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Everything posted by sidfu
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[1.12.x] Custom Asteroids 1.9.0 - January 24
sidfu replied to Starstrider42's topic in KSP1 Mod Releases
this is the .cfg i use with BA. its a combination of the defualt one and the one from BA // Custom Asteroids: Better Atmospheres Joolvian Ring System Asteroids // JoolRingAsteroids.cfg // by Thesonicgalaxy // // For Custom Asteroids 1.0+ // Compatible with: // Stock KSP 0.23.5 Yes // Alternis Kerbol No // Planet Factory Yes // Boris/Fearless/Wot Pack No // Cerrakk's Pack No // Hercules/Titan/Hypatos Pack No // Kaiser No // Kerbal Universe Project No // Kerbin+ No // JTG Industries Pack No // Sido's Urania Pack No // Super Eve No // Real Solar System No // 6.4ラ Kerbol No // 10ラ Kerbol No // 0.1ラ Solar System No AsteroidSets { // Stock intercept trajectories DEFAULT { name = kerbinIntercept title = Potentially Hazardous Ast. // One incoming rock every 50 Earth days or 200 Kerbin days spawnRate = 0.02 } // NKO orbits based on NEO population from "Debiased Orbital and Absolute // Magnitude Distribution of the Near-Earth Objects", // Bottke et al. (2002), Icarus 156, 399 ASTEROIDGROUP { name = innerAsteroids title = Near-Kerbin Ast. centralBody = Sun // With default lifetime settings, 3.2 NKOs will be around on average spawnRate = 0.3 orbitSize { type = SemimajorAxis min = Ratio(Kerbin.sma, 0.5 ) max = Ratio( Jool.sma, 0.77) // 4 AU, rescaled from Jupiter's to Jool's orbit } eccentricity { avg = 0.5 } inclination { avg = 7.5 } } ASTEROIDGROUP { // Ignore Kirkwood gaps -- they won't have much of an impact on gameplay name = mainBelt title = Main Belt Ast. centralBody = Sun // With default lifetime settings, 5.3 asteroids will be around on average spawnRate = 0.5 orbitSize { type = SemimajorAxis min = Resonance(Jool, 4:1) max = Resonance(Jool, 2:1) } eccentricity { avg = 0.18 } inclination { avg = 7.5 } } ASTEROIDGROUP { // Trojan orbits partially based on "Population and Size Distribution of Small Jovian // Trojan Asteroids", Jewitt et al. (2000), Astronomical Journal 120, 1140 name = joolTrojanLeading title = Trojan Ast. centralBody = Sun // With default lifetime settings, 4.8 Trojans will be around on average spawnRate = 0.23 orbitSize { type = SemimajorAxis min = Resonance(Jool, 1:1) max = Resonance(Jool, 1:1) } eccentricity { avg = 0.07 } inclination { avg = 13 // For now, just merge the low- and high-inclination groups together } orbitPhase { type = MeanLongitude epoch = GameStart dist = Gaussian avg = Offset(Jool.mnl0, 60) // Real Trojan belts have a standard deviation of 13 degrees in longitude, // but I'm assuming a lot of that is from inclination. Allow +/- 10 degree // variation in longitude instead stddev = 10 } } ASTEROIDGROUP { name = joolTrojanTrailing title = Trojan Ast. centralBody = Sun spawnRate = 0.23 orbitSize { type = SemimajorAxis min = Resonance(Jool, 1:1) max = Resonance(Jool, 1:1) } eccentricity { avg = 0.07 } inclination { avg = 13 } orbitPhase { type = MeanLongitude epoch = GameStart dist = Gaussian avg = Offset(Jool.mnl0, -60) stddev = 10 } } // Long-period comets only; short-period comets depend on the location // of the scattered disk ASTEROIDGROUP { name = oort title = Long-Period Cmt. centralBody = Sun // One comet every 20 Earth days (80 Kerbin days) spawnRate = 0.05 orbitSize { type = Periapsis //min = 261600000 // Sungrazers min = Ratio(Moho.sma, 0.2) max = Ratio(Jool.sma, 1.0) // Ignore comets outside the orbit of Jool } eccentricity { dist = Uniform min = 0.98 // Minimum apoapsis: 1.7× Jool's orbit max = 1.005 } inclination { dist = Isotropic } orbitPhase { // Let comets be discovered only on approach, so that the player has // time to prepare a flyby mission type = MeanAnomaly epoch = Now min = -2.0 // Extremely elliptical orbit; little time spent near periapsis max = -0.1 } } ASTEROIDGROUP { name = Joolinnerrings title = C Ring Ast. centralBody = Jool spawnRate = 0.4 orbitSize { type = SemimajorAxis min = Ratio(Laythe.sma, 0.3) max = Ratio(Laythe.sma, 0.3) } eccentricity { avg = 0.0 } inclination { avg = 0.0 } } } AsteroidSets { ASTEROIDGROUP { name = Joolmidrings title = B Ring Ast. centralBody = Jool spawnRate = 0.5 orbitSize { type = SemimajorAxis min = Ratio(Laythe.sma, 0.35) max = Ratio(Laythe.sma, 0.35) } eccentricity { avg = 0.02 } inclination { avg = 0.5 } } } AsteroidSets { ASTEROIDGROUP { name = Joolouterrings title = A Ring Ast. centralBody = Jool spawnRate = 0.9 orbitSize { type = SemimajorAxis min = Ratio(Laythe.sma, 0.4) max = Ratio(Laythe.sma, 0.4) } eccentricity { avg = 0.04 } inclination { avg = 1.0 } } } if u getting to many astroids check your .cfg something is probaly off in it. -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
so u know u still need a greyscale map for ors to use it otherwise the ore be same spot as karbonite which kinda sucks. even with just the ors folder from mks u wouldnt need rest of mks just the ors folder since its tied to ors not mks. also by changening the name paths u could move the mks ors fodler proaly to somewhere else. -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
robotengineer mks already adds ore to planets with ORS. -
[WRN 11:53:53.308] The referenced script on this Behaviour is missing! PartLoader: Compiling Part 'KWRocketry/Parts/Fuel/KW_Universal_Tanks/3mL4A/KW3mtankL4A' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) The referenced script on this Behaviour is missing! think i got them right. even thou that comes up it still shows part.
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[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
u do know u can dd them all yourself. most modders dont hard code the rescouces into a .dll of the mod -
[WIP][KSP 0.24.2] (V0.2R1) Kerbinium Asteroid Mining/RandomResources
sidfu replied to PalverZ's topic in KSP1 Mod Development
u can add karbonite it has a mod freindly license. http://forum.kerbalspaceprogram.com/threads/87335-Karbonite-A-cheerful-license-friendly-alternative-to-Kethane!-v0-0-5 u should be able ot use any of the resouces that are not custom names like water and such. kethane not so sure it has a very restrictive license. probaly karbonite and the ORS resouces u could use with out much problem. -
tweakscale for me dont cause any crash. i had forgot to delte the magicsmokeindustires scale.dll so hopely that fix me not haveign any option to change. then ima restall the smart parts and see if that was causing a problem also. for me when i test i open the debug window on the start screen so i can see if any error comes up and i havent got any from tweakscale since 1.25 just to bad we cant use it with tweak everything or they conflict. i have 152 mods running and besides the normal 64x random crash when u loading a scene i havent had a crash in a while
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[WIP][KSP 0.24.2] (V0.2R1) Kerbinium Asteroid Mining/RandomResources
sidfu replied to PalverZ's topic in KSP1 Mod Development
yeah i went thru tac,epl and kethane and such to get the values so should work without any problem with any of them. there already 2 other roid mods. this gives options so i fu have kethane u can get some from roids. i left out alot of the kspi stuff cause focues on stuff u would commonly use in space more. wtih that .cfg u could take lauch a few probes to differnt roids and have them ready for say to redirect to say eve or such for supplys since depending on size of roid would be better than brining from surface aka trying to leave eve. if u use custom roids mod u can have comets and roids at randomn orbits in the kerbol system not just ones goign to kerbal. and u right on both things palverz. was gonna do it for myself might as well share since .cfg changes dont require anything to do much just a bit of time. btw palverz can u someway add where it adds say just 2 maybe 3 to a roid. cause with current system its gonna probaly put 4-5 unless modify the empty chance. btw space-kraken none of those resouces he created himself. the one he use karbanite is from a new resouce mod. all the ones i put up are from other one so none are crated and they work with any of those mods. -
[WIP][KSP 0.24.2] (V0.2R1) Kerbinium Asteroid Mining/RandomResources
sidfu replied to PalverZ's topic in KSP1 Mod Development
modifed your .cfg to add other recouses u can post it as a addition. u can consider it a gift hope u keep working on it. goes to asteroid.cfg @PART[PotatoRoid] { MODULE { name = RandomResource ResourceType = Kerbinium Min = 1 Max = 1000 ChanceOfZero = 10 NotRefillable = True } RESOURCE { name = Kerbinium amount = 0 maxAmount = 1000 } MODULE { name = RandomResource ResourceType = Water Min = 1 Max = 10000 ChanceOfZero = 6 NotRefillable = True } RESOURCE { name = Water amount = 0 maxAmount = 10000 } MODULE { name = RandomResource ResourceType = Kethane Min = 1 Max = 3000 ChanceOfZero = 18 NotRefillable = True } RESOURCE { name = Kethane amount = 0 maxAmount = 3000 } MODULE { name = RandomResource ResourceType = Ore Min = 1 Max = 8000 ChanceOfZero = 13 NotRefillable = True } RESOURCE { name = Ore amount = 0 maxAmount = 8000 } MODULE { name = RandomResource ResourceType = WasteWater Min = 1 Max = 1000 ChanceOfZero = 30 NotRefillable = True } RESOURCE { name = WasteWater amount = 0 maxAmount = 1000 } MODULE { name = RandomResource ResourceType = CarbonDioxide Min = 1 Max = 800 ChanceOfZero = 2 NotRefillable = True } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 800 } } and the ResourcesGeneric RESOURCE_DEFINITION { name = Kerbinium density = 0.010 unitCost = 50.00 flowMode = NO_FLOW transfer = PUMP } RESOURCE_DEFINITION { name = Water density = 0.0010000000 unitCost = 0.0001 flowMode = NO_FLOW transfer = PUMP } RESOURCE_DEFINITION { name = CarbonDioxide density = 0.0000019510 unitCost = 0 flowMode = NO_FLOW transfer = PUMP } RESOURCE_DEFINITION { name = WasteWater density = 0.0010000000 unitCost = 0 flowMode = NO_FLOW transfer = PUMP } RESOURCE_DEFINITION { name = Ore density = 0.0275 // average density of rock is 5.5t/m^3 unitCost = 3.52 // 128/t flowMode = NO_FLOW transfer = PUMP } RESOURCE_DEFINITION { name = Kethane density = 0.002 unitCost = 0.16 flowMode = NO_FLOW transfer = PUMP } reason i added carbondioxide and waste water is that alot of asteroids would have carbondixoide traped and waste water could be considered water that has differnt minerals all mixed with it. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
sidfu replied to dtobi's topic in KSP1 Mod Releases
i just manualy went into intersteelar and changed all lqdwater into water there around 10-13 instances of it havent had a chance to test if just changing kspi to water works yet thou. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
sidfu replied to Majiir's topic in KSP1 Mod Releases
yeah drop us the file cause right now majinir is allowing people to post fixes for now. once he gets back they be back to locked and cant distribite -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
roverdude on the problem with the base why dont design some awsome landing legs that could support it. well i had little problems with the leg base but for that gap that is between the drill and the tank are in it. u could problay leave it if u combined a drill and a small tank and make it 1 part for that and have it a lesser drill. fyi the new community fix for kas actualy works. -
[WIP][KSP 0.24.2] (V0.2R1) Kerbinium Asteroid Mining/RandomResources
sidfu replied to PalverZ's topic in KSP1 Mod Development
maybe having the tank non tweakable would fix it? also is the random recouse thing actualy randomizing whats in the roids? if it is can i add other recouses to it -
epl needs kethane for mining,and for production only thing it dont need kethane for is to build the ships i think. with kethane conveter module broken epl is kinda dead unless u use other ways to get rocket parts.
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this is working but it does give alot of script not present message but it works from what i can tell even with new mods like the updated kw
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grats its working in 64x there is only 2 realy i found. 1 if u attach the pipe end to the ground u get a message about invalid docking and if u leave then come back to the ship that pip end disappears dont know if it was like that bfore. and 2 need to add where u can have a link pipe ready to link attached to u and have something on your back. when its like that if u drop the part on back it goes flyin goff along with u and blows up.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
remember when ever u update a mod delte the whole mod if u can and replace it. it keeps bad things from happening -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
did encounter 1 bug put the karbonite drill->karbonite tank-> epl tank modifed to hold karbonite->refinery->stock fuel tank and keep getting message that couldnt find the resouce path. now this ofcouse is from the bottom up with drill on bottom. was gonan try another cfg of it to see what it was but game crashed when i zoned back into vab ill try again later need a break now. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
sidfu replied to Majiir's topic in KSP1 Mod Releases
if u using MKS there is a .cfg to allow it to convert ore to metal to use with EPL if u using those -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
well thats cause kethane convesrion is broken now due to latest patch. so we all trying to find a replacment to use with epl -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
accdental that sounds about right for a decent conversion of rocket parts and scrap. ima probaly mess around with that genric converter and see what i can get. more options mean less a chance of how with kethane broken we have to many broken mods -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
u would only have to have a few files on it and right now u dont have much choice u can try one of the generic resouce converters. its only a option so right now u can use epl as it stands right now u can drile for ore with kethane but cant use converters so using the mks module for now is best imo cause mks and epl go togehter perfect. have colony on planet and the space ship building in orbit. ima probaly try it before play again gonna do manual edits to epl .cfg and see what i aget. -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
accidental did u take a look at the mks modules to see if u could use any of them for example MODULE { name = KolonyConverter converterName = Metals conversionRate = 1 inputResources = Ore, 0.51000, ElectricCharge, 2.50,PatchKits,0.00000002125,RepairKits,0.00000002125,PunchCards,0.00085 outputResources = Metal, 0.05100, False, RareMetals, 0.0000510, False,Recyclables,0.000425,true requiredResources = BasicMachinery,900,MEP-Refining,100 SurfaceOnly = False } with some tweaking should be able to use it to make the metals