Javascap
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Everything posted by Javascap
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[1.12.x] Near Future Technologies (September 6)
Javascap replied to Nertea's topic in KSP1 Mod Releases
I have a question that's been bugging me for a while that I've been unable to ask until the forums came back up: is there any particular reason the pointed top and domed bottoms for the 5 meter N series and 7.5 meter E series parts have their heat resistance set to 1200 when all the other tank parts in those sizes and all stock parts, including the equivalent top and bottom parts have their heat resistance set to 2000? Because those parts are incredibly liable to explode on launch and I've edited them to have the same heat resistance, but I'm wondering why that value was chosen. -
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.
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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?
- 186 replies
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- bluedog design bureau
- airplane plus
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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.
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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.
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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.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Javascap replied to Gameslinx's topic in KSP1 Mod Releases
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.- 3,126 replies
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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.
- 153 replies
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- 1
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- stockalike?
- mod
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It's just a little excited to finally be released.
- 72 replies
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- stockalike
- for all mankind
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Javascap replied to Nertea's topic in KSP1 Mod Releases
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. -
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.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Javascap replied to tomek.piotrowski's topic in KSP1 Mod Releases
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? -
[1.12.5] Restock - Revamping KSP's art (August 28)
Javascap replied to Nertea's topic in KSP1 Mod Releases
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/ -
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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I want you to know you are basically my favorite person right now. Minor problem, though: the offset function is very sensitive for the control surfaces, and seems to jump in much larger increments. Is there any way to tone them down a bit?
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I'm having a bit of an issue, it's so dark! I have a picture of an early probe I'm launching, and even in full daytime, there's absolutely no sunlight on the probe. I actually wasn't having this issue until I upgraded to the most recent CKAN version of Scatterer. The two snags I can think of are that I am running KScale set to a 6.4 rescale, and I also have Stock Visual Enhancements, but I am not sure if I have a config conflict or what the specific problem could be. Edit: I also have the Valentine star system installed. Could having two light sources be causing the issue? Edit: Yup, it was the Extrasolar mod. Two pictures showing my problem - https://imgur.com/a/ytagI
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[1.3.0] Andromeda Visuals: Daydream [0.3.5]
Javascap replied to Matchlight's topic in KSP1 Mod Releases
I'm trying to get this mod to play nicely with Kscale, inflating planets to 6.4x size. I can get the game working fine with just one or the other, but having both installed seems to cause an infinite loading screen. Does this mod adjust the default Kopernicus settings, or is there something else that might cause a conflict, or is it possible that the changes to Scatterer size might be causing the issue? Edit: replacing the Kopernicus with the default installation seemed to allow both mods to load just fine.- 685 replies
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- clouds
- andromeda visuals
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Javascap replied to Galileo's topic in KSP1 Mod Releases
I've run into a bit of an odd bug with landing on Ceti. I'm using the 1.2.1 version, which is the gamemode I am on. When I got close enough for the terrain scatters to render, the ground textures disappeared. I could still land on the ground, and there is a faint, ghostly texture visible, but for the most part the ground is see-through.I can think of a few things that might be causing this issue. I am using Sigma Dimensions to increase the size of everything by 6.4x, but that simply modifies the size, and nothing else. Scatterer could be a culprit, but I don't think there is any atmosphere on Ceti for scatterer to cause trouble with. So, yeah. I'm stumped. Here's an album link to what I see. http://imgur.com/a/hPrR5- 7,371 replies
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- gpp
- kopernicus
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Javascap replied to nightingale's topic in KSP1 Mod Releases
Woah, I found a hiccup. Pretty sure it's from the KerbinSide GAP Pack. Exception occured while saving contract parameter 'RecoverKerbal' in contract 'KerbinSideJobs.VIKRecruit': System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Boolean].get_Item (System.String key) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.RecoverKerbalCustom.OnParameterSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0- 5,201 replies
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Plant flag on Jool. How to?
Javascap replied to AFF's topic in KSP1 Gameplay Questions and Tutorials
Sharpy: the mission you were given is a bug, a mistake. It is impossible to fulfil that contract because you can't land on Jool because Jool, being a gas giant, has no surface to plant a flag on. Even if you went EVA at zero altitude, there is no surface to plant the flag on, you will just keep falling to -100 meters, at which point your ship explodes. There is no mechanic in the game by which you can plant a flag because there is nothing to plant the flag on. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Javascap replied to helldiver's topic in KSP1 Mod Releases
I'm still having serious compatibility issues with FAR and DRE. With SAS on, the feedback from the control surfaces on the wings is so intense I am usually propelled to supersonic speeds without even turning on the throttle, making reentrys and landings all but impossible. Additionally, cargo in the cargo bay does not seem at all protected from aerodynamic forces, with cargo in the bays always burning up or detaching due to aerodynamic forces on reentry. Most frustrating with the EWCB is the constant overheating that seems to mysteriously affect nothing else but the top right control surface, which usually explodes around 40 km before I even encounter significant heating on anything else. Are there any fixes for the considerable bugs I am encountering, or should I consider not using KSOS on my save? I tried using these configs - http://forum.kerbalspaceprogram.com/entries/1770-FAR-NEAR-DRE-etc-Support-for-KSOS-by-helldiver, but they have only made the problems worse, resulting in a complete lack of control from control surfaces. This is obviously terrible during reentries.