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Crimsonraziel

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Everything posted by Crimsonraziel

  1. I had a debris taking its turns over Kerbin's in somewhat excentric orbit. Its periapsis was inside kerbin's atmosphere so it slowed down with every revolution and after several ingame days (weeks) it finally hit the ground. Unfortnately right next to a car north of KSC killing Jenfry Kerman while I was taking a surface sample with the copilot.
  2. I tried to create an engine that is using some "charged" resource and turns it into gas(thrust) some "uncharged" version of that resource. (The basic idea is to recharge that "uncharged" resource with energy and some gas on planets with atmosphere or something like that.) So I need an engine that not only consumes some resources, but also produces some waste resource. At first I tried to use 'ModuleAlternator' but it seems the calculation for this works different and I couldn't balance that the way I wanted to. For every 1 "charged" resource used by the engine there should be 1 produced "uncharged" resource. I tried another approach by adding the "uncharged" resource as propellant and giving it a negativ ratio (charged resource ratio 1, uncharged -1). At first I thought it worked out, but then I ended up with 60.17 units produced out of 60 units, which means after recharging I would have more fuel than I started with. That's not intended^^ How can I make it match exactly? I don't really care if I use it as propellant for ModuleEngines or as resource for ModulAlternator as long as the numbers work out. Any suggestions?
  3. Since I installed Fusebox KSP started to crash roughly every hour in VAB or 1.5 - 2 hours in space without intermission. I can avoid that by switching to the space center every once in a while but I think this isn't how it's supposed to be.^^ After some further investigation the memory allocation error causing the game to crash seems to be related to Fusebox. I use only a few mods, so just tried it out by removing one mod while using the other mods. I took some time because I had to wait around an hour per mod. The only time it did not crash after approximately one hour was when I removed Fusebox. (Yeah, you already guessed that^^') Even after two hours the game was running fine. While doing these tests I had an eye on KSP's memory usage. Without Fusebox the memory usage eventually settled down to a certain level (around 1500 MB), with Fusebox it kept constantly growing and causing CTD after reaching KSP's memory limitations. It might be not only caused by Fusebox on its own, but being a side effect of a combination of mods. I didn't have enough time to figure that out. The mods I use (besides Fusebox) are: Chatterer TextureReplacer Targetron Kerbal Alarm Clock Toolbar Lazor System Kerbal GPS (Figaro Global Navigation Satellite System) SCANsat some very basic part mods (meaning they only consist of part.cfg, model and texture so it's unlikely they have anything to do with that problem)
  4. Solved. The mods name was a bit misleading for me, but TextureReplacer includes the possibility to replace default skins with multiple sets of skins. So just adding the standard skins and some recolored skins solved my problem. Next step: create better skins than just swapping the rgb channels.^^
  5. Hello guys, originally I felt the need of some alien life forms. Unfortunatelly it seems, this feature isn't planned and there is no mod available for this either. So I thought about another approach. (e.g.) Recolor some Kerbals with blue skin and yellow eyes, change their surnames to 'Eloa' and pretend them being from Eeloo or Laythe. This would be enough to begin with. And that leads to my question: Is there any mod that provides the possability of adding additional textures/skin colors for my Kerbals? Just replacing textures would just turn all Kerbals blue. Or is there any other way to customize the look of Jeb & co. ?
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