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Dodecadevin

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Everything posted by Dodecadevin

  1. This is such a fun and challenging set of mods that now I can't play without them. Which could be a good thing or a bad thing, depending on mod compatibility on a given week! Either way, KUDOS. There's just one thing I would add. Somewhere in the top-level post, you should mention the math for converting stock-based delta-V budget to a 10x Kerbol delta-V budget! Someone told me that to get a dV budget for 10x Kerbol, one should multiply the stock dV budget by sqrt(10) ≈ 3.16, and that seems to mostly work for me, but I haven't really left Kerbin's SOI yet so I'm not sure if it holds true out in deep space. Or for liftoff/landing in extrakerrestrial atmospheres. But still it's a place to start.
  2. I love this mod. Would just like to point out some info that might be useful to put in the OP, since I had a tough time finding it: To use the standard delta-V map with 10x Kerbol, simply multiply all the stock dV values by sqrt(10), which is about 3.16.
  3. Anybody have any idea why my LV-T15 Dachshund won't expend ablator? As I understand it, as the engine overheats, the ablator should be consumed to help compensate for the overheating, but mine just stay at 30.00 until the engine blows up.
  4. I have no skill or suggestions to add, but let me just say now that engine plume/flare effects are possible i am DYING to see them implemented. My launches feel so ugly right now. I hope you can get something working
  5. I like the idea behind this mod, but it definitely flings my vessels off into space like a kraken when dropping out of timewarp.
  6. I will give that a shot when I have some time later and let you know how it goes! I don't have KSPRC installed, but I do have Texture Replacer and Hotrockets. I'll see if I can shake things out.
  7. dtobi, how likely is it that you'll be able to change the engine cryo effect to end when its engine is activated? Everything about this mod is beautiful and necessary, I just hope the timing can be sorted out so there aren't those few seconds where I have both cryogenic fog and rocketfire coming from the same engine.
  8. Here is an updated modulemanager config file to add CoolRockets to KW Rocketry engines and tanks, based off the version posted earlier by ObsessedWithKSP, integrating the 4-rocket fix. Includes all engines except the 2.5m Service engine, and all tanks except the 3-2 and 2-1 adapter parts. I have also removed the second of the tank-ice effects because I don't like having double-buttons cluttering the context menu, and I prefer the first effect visually.
  9. My apologies if this issue has already been noted here already. In stock pods with RPM, when navigating options in the MechJeb, SCANsat, and VesselView screens, the 'Back' key sends the menu to the top-level MOD select screen instead of just up one level. So, if I go a few levels into any mod's options, it's not possible to back out and change options down other trees. On the ALCOR pod, everything works fine, just none of the stock or B9 pods.
  10. I'm having a problem with the Refinery electrolysis on Laythe. The craft is touched down in ocean with a 2.5m UF4 reactor + generator and a single refinery. Electrolysis function activates okay and shows typical power draw, but the resource collection rates aren't what I'm used to: It's producing 0.49 units Oxidizer/sec but only 0.06 units LiquidFuel/sec. Furthermore, resource collection isn't being affected by time warp...I get the same rates at every level of acceleration, no matter what I'd have to wait hours of realtime for this craft to fill up. This is wrong, right?
  11. I accidentally hid the map in such a way that the button is now off-screen. How can I reset the map window's position?
  12. In the new Career mode, addon's parts will only appear in the tech tree when/where the addon tells them to. KAS hasn't been updated with tech tree config yet, so the parts from KAS only show up in Sandbox mode (where there is no tech tree).
  13. I was wondering, if the 'Other' functionality assigns them to an "unusable category", does that mean KSP loading still looks at those parts and then decides it can't load them? Would it be any simpler or more effective to just move the disabled parts into some folder elsewhere, isolated from the KSP loading routine?
  14. My game crashes a lot, and I suspect it has to do with RAM usage from having so many parts addons, so I hoped the 'Other' tab would be useful for strategic disabling of certain parts or partsets. Except, when I move anything into 'Other', they still load - they show on the game loading screen, and they're available in the VAB in their original (unsorted) locations. I don't think this category is working properly from within the parts sorter. I have experimented a few times using the following procedure: *Open KOP > Sort Parts *Move any number of parts or subcats into 'Other' *Save, close KOP *Reopen KOP > Sort Parts *Any parts that were in 'Other' are now in their game-original category, even if I had previously moved/sorted them into alternate categories. They retain their subcategory name assignment, and their position within the subcategory, but not their category assignment. The same thing occurs regardless of whether Apply/Reset is used at any stage. Hope this information is more helpful than bothersome! EDIT: You don't even have to exit KOP actually. Just saving, closing the Sort window, and reopening it has the same effect as above.
  15. Update: After some further fiddling, everything in 1.4.2 is functioning as intended :3 Had to Remove All Sorting Data and re-do everything, but it's working.
  16. I checked and you're right about all the problem parts having the curly bracket on the same line. However, even after updating to 1.4.2, the utility is still exhibiting the same behaviour I reported earlier.
  17. Some parts were missing when sorted, and reappeared when unsorted. When I checked on them I found that when sorted, all the missing parts had an extra PART{...} tag appended. Removing the tags manually solved the problem and let me keep my sort.
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