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Geckgo

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Everything posted by Geckgo

  1. Might want to look at the last page of KWRocketry. Configs were posted there to fix an issue with placement nodes in the wrong spot (MM config). I haven't tried to use this part in .25 yet though I have the mod installed, and I'm not turning ksp back on tonight, going to bed. lol, ksp was still open for testing KW. Tried the part in sandbox and worked fine. using nix.x86_64
  2. It's funny. The "blue circle" I believe is the kerbin sky, cause I get clouds with EVE installed. The odd thing to me is... every once in a while on .24.2 my ksp would lock up and do this at random times after running for a while. Never as crippling as it is now, but possible this is a persistent problem from .24 that just got worse, like a pimple that just headed out. Don't know if anyone else had this issue on .24.2 but since it was almost the identical problem... I just never would have suspected this mod. I'm inclined to blame infernal robotics for just about everything, lol. But that seems to be working fine now-a-days.
  3. Meta, if you get into trouble unlocking the tree and don't want to edit a persistant file you could always put custom biomes on there. Expands your chances for science a bit.
  4. Setting mine up right now. Sorry to see that this thread hasn't gone further. Running RemoteTech and Life support on 24.2 I found that balancing funds started to become an issue if you launch a lot of stuff outside of the missions availible, even with fine print, so I'll probable tune up the funds, but this will be my first no-revert save, so expecting to lose some cash that way too. Can't wait for KAS and KW to update so I can toss them into the mix later on. I think if your space program is running good then there should be a feeling of sandboxyness, while a couple crashes of big ships can really still set you back without revert. Prolly going to hover around the easy settings just to even out all my mods and extra side missions. Set all my money stuff to 200%, including penalties, and only have allow stock vessels and quickloading checked. Starting funds 250k and 0s on rep and science.
  5. I've been clicking the refresh button for a couple hours while working on other mods, Thank you so much for updating, now back to testing and completing my mod list.
  6. I'm wondering too. According to what I've read it should work fine. I'll probably do a quick boot after I install it and report back if I have a problem. Already so much going on and TACLS is going to give me trouble I just know it. I would think this one should be fine though. I stand corrected.. all my other mods are working together happily, but when I install DebRefund, start new game, place pod in VAB and launch the settings get all messed up and the game glitches pretty hard. Guess waiting on a .25 update before I can use DebRefund. Must have something to do with the new systems they put in for career mode.
  7. 6 parts.. I AM impressed, however without life support that would be impossible in my current save, lol.
  8. I don't know if the OP is still interested in updating this, but wondering what it would take to make some 3.75 and 5m parts, probably double thick for them would be required, or just scale them up all the way around? I'm not very good in blender and haven't been dedicated to learning it lately, as I have about a billion other interests that consume my time when I'm not at work. Is it possible to just scale up in the config files? --Nevermind, I was scrolling through and saw that a___gun has resolved this. Thanks a___gun
  9. Just depends for me. I don't like reverting but especially for silly things, like grabbing one of my lift stages from subassemblies and the struts and fuel pipes get omitted somehow and I don't see it. Failures because of that I usually revert. I try to build unmanned "test" rockets but that gets spendy. This is a deep problem that I feel the career system doesn't really take into account. Progress through the early stages of ironman career go slow and can be tedious if playing without reverting once in a while. However my best saves often come when I don't. Yesterday I was launching a mapping sat to Minmus, the little com antennas failed in flight (though they were in a fairing) and then the sat got stuck in the fairing. burned the engine to break free, missed my burn for minmus, but eventually got it there and in the right orbit for that mission with 33dV left in the tank (started at over 2000). I was pretty proud of that. Today I had a stranded kerbal running low on life support and managed to get him off minmus by landing my entire starship (oversized service module) on minmus. Never would have tried that otherwise. Screw-ups are bound to happen and they can be frustrating but some of them pose interesting challenges, specially when using life support and RT2.
  10. I name all my rockets and lifting assemblies in the sub-assemblies tab, and my payloads all have their own cute names. All my space planes are x# and sometimes a nickname, such as the X3MkII or the X5-Raven. I tend to name space planes after flying insects or birds. The payloads are named whatever cool name I think of at the time, most un-inventive like refueller II or Space Probe I. I have a series of similar ships that all have slightly different purposes but look the same (two 18t tanks with a ASAS in the middle) named SkyWolf I, SkyWolf II, etc. My newest rocket series is lovingly the SLS I and the SLS II. The I carries 50t payloads and the SLS II is for future 100t payloads. I haven't played .24.2 much but I usually follow all of this with starships that are sort of SSTO and eject their bigger engines before circularizing. They get star trek names.
  11. Just as a point of interest. Adding TAC life support to the tree causes an immediate conflict because it depends on battery power to work. Really made the first few decisions about which science to unlock a non-issue. And it reduces spamming of the science stuff early on. I'm sure Squad will run into some of these conflicts as they impliment more stuff. We probably have another structure change before KSP goes beta. That would be my guess.
  12. All good man, yea I hate that inflection and such never comes across on posts. Took me about 5 min just cause I wasn't sure where I wanted the parts and kept changing them This is probably my favorite mod. I'm kinda curious where the "career mode people" are putting the parts. I have mine spread over the T3-T6 construction nodes.
  13. I'm getting the twinge, would still like to get to the ice caps, so I'll probably need to put a liquid engine on top of my stack, lol. I'm also hesitant because I'm still picking mods and my TAC Life Support parts still need to be "tweaked" to fit in the tree. The less I unlock on my present save, the less work I'll need to do when I finish my mods.
  14. So, I reloaded .22 with some mods cause it was getting a little dull. Started a new game to avoid editing my persistence file. Got about 100 science points racked up and I just don't feel like upgrading my parts. Almost got the timing down for burning off empty rockets in a timely fashion and just got a kerbal halfway around the globe on boosters. I haven't even touched a liquid fuel tank yet. Now I'm obsessed, I'm going to get one of these little monkeys to the north pole and another in orbit before I do my first parts upgrade Anyone else have this fever?
  15. I'm hoping you were tired and cranky when you wrote this, or maybe it just sounds harsher than it is. Newer guys, modding the parts is pretty easy. You just have to edit the txt files and this is not a part heavy mod like NovaPunch or B9, so it's not a lot of files to edit. 1. Go to your KSP folder under <KSP Folder>/GameData/Squad/Parts 2. Find the stock part that you want a particular KAS part grouped with when it's unlocked in the tree. (I grouped all mine with utility parts) 3. Open the .cfg file for that part with notepad if you are in windows or your favorite text editor in Linux (If you are using a mac, I can't help you, lol) 4. Look for a line that says something like TechRequired = metaMaterials and copy that line 5. Go to the KAS part you want and open the .cfg file. 6. Paste the line into the .cfg file and save it. I put all my KAS parts in about 4 nodes on the tech tree. If you already have the tech tree unlocked, it might be helpful to review which parts are in the nodes where you want the KAS stuff. Hope this helps.
  16. Good point. I have found however that adding parts only really bothers me at times like when I first install a mod. After using it to build a couple rockets, having 5 pages for each tab doesn't really bother me because I have a feel for the ordering. I really only had my first discouraging moment with .22 yesterday when I launched a wonderful little mission with three ships landing within 100m of eachother on minmus only to find out that the science from the second two was pretty much worthless That got me thinking that it was time to put my mods back on and do my own thing again, but I'll get my probes launched before I ditch vanilla .22 completely.
  17. Well, I don't mean to flame anything or repeat stuff that's already been said, but I've finally gotten to a descent spot on a vanilla career-mode game and figured I would post my thoughts so far on .22 and where KSP seems to be heading in general. Hopefully provide my insights to the devs. The following are just my opinions and not intended as a response to anyone else's post or anything, just thought it would be helpful. I've unlocked all of the Tier 4 stuff and some 5's and 6's and I have my guys poised to go beyond Minmus and (yet again) start exploring the galaxy, just to note where I am. So far, the career mode structure hasn't bothered me much, other than the fact that we've got 2 new models on this version. I'm really hoping that the devs will spend some time in a nearby update at getting more parts and pieces, especially now that they come in bit-sized chunks, there is no longer the need to restrict the number of parts based on new players needing to sift through a million options, so I don't think any harm would be done in exploiting this feature as an excuse to add a bunch of rocket parts with the next version. Adding KSPX was nice and much needed, but the community, as far as I can tell, wants more parts. Specially stuff to make our space planes look/fly better. I noticed that I'm not just collecting science points when I go into space, but also these data things that seem to have no use other than being there. I'm looking forward to finding out what Squad's intentions are toward these points and how they will fit into the grand structure of things, but science has become dull rather quickly. This is a shame, but pretty much what I was expecting from reading KSP weekly and watching the pre-release videos. It would be nice for different experiments to collect different types of data as a minimum, and maybe some option to upgrade parts with research. Perhaps instead of just having science, have different data that could be collected and downloaded at ksp, and then the KSP scientists could work through that data to produce things naturally, like upgrading engine parts and so forth, and you could manage your team. In my dreams, perhaps a system similar to the old x-com games, that would be awesome. Each part could have a mk1, mk2, etc list (same model, upgraded stats) and the descriptions can go from "found on the side of the road" to "by adding a few parts from the hardware store" to "materials analysis led us to", etc. Just some thoughts. The sub-assembly manager is nice, but like the mod, I find it severely lacking and limiting. The prime reason is that I can only store "tails". IOW, I can build a sweet probe and rocket, and store the rocket as a sub-assembly, but storing the probe itself becomes rather annoying and finicky. This is most likely because of the way that ships are read/stored to the SPH files? I don't know how it's coded, but if it's an array of enum data, for instance, just adding a couple new sort algorithms might solve the problem? I don't know, it's just an annoyance, but one I've learned to live with. (and why I stopped using subassm manager in the first place). Until now I've given vanilla a good run and it's much better than the others before it, but I just feel that this game could be so much more and I hope once all this infrastructure is implemented, SQUAD will be able to start filling it out with a lot of content. The resources which are already in the game is a sound setup for adding more down the line, as proven with Kethane, TAC, and other resource mods. The science, I'm afraid doesn't look as good from a meta viewpoint, and seems to be locked to the parts tree, which will probably not cater to some of my listed suggestions, but I could be wrong. As a last point. A system similar to flight engineer would be really helpful. All them guys in lab coats running around my VAB are starting to annoy me because I still have to do the delta-v calculations by hand while making my rockets without flight engineer. If Squad really wants to cater to the "larger audience," some kind of helpful advice from the lab-coat kerbals would be nice and IMHO, they should make a native engineering system for the game. Either that or change the scenery to some kid's backyard. Just my thoughts. Hopefully I haven't been offensive with any of this, and I know some things here have been discussed, these are just my thoughts.
  18. Sweet, if I figure out anything cool in blender you will be the first person I tell, mushroomman. I think using KAS would provide an easy way of making pump-jacks or some type of pumping station as an intermediate part, but not sure. Might be worth giving him a ring, so you could have one "rig" drilling a bunch of holes (i.e. drop part wellhead) and then attach pumps to the wellheads to "refine" the stuff into usable resources..... hmmm... now that I put it like that, it sounds rather complex. Just food for thought though. ,cheers
  19. I stand corrected. I'm new to all the legal stuff, sorry. I still think that consolidation would be a good idea though. People of various skill-sets working on one mod together could prove valuable.
  20. Hey guys, I'm dumping this project. It has a standard MIT license so if anyone wants to take it over feel free. I'd appreciate letting me know but technically it isn't required.
  21. Sorry westair, got my degree nearly 10 years ago and don't remember anything about that. To be honest I'm not sure what you are asking, can you reference an article or be more specific?
  22. He wrote the mapping algorithm. Maybe he would be willing to do mapping for other resources. At a minimum you would need his permission (I assume) to re-use his code. Might as well have him jump on board and make this better. This sounds like a replacement for Kethane. Just the way I think. If people consolodate then we could have some kick-*** mods.
  23. go to the main kerbal website for updates. They haven't even announced .22 for testing yet. no worries
  24. OMG, you need to email me when you do updates like this Downloading this tonight and putting it in my new save file. For S--- sake, I've been wishing for EVA struts since I started playing! Thank you so much!!! Did the tipsy docking while on planet ever get fixed?
  25. I want to help on this project for several reasons. I just got a pi and started learning python programming and been playing with linux for almost a year now nonstop (SOO glad to be rid of windows for good). I haven't programmed anything in over a decade, and I just started in with blender a week ago, though there is a bug in the linux version so I would need to ship my .blend files to someone else or export for another program to put the images in game. I've been nervy about Kethane from the start cause one resource is silly. Is there a way that we can contact the makers of MapSAT and Kethane and bring them in on this?? Looking for "anomalies" from space and them mining them would be awesome. Also, a tidbit on mining from someone who works on drilling rigs: We should make it possible to have the drilling platform as one unit and use other parts for production, just as in the production of water, hydrocarbons, sulphur, and anything else drilled for on earth. A drilling rig just punches the hole and sets the wellhead. Seperate facilities are needed for production and refining. I think the refining part everyone understands, but production involves hooking up some kind of pumping or pipeline system to the wellhead (and frac-ing to increase production). Wells also don't last forever, they have a limited life expectancy, so production declines like 1/t^2 or something similar for each well. In the hydrocarbon market it takes 5-10 years before production is decreased significantly, after which frac-ing can sometimes free up extra resources. Drilling rigs require fluid (gas or liquid) that needs to be pumped and recycled to bring up the rock cuttings, that might be something to look into. Then you could "skid" your drilling rig over 50-100m and drill another hole (in real life they can be within 20 feet of eachother with horizontal drilling, but that is probably getting too involved). To cut it short, I suggest a drilling platform to drill the well and put a wellhead on it, then connect a collection system to the wellhead (KAS would be good here, if it didn't have the bug where connected parts tip over), and refine the raw material either in space or on the surface. The drilling platform can be drilling another well while you are setting up production on the first and refining in the background. Raw materials would be needed to make new wellheads and pump-jacks (or whatever kind of pumping system you like). Seems complicated but the process is really very simple once you get it. For solid resource harvesting, a dedicated collection bot could roam the site (now I'm getting complicated, I know, but we can figure out a way to simplify it) and collect stuff like iron ore on duna or rare metals on other sites. Unfortunately, I don't know what I can help with at the moment. But I'm trying to learn again and I'm interested in this project, so if someone can help me with the finer parts I'd be more than happy to throw some time at this when I get it.
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