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corumanime

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Everything posted by corumanime

  1. Millionlights I'm really happy it solved your problem! yay! I'm working my way through the planet packs so it will be a while before I get to see the Urania pack (too much RAM for them all) - is it fun to play? I'm glad you're using Kethane successfully with it. I added CityLights/VisualImprovements and it makes the planets look AMAZING but it might have broken my kethane parts. Maybe I'll remove it and see. add me on Skype - corum.anime - if you wanna chat or see what I mean by amazing looking or help me work out why my kethane drills got supersized. Take Care, Corum.
  2. I have a problem, and the only hint was that a "rendering conflict with city lights was fixed in 8.3" but I'm using 8.4 (and yes, city lights mod) and both Kethane Drills are HUGE in the VAB, like 100 feet tall. I've used Kethane for ages, this never happened before. Help?
  3. Hey, theres a file in the kethane folder called grid.cfg Look at the lines already in it, its to override scaling of the grid which is just what you want. Add a line for Eos and maybe copy a value from a similar sized planet first, and then I guess its trial-and-error till you get it right. Good luck!
  4. Which is why we need options to disable or configure the amount of g damage, and still use the heat part which is what we all want it for. Has the author abandoned this mod? OP hasn't been updated since June. :/
  5. jrandom thanks, I have modded some of my engines so the screenshot wouldn't be accurate and for now I've had to delete the plugin so I can play till its configurable. I totally admit though, when I'm testing upper stages or low orbit vehicles I still like to launch them legit and I like to get them up there as fast as possible, and I love it when you can get glowing plasma whilst going UP at Mach 3+, its kinda cool. But to see what I mean, just get a short/med 5M fueltank and put a Mailsail (1500) under it and see. Even though the engine does NOT start overheating, the plugin makes rattling sounds and pretty soon explodes. Actually I was thinking this prevents me using powerful launch stages but I guess if they only move slowly the plugin would allow full power... ...but still, my rockets explode often enough anyway and Heat is the challenge I want to add. In fact, one of the attractions of this plugin (Which is Amazing once we can tweak it) is it lets orange plasma happen at any altitude due to speed and not go white simply because of low altitude which is silly. Some people might only want that feature and make the Heat and G very forgiving. Its a great plugin I just can't imagine why the G force side is so brutal and has no config option, and with the huge stuff I build and throw around I can't use it that way. For another example, I modded an Engine to work as a RamScoop and gain XenonGas fuel (roleplaying it as Deuterium for fusion engines) when it skims atmospheres at high speed. Thats not gonna happen if the G forces kill the ship. Thanks again, I hope the author is active because his plugin is original and brilliant. Corum.
  6. I love the premise and implementation of this mod EXCEPT how g forces work and that they can't be tweaked. Please please do a version without g forces or add to config a way to scale it or just turn it off. I want the challenge of the reentry heat, as advertised. KSP looks after structural strength and my rockets arent made of cardboard or tinfoil so they are built for whatever g they get. I don't mind if a (configurable) g force has a chance of killing the kerbals, but please let some of us use just the heat part of this mod. I love the more authentic thermal experience but I can't experience it because of the g forces. My rockets can't even lift off without blowing up even though they not overheating. Thanks so much! Corum.
  7. You're right about the energy, I changed that back after finding you can't power life support from Solar Cells. But I found it too easy not needing any life support at all for Mun trips and I wanted trips to Jool etc to FEEL like a big expedition, maybe even have a reason to want to fill up on Oxygen in Laythe's atmosphere. Just trying to challenge myself in the game maybe to balance that I added the bigger rockets from the popular packs, and modded engines a bit to simulate near-future sci-fi - I mean, the "Ariane 5 Clone" craft I downloaded FAILED to make orbit, and I'm pretty sure the real one works just fine, so I use better rockets but I make life support and caring for crew comfort more of a challenge. I hope this gets updated and becomes able to prevent cheating ie/kill kerbals in non-active ships. Accuracy/Apollo data? I'm not sure. Scrubbers don't use much power, but do use up some chemical instead. Recovering the Oxygen from CO2 would take power, its not just fans. But.. yeah.. in KSP you can get to the Mun in hours not days, so you're right, but for gameplay/roleplay I think my way fits (when I changed power back to normal) and gameplay is what matters to me. Thanks, mainly I want Yongedevil to see how awesome he is. Everybody is making big rockets, theres no shortage of those. But nobody else has done a real life support mod which makes KSP a real Sim not just a "robots in rockets" game. Thanks Corum.
  8. Yongedevil. I just want to say THANKS for making this and especially for making it work with so many other mods and letting us configure it. (personally I think being able to land on the Mun before finding the air is a bit stale is too easy, so I increased the oxygen/CO2 rate of kerbals by x100 and also speeded up the recyclers by x100 but made them use 100x as much power too - now its something you actually have to consider) This plugin is one of the very most important ones, it should be included in the Stock game, I hope you realise for so many people this one Mod will turn KSP from a silly game to an actual challenging Sim, and add Roleplay and Realism so theres a reason to build larger space stations etc and send resupply missions. IDK why the downloads aren't higher I guess people want big rockets and guns but this is more useful for the game longterm, to me its as important as MechJeb, seriously, please don't ever give up on it, please keep integrating it with relevant mods. This really gave KSP a new lease of life for me after I did all the "huge rocket" stuff. Dude. You rock. And IonCross Crew Support plugin rocks! THANKS!!! <3 Corum. p.s. on Oxygen warnings. Yes if possible give more warnings, yes check all ships so neglected missions die. And don't have 10% per hour. Do like me. Change it to 10% per 5 MINUTES so surviving an hour is a real challenge... can I rush re-entry and make a dangerous quick landing and pop the hatch before I snuff it? An hour takes you halfway to the Mun.
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