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Javascap

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  1. Quick question I have not been able to find an answer for: Is there a way to remove the SPH launch cost, or at least reduce it? It just seems absurd I have to pay about 1/3 the value of the entire vehicle for having the audacity to launch from the runway instead of the launchpad after having already paid the cost for the construction of the vehicle. I already found RolloutCost and IntegrationCost in the settings, but those are already at 0 and would affect VAB launches.
  2. So, quick theoritcal question: could this mod be used to steal Benjee10's Artemis cockpit from the Artemis Constrution Kit and give it to the MK2-3 cockpit from the ReDIRECT mod?
  3. I wanted to ask for something that I think would help players create a fully self-sustaining colony. Would there be a way to add a drill that could extract water that would activate if a life support mod is detected? It would allow the greenhouses to run without needing to send water up to maintain them, and would close the life support loop by allowing electrolysis to split out the oxygen for the Kerbals.
  4. I'd like to request something I think would really help this mod out: some sort of drill that allows you to extract water. For players that use life support mods, it'd be amazing to be able to close the life support gap. I use TAC, which includes water splitters to make oxygen and hydrogen from water. With water drills, setting up a water mining base on the Münar poles would be a splendid idea, Layte could become entirely self sustaining from the wind turbines powering the water pumps.
  5. Ah, now I see. They're not added in as their own suits, they're tucked in to the right of the default suits and the vintage breaking ground suits by clicking the blue buttons down there.
  6. I must be missing something, but none of the suits are showing up. I have turned off the suit replacement option in Texture Replacer. Are the new suits supposed to be visible in the astronaut complex, or do I need to look somewhere else? I found the new helmet piece and EMU in the VAB, but nothing else.
  7. I have a feeling this question has probably been asked and answered before, but I couldn't find it anywhere in the last 10 pages. Are there supposed to be no scatterers on Minmus? I have them everywhere else except there.
  8. I really do like the visual quality of this modpack, but the engines are too expensive to use in a career playthrough. For example, the Corgi is a NFLV rocket meant as a 2.75 meter upper stage engine with 750 kN thrust in a vacuum. It costs 4,250 funds. The RM-13se, with the in-game description of being low cost and cheap enough to be disposable, costs 15,000 funds. The RM-25-150 is even more outrageous at 30,000 funds. Heck, the actual Vector engine itself in the stock game costs 18,000 funds and is about half to three quarters the price of most of the parts added by this mod. For crabs sake, I built a rocket using two RM-25 Kilimanjaro rockets serving as the first stage. Just the two rockets are almost as expensive by themselves as the rest of the craft. Each one costs 26,000 funds and are only marginally better than the Erebus from Cryogenic Engines which uses the same fuel and costs 7,500 funds. I'd really suggest tweaking the costs a bit to make the rockets more appealing for a career playthrough. I think the Ranier is closest to fine, bit pricy, but fine. But everything else, good grief.
  9. So, a quick question. How am I supposed to deal with parts from this mod showing up for Kerbal rescue contracts? I can't go EVA, there's no hatch. I can't add a docking port to the craft, even the Jr. is too big to fit in my Kerbal's inventory. Same goes for the parachutes. The only way I can think of to get the Kerbal inside to safety is ramming the part with the Klaw and burning into the atmosphere, risking losing the Kerbal inside or the Klaw getting ripped off when the parachutes deploy. While.on the topic, is there any way to just prevent parts from this mod from even showing up in rescue contracts? As far as I know, every part in stock KSP that can host Kerbals has a hatch for them to exit through.
  10. Here's a crazy contract idea. In a vehicle that has wings and no oxidizer dive at least 100 meters underwater then fly at least 10,000 meters above sea level.
  11. So, a while back Universal Storage added two deployable sub satellites to their science roster. I've been trying to write my own module manager patch to get the new sub satellites to work nicely with RemoteTech, but I am not a clever man and I don't speak Module Manager and I've had no success stealing snippets from other configs to get this thing to work. Does anyone know of a patch to make these two play nicely?
  12. I think I found a conflict. It seems like Missing History's 3.75 texture patch causes some weirdness with this mod's 3.75 parts. Minor issue, but one you ought to know about. https://forum.kerbalspaceprogram.com/index.php?/topic/172232-16x-missinghistory-v172-handy-parts-to-complement-making-history/
  13. Quick question: How would I get Sigma Dimensions to play nice with this mod? When I try installing it, the Scatterer menu for the main menu pops up, but I get an infinite load screen, which is honestly somewhat depressing.
  14. KSP: 1.3.2 Windows 64bit Problem: Scatter cuts out from alititude of about 160 km to 250 km Mods installed: Scatterer 0.0331b Any visual pack Rescale! 6.4x And many more. Reproduction steps: Launch a rocket into an altitude that passes above 160 km, and scatterer seems to cut out completely. Note: I am playing on the unusual resolution of 3440*1440 Log: https://www.dropbox.com/s/3vwtnvpwzby1mru/output_log.txt?dl=0 Link to Youtube video showcasing the bug: https://www.youtube.com/watch?v=MkumYzrTdm4&feature=youtu.be
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