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Everything posted by panarchist
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[1.12.x] Near Future Technologies (September 6)
panarchist replied to Nertea's topic in KSP1 Mod Releases
Try the older releases on Github. https://github.com/post-kerbin-mining-corporation/NearFutureElectrical/releases?page=2 -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
panarchist replied to Paul Kingtiger's topic in KSP1 Mod Releases
Not sure much if anything needs to happen to "keep it going", since it works already with the final version of KSP 1. It's more that there were a few outstanding items that Daishi and Kingtiger originally stated they had planned, and which got back-burnered. I think we're all aware this is 100% volunteer, and I think we're all very appreciative of all the work over the years. I know I am. No one has made a modular storage system to compare to this one, and it's always one of the first mods I install (and keep installed) on any KSP installation I spin up. Modding's a thankless job, and I'm surprised more of the KSP modding community hasn't burned out, or burned out quicker. If they both choose to leave it permanently, I hope they'll be amenable to granting permission for someone to distribute the mod in the event that the current repositories go away.- 1,581 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
panarchist replied to Paul Kingtiger's topic in KSP1 Mod Releases
Given that Paul Kingtiger hasn't been on since June and last posted about KSP back in January, I agree it's unlikely. At least the mod works in the final version of KSP. Never say never, though - plenty of modders have returned after months or years away, you never know when someone decides to hop back on. Kingtiger appears consumed by fighting sail era miniatures, and honestly, I totally can understand that. I took a 5 minute look at his Twitter feed and now *I* want to play that game.- 1,581 replies
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Kerbalism pretty much doesn't play well with anything that either relies on stock mechanics, or alters them - with some exceptions. USI-LS and TAC-LS are the safest bets if one plans to use any of the rest of the USI constellation, like MKS. That said, Snacks at least doesn't break the other USI mods. (not saying don't use Kerbalism - it's awesome, and I have it installed on a different KSP instance)
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[KSP 1.8+] Kerbal Konstructs (Continued)
panarchist replied to NathanKell's topic in KSP1 Mod Releases
Access Denied - looks like you haven't shared it. Are you running 1.8.3 of KK, or 1.8.1? The issue you describe typically happens on 1.8.1 and earlier. -
[KSP 1.8+] Kerbal Konstructs (Continued)
panarchist replied to NathanKell's topic in KSP1 Mod Releases
Yeah, the bad part is that the latest MM dll is the one which is *supposed* to be used, and the log indicates that an older version was used instead. That's at odds with the intended and documented MM behavior - i.e. not a good thing. Deleting the others and keeping the latest is definitely the right call. -
[1.12.x] USI Core (Reactors and Kontainers)
panarchist replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude PR submitted: https://github.com/UmbraSpaceIndustries/USI_Core/pull/134 Now I see why you wanted it added at the end - it's a real PitA to ensure everything is in the correct order. This was fun, it's been while since I've done any dev work, light or not. I QA'd everything in the VAB editor, and verified that the textures matched the selected resource on all resources, and that the max amounts and prices were all correct. It could use a second set of eyes in case I missed anything on the final go-around. -
[1.12.x] USI Core (Reactors and Kontainers)
panarchist replied to RoverDude's topic in KSP1 Mod Releases
Makes sense for Xenon gas, and the stock resources, (I remember the 1L vs. 5L stock resource debate) but Liquid Hydrogen isn't compressible. It seems like it should be 600 instead of 6,000. Regardless, I'll set Liquid Oxygen to whatever the relevant water/chemicals/mulch value is, and will set tankCost to 1.24x the tankCost for LHyd, based on the values in CRP. It's fewer tanks than I first thought, I should be able to get a PR in by tomorrow. Thanks! -
[1.12.x] USI Core (Reactors and Kontainers)
panarchist replied to RoverDude's topic in KSP1 Mod Releases
One last question on that - if resourceAmount is in liters: resourceNames =Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Mulch;LqdHydrogen;LiquidFuel;MonoPropellant;Oxidizer resourceAmounts = 600;6000;192000;54,66;600;600;600;6000;120;120;120 Then why are LiquidHydrogen and XenonGas 6000? Based on the variation I made the assumption that resourceAmount represented mass and that tank volume would be equal to resourceAmount * density. LF, O, Mono and LF/O all make sense to me since they're all 120. (or add up to 120) -
[1.12.x] USI Core (Reactors and Kontainers)
panarchist replied to RoverDude's topic in KSP1 Mod Releases
My intention isn't alphabetical, more thinking about when I am selecting resources for a tank - I'd expect to see LOX and LHyd next to each other rather than having it show up after the KSP default resources. Does that make sense to you, or should I just add it to the tail end? -
[1.12.x] USI Core (Reactors and Kontainers)
panarchist replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Sure, I'll take that on. The only things I need are guidance on ResourceAmounts and TankCost, and where in the list it should fall. Using FlatRnd_01.cfg as an example: MODULE { name = FSfuelSwitch resourceNames =Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Mulch;LqdHydrogen;LiquidFuel;MonoPropellant;Oxidizer resourceAmounts = 600;6000;192000;54,66;600;600;600;6000;120;120;120 initialResourceAmounts = 0;0;0;0,0;0;0;0;0;0;0;0 tankCost = 2400000;24000;2016;55.08;0.48;9600;0;221;96;144;22 basePartMass = 0.075 tankMass = 0;0;0;0;0;0;0;0;0;0;0 hasGUI = false } LqdOxygen has 16.1x the density of LqdHydrogen, so presumably that means for this tank, resourceAmounts would be 96000. (rounding to 16x) As for tankCost - would that be 0 as with LqdHydrogen? My presumption is that since you're using LqdHydrogen, LqdOxygen would be the CRP O2 resource to use, and that it should fall immediately after LqdHydrogen in the resource order. There's 22 part files to modify, 2 modules for each part. (The FStextureSwitch2 changes seem obvious - add "LO2" after "LH2" in the texture order and add ";11" to the end of fuelTankSetups. (as well as adding the additional values in the module above for initialResourceAmounts and tankMass) Should take an hour of work (I'm slow) plus some testing time. Honestly, I am so rusty at Github, it'll probably take me longer to create the PR than to do the work. Am I forgetting anything? -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
panarchist replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 Any chance you might do a re-release of Heisenberg without the BARIS components, now that you're moving to EVA Repairs? It'd be nice to get the BARIS Bridge subdirectory out. (me not knowing if that's a trivial change or a major one) -
[1.12.x] USI Core (Reactors and Kontainers)
panarchist replied to RoverDude's topic in KSP1 Mod Releases
"they do hold Oxidizer, which is not the same" - there's been debate over that for at least 7 years. It may or may not be, though that's irrelevant to the issue at hand. Yep, I was mistaken. Either I was previously using another mod that patched it in, or I am thinking of some of Nertea's "Near Future" parts. It would be fairly easy to write a MM patch to add it in. Interesting that the tanks have liquid hydrogen in the config but not LOX. -
[1.12.x] USI Core (Reactors and Kontainers)
panarchist replied to RoverDude's topic in KSP1 Mod Releases
The spherical tanks. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
panarchist replied to Poodmund's topic in KSP1 Mod Releases
It should work fine, since Rescale is using Sigma Dimensions. I use Sigma Dimensions to play a 2.7x rescaled Kerbin system, and I have OPM installed - all planets resized and rescaled without issues. -
The main drawbacks are needing to find out who the maintainer is if there are any issues, and that the metadata files are going to lag behind the latest updates due to it going through a third party. I've used both CKAN and non-CKAN installs, and both work fine.
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Not sure if this was intentional, but the jukebox song plays during scene transitions to and from the Space Center.
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Weird Music Issue
panarchist replied to panarchist's topic in KSP1 Technical Support (PC, modded installs)
Never mind, found it - it's "The Outpost" causing it. -
Ok, this one is new for me. I'm running over 100 mods on my current main install. Now, when switching between a flight scene and the editor, or from a flight scene or the tracking station to the main menu, there is a MIDI version of Elvis' "Don't Be Cruel" playing in the background. It's driving me nuts, and I can't find the music file or figure out which mod may be causing it. Anyone know?
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Just remember, if you're going to go on a Bender, take a designated driver with you.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
panarchist replied to Dunbaratu's topic in KSP1 Mod Releases
Nice - which planet pack is that?- 1,364 replies
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[KSP 1.8+] Kerbal Konstructs (Continued)
panarchist replied to NathanKell's topic in KSP1 Mod Releases
Also Country Doggo's Random Bits, Tundra's Space Center, Kosmodrome, and Wenchang Space Center. If you don't mind less polished artwork, there's a ton of assets in Alpha Ash's original Kerbinside mod, plus more in BAD-T Airfields. All of them can be found on this page on Spacedock. -
Yes, that's what I mean - it won't work out of the box, there's significant effort involved. If you're just using it as a statics pack, that's fine.
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Not sure it's going to work on Earth - a lot of the KSR locations would be underwater - you'd have to reposition all of the groups to new locations.