Ballistanks that includes more parts to make ballast control easier and includes the ballast control from Sinkemall. So depending on what you want to do, there is a solution. Want to stay mostly stock, Sinkemall is best Don't mind mods? Moist is the best solution. With finesse, you can get perfect bouyancy with either, but Moist is, for me, the easier since it includes Keels that hold the ballast and can be placed at the bottom of the craft adding stability.
  5. Fantastic work! It's alot to tackled, but the team is up to the task.
  6. This is fantastic. I really would love to see modding in KSP2, but it is a bit early for such wishes. I know we will get to a point to where the game is stable and performance is in a state to where we can get the nod to start on up part mods. Love to see both sides come together on a topic that unites us all.
  7. Right click on the Kerbal and you can add or remove ballast Actually I was able to get zero bubble and 0ms vert and horiz.
  8. It's my fault, the default position is rotated wrong. Pending to be fixed. For now, make sure that the black ball is rotated so it's towards the ground.
  9. The way I did it is a bit strange, but works. to make them use only electricity, I basically modded EC to be a mirror of jetpack fuel. That way, it can use only one fuel and not make the KSP system go nutty. I used Module Manager to patch EC like: @RESOURCE_DEFINITION[ElectricCharge] { @hsp = 3000 } HSP we didn't think would make the change, but it works and still does so I left it. If you want to use a single fuel, you can use that trick. it lets my engines and props use only EC. FS is awesome though (and one of my fav mods) since I love propeller mods. **edit* This would only solve the fuel part. but the blur disc and other FS goodies are all in FS. I was just too lazy in my mod to add them LOL
  10. Sure, I'll take a look at it this weekend. I was updating the mod anyhow.
  11. Jade is like 1000000* smarter than I am and I would lean to that as well. It's who helps me usually hahaha :D
  12. I think I see the problem, the wheel is mounted on the chassis wrong. It's sideways. On the model there is a black ball, that goes towards the ground. Sorry it took me so long to look and see that. But yeah, rotate the wheels till the black ball is towards the ground
  13. Hey Quicksilver! Glad you all are enjoying this mod. That error is odd. I recall that happened in testing but was since resolved. I'll have to look into it. Thanks!
  14. https://gfycat.com/concerneddensegalah Have fun
  15. Yes! Just add ballast to your rover or wheels to your underwater craft and it would keep your rover down enough to drive. Also it will allow ballast for Kerbals to allow those underwater bases
  16. Should remain compatible as long as Module Manager is available. Balance wise, they go from comparable to stock to OP sci-fi engines EC usage can be high in atmo, but eases up in space. There are included converters to support the engines that burn lfo or fuel/air, it is vastly more efficient than stock. You can also try rtgs or solar, but gonna need a whole army of em in the atmo.
  17. Glad you are enjoying it! I can add in the node. I'll see if I can add it in this weekend love that people enjoy this mod. It's the greener solution to aerospace hahah
  18. I have kinda. Needs more testing, but ran into problems once in motion
  19. two versions MOIST! and SEA (Sink Em All). MOIST! adds parts, SEA doesn't, just resources and functions. I love to see more ideas out there for submarines so I still think it's awesome edit: If I can help, just let me know!
  20. ACE was around because RCS thrusters couldn't use EC in the way I wanted, just wanted pure EC to generate the thrust, RCS is like "nah". So I created ACE to work as a stand in till I could figure it out. The game does NOT like me using EC only since no density and it breaks logic I suppose. The EC patch actually makes EC viable as a fuel source with a minor, albeit nonsensical edit. A funny technicality, its actually the same as EVA pack fuel. But RCS still refuses thus far to use it. I was planning an update soon with new engines and toys, so, I maaay look back into it.
  21. Interesting, do you have the ksp log from the load?
  22. Interesting, what file? I scan all the things before any zipping for spacedock.
  23. Yeah still works for me. What parts seem to be missing textures?
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