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Smurfalot

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Everything posted by Smurfalot

  1. Extraplanetary Launchpads is the main one I have that relies on Kethane...I have not tried those parts with Karbonite yet though.
  2. The forum is being very buggy for me tonight with lagging, duplicating posts etc. I get what you are saying, there is no point in making a replacement that has anything to do with the thing being replaced because that defeats the purpose of replacing it. My main issue is, I have never been able to get ORS hot spots to display so I have always depended on the kethane overlay to show me where things are. No overlay, no way to find resources, no point trying to harvest in the blind. See what I am saying?
  3. Ok fine, I did not mean to p.ss you off...I am just trying to find a substitute for the damn overlay because I like it better than the ORS hotspots.
  4. Right, as I said, "I realize you are trying to make a statement of principle here regarding kethane..." My point is there is a difference between dependency and compatibility. And since he said there would be no native overlay for Karbonite in the near future I would like to continue using the kethane overlay until there is something equivalent or better.
  5. I realize you are trying to make a statement of principle here regarding kethane, but does it really hurt to maintain basic compatibility for people who intend to use both, especially because that overlay is pretty much a must have feature for me?
  6. That is exactly what I thought too. Edit: Silly question, is this still compatible with Kethane given that you are intending to replace it? I really like that overlay...
  7. Yeah, I have a configuration with a large "Ray" at the COM and 4 of the small "Una" envelopes at the corners, but for some reason it keeps picking any Una attached on the corner of craft as lead before the Ray even if I systematically remove them or manually edit the craft file.
  8. I have not added this mod for .24+ yet, but used it extensively in a previous build of the game. Thoughts on price and tech tree. I would place it to enter at "Flight Control" which is the same place as mechjeb and make it fairly cheap (I do not know what the price is currently). If you wanted to be funny about it you could price it around $88 since that is the about going rate for a TI Graphing calculator these days. Cheers for taking on the task of keeping it up to date, it is much appreciated.
  9. As near as I can tell from digging through the old thread, it has something to do with with Buoyancy GUI. I have tried manually editing the craft file to make the 'right' balloon the lead, but it just reverts next time I launch the ship, so it is something in the .dll changing it back. That is all I know. Also, do you know if there is there any good way to get around the 'a part can only have one parent part' limitation when connecting the long envelopes to a craft besides using a .... ton of struts? Having only 1 point of contact makes the balloon floppy on one end.
  10. I am trying to use the folding electric helio engine as a push engine on the back end of an airship, but unlike the others it does not have the ability to reverse thrust (for obvious reasons given its stated application)-- since I am not using it in quite the intended manner, how do I go about adding the ability to reverse? Thank you for making such a cool and versatile mod. Edit: Actually an electric version of the swamp motor would be most welcome as well...I tried to take the guts out of an electric nose prop for now, but it did not work out quite as well as I had hoped. Any chance for revolutionary electric table fan technology? description = It's obviously not just an upscaled table fan. Obviously! Why not make your table fan electric? I mean, it is not a table fan, but now it is electric!
  11. It is an absolutely awesome gantry when I can get it to work...and thanks to you for pointing out that extra file it is working again now! Thank you. Apparently when he had us moving files from the IR folder into the tweakscale folder those old files got retained when I did the re-install of the two mods earlier. Here is a copy of the craft file, since you seemed to appreciate it. It is surprisingly rugged (you can drive it directly off the steep side of the launchpad under load), has full X,Y,Z axis, lift and rotation. It can go up to ~28 m/s (with enough torque to flip itself if you are not careful). I am especially proud of the "Rollbar" on the top that will let you flip it back upright if you manage to roll it, just make sure to blow the decouplers that hold it in place for launch first. The "feet" can be detached by KAS-grabbing the pylons to separate the rover bases the KAS containers have external seats and RTGs that let you turn them into fully functioning independent rovers, which is great for re-purposing parts of an old gantry that is set to be decommissioned. The craft file requires IR, Duneraider, KAS, Mechjeb and ScanSat. I hope you enjoy it and use it with my thanks for helping me see the obvious problem that had been alluding me.
  12. I am having a weird problem with a craft I have used dozens of times. Certain IR parts that connected perfectly in the VAB spontaneously disconnect on launch. It is always the same ones. The Hydraulic Cylinders on the back legs only disconnect from the Modular girder segment XL, while the front legs, which are exact copies stay connected perfectly-- you can see in the picture the back legs rolling off the launch pad in the background. Also the center gantry falls through the rails of the two gantries on either side that would normally hold it up. I even remade the craft from scratch and the same pieces still fall off. Output Log.
  13. Your work is far better than anything I could ever do. Cheers for trying.
  14. Why not re-texture the stock radial air scoop? Feature: Map Overlay I really rather like the Kethane style map overlay as opposed to the hotspots, those kind of lack visual appeal. Kethane lets you switch between different resources in map view which is great, but if you only display one at a time that makes it hard to spot overlaps, right? I was thinking you could do a similar geodesic pattern overlay that might make it easier to spot the resources and see where you have/have not scanned and then configure it with adjustable display filters, so you could more easily find that sweet substrate/mineral/ore/karbonite colony location we all dream about, (if it exists).
  15. No, not yet. I will check it out after work. Glad to see you guys worked out a way for them to play nicely together. I hope this change will save you much grief in the future.
  16. Actually that is a good direction, you can make them look like the nasty smoke coughing engines the Reavers use in Firefly.
  17. I think StageRecovery is going to be abandoned/absorbed in favor of DebRefund, which is a pretty awesome product.
  18. Thank you ever so much. I know you guys get an earful when there is a new version or something breaks, but I really do appreciate the work you do.
  19. I really do not see what the big deal is, I wish all my mods had a version check so that it would be easier to keep things up to date.
  20. Ok just FYI in case you did not see it, Tweakscale just released v1.26
  21. Obviously the Khemical formula should be KaH-BO2M Green Mountain Transit Agency? I think the Karbonite-fueled engines should have involve at least some minimal refining to use. I would not think you could just pump raw karbonite into an engine with all those impurities? That being said, there should be some advantage to going through all the trouble, perhaps it is somewhat more energy dense/efficient than conventional fuels. Thus making it worth your time to set up a refinery on Eve to supply its orbital fueling station, but not so much better that it unbalances the game... You can have air scoops and concentration units for atmospheric collection, Suction Filters and Distillation units for "ocean" collection and the normal drills and refineries for use on land. Same stuff, but different concentrations, thicker atmospheres might logically have more like on Eve and perhaps Jool has crazy amounts of gaseous Karbonite since it is a gas giant. Laythe, Eve and Kerbin would be the obvious places to find aqueous Karbonite. Land collection from the various rocky bodies would have their own characteristics of course...perhaps even a special "Frozen" Karbonite only found on the cold distant planets that can be used for food preservation and cryo-transport of prisoners kerbals on long flights as mentioned previously. Picture if this was Jeb in Karbonite Cryo:
  22. Major feature request: The randomly placed deposits often end up in the middle of oceans, this mod really needs at the bare minimum some means for drilling resources deposited on the ocean floor. If you get really ambitious you can make a floating (or even submerged) colony set to compliment MKS/OKS.
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