DSM92
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I originally Posted this in the "Support Modded Install" section, but after 42 views and no replies, I started to think I put it in the wrong place. I have recently made a few custom resources along with storage containers to transport those resources. Here is an abstract of the issue and the parts that cause it. Fuel tanks that hold either 10k or 5K of a certain resources. the density of these resources range from 0.009 to 0.001. The unit cost of these resources are between 5.00 and 6.00 The tanks start out empty because the resources are supposed to be mined and then transported back to Kerbin for profit. However, when I place the empty tanks in VAB the cost reads in the area of -40,000, but when filled with the resource in the vab, the cost reads 0. I've checked to make sure that there arn't any misplaced characters in the part.config files. They are identical to parts that I have modded and still work, except for the resource amounts and type of resource. I've checked the resource config files, and everything checks out there too. The only Add-on I'm using is mechjeb. I've reloaded KSP and the problem persists. EDIT: also, the parts operate completely normally in flight, The problem is in the VAB (Didn't check the SPH because they arnt space plane parts) Here is some additional Information: I changed the unit cost of the resources, who's containers were causing the problem, to 1 and the VAB returned to normal. I then bumped them up to 4(because I noticed that Xenon has a unit cost of 4) and the problem returned. Logically, that does't make any sense. I triple checked the part config files and the resource config file and EVERYTHING checks out. Is there anyone out there who can help me?
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I have recently made a few custom resources along with storage containers to transport those resources. Here is an abstract of the issue and the parts that cause it. Fuel tanks that hold either 10k or 5K of a certain resources. the density of these resources range from 0.009 to 0.001. The unit cost of these resources are between 5.00 and 6.00 The tanks start out empty because the resources are supposed to be mined and then transported back to Kerbin for profit. However, when I place the empty tanks in VAB the cost reads in the area of -40,000, but when filled with the resource in the vab, the cost reads 0. I've checked to make sure that there arn't any misplaced characters in the part.config files. They are identical to parts that I have modded and still work, except for the resource amounts and type of resource. I've checked the resource config files, and everything checks out there too. The only Add-on I'm using is mechjeb. I've reloaded KSP and the problem persists. EDIT: also, the parts operate completely normally in flight, The problem is in the VAB (Didn't check the SPH because they arnt space plane parts)
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Need Guidance Creating my own resources and parts.
DSM92 replied to DSM92's topic in KSP1 Mod Development
Thank you MeCripp. -
Need Guidance Creating my own resources and parts.
DSM92 replied to DSM92's topic in KSP1 Mod Development
Ah yes, Well. I admit that I didn't look carefully enough to see that thread but, after reading it a few times, it is not helpful in my situation. For instance, the section regarding resources is out of date, however, I have the knowledge to fill in the blanks. What I lack is the proper location of non-stock resources. I also didn't see anything regarding resource requirements unless the section that covers "requestresource" is what I am looking for and I just didn't understand it. Moreover, I'm looking for something that puts this information in layman's terms, or at least more distilled and concise. But thank you for the suggestion EDIT: Also, I thought I had made my questions as specific as possible- should I redefine them? -
I know there are probably threads out there concerning this, but I simply don't understand the logic behind the search engine for this forum. Before you answer the primary question, maybe you could help me out with some tips as far as how to use the Forum search Engine? That would be helpful and I hate asking questions like these when I have to assume I am not the only one trying to do it. ANYWAYS. I'd like to integrate my own resources into the game. I've done it before but that was almost a year ago, so I don't remember much about it and I'm worried that what little I do remember is out of date/ won't work with 0.90. Are there any updated guides out there that could help me out? What I am most interested in knowing is: Do the new resources need a separate .txt file or can they be in the same stock ResourcesGeneric.txt file? If new resources require a new .txt file, does it need to be in GameData>Squad>Resources Folder or in the KSP_Win>Resources Folder? Are there any other files that require an edit if I am adding new resources? ALSO, I'd like to make some edited parts for harvesting resources. I'm not going to use a resource generator plugin to randomly produce resources on bodies, I just want to choose an already existing part and edit it with a generator module to produce a resource. I remember most of what it takes to do this, and I have a good enough head to read and compare already existing parts to create what I want, but there are still some things that I could use help with. Is it possible to create a generator module that requires the presences of two resources within the vessel to create one new resource? That's to say that, if one of the resources are not available, the generator will not work. The Closest thing I can think of is a Jet Engine, however, I don't need it too produce thrust. That's actually the only question I can think of regarding Part Editing right now. If anyone could help me find a thread, find a guide, or just flat out answer my questions, I would really appreciate it! Thanks!
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So My first Jool transfer window is coming up. The major goals of this mission includes: With a single probe- Getting high orbit science (and hopefully low orbit science) from all bodies of the Jool system Land on Laythe and collect surface science. And thats it! The Mission abstract looks like this: 1 PE kick from LKO- Aim for 1 full orbit before final ejection burn node Course Corrections Upon Jool SOI- Adjust orbit to encounter Pol (Jool Aerobraking) Pol ->Bop Bop->Tylo Tylo->Vall Vall-> Laythe-Chuted Landing (Transfer order contingent on being efficient- Mix&matching expected) So are there of you out there who have accomplished anything similiar? Obviously the Jool 5 Challengers out there, but I thought this would be a little different since I don't want to spend the DV to actually orbit any moons (Except Laythe). I'm not looking for exact numbers, just some general advice. Thanks! dsm
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Mission Timer is ALWAYS Yellow
DSM92 replied to DSM92's topic in KSP1 Gameplay Questions and Tutorials
My biggest Ship is 130 parts. I'll give the ocean bit a try, thank for all the suggestions guys! -
Mission Timer is ALWAYS Yellow
DSM92 replied to DSM92's topic in KSP1 Gameplay Questions and Tutorials
I was reluctant to reduce terrain down because I have heard stories about Kerbals blowing up after touching a ship while clipping through the surface. The Funny thing is, I decided to Ramp up all setting and see what it was like. Space center view was choppy as hell, atmosphereic flight was nearly 4x normal, but peculiarly, While in orbit and facing away from kerbin, I had the best performance I've ever seen. Anyways, Now your telling my cpu AND gpu are crap? I won't say it's the worst thousand buck's ive ever spent but, it is slightly Frown-inducing -
Mission Timer is ALWAYS Yellow
DSM92 replied to DSM92's topic in KSP1 Gameplay Questions and Tutorials
I have an Hp Pavillion g2 Notebook PC. Is there a good place to look for what I can fit, like a website? -
Mission Timer is ALWAYS Yellow
DSM92 replied to DSM92's topic in KSP1 Gameplay Questions and Tutorials
I only suggested closing because I do not want my internet connected at all if I shut down my anti-virus, which did help. I can achieve a steady green timer in certain low-load situations, which is a huge improvement relatively. and the Yellow time seems to be reduced steady at 1.5x, rather then jumping higher. I also tried pushing my Physics frame delta up. According to Dave, my biggest problem is my CPU. Are CPU's something easily installed/replaced? I'm not entirely tech savvy but I do know how to take this computer apart and put it back together- I've done it a few times to clean out dust and she still works! xD Edit: I'm down to 2.18gRam while running in high load situations, is that Decent? -
Mission Timer is ALWAYS Yellow
DSM92 replied to DSM92's topic in KSP1 Gameplay Questions and Tutorials
One more thing, More of a question rather. Can I increase game speed by disconnecting from the internet and shutting down some of the major services designed for internet usage like antivirues and HP Connection Manager? -
I know there are other thread regarding this but none of them were conclusive or offered any insight into the problem(That I have found). Some people complain about there mission timers flickering yellow every so often, But I would be happy if it stayed green for more then 3 seconds- My mission time is never green. No matter where I am or what I'm doing, Pre-launch at the pad, flying through atmosphere, in orbit around kerbin or it's Moons, Landed on it's moons, Interplanetery Space... you get the Idea. I can understand alot of yellow at launch and atmospheric flight, but not in space. Even then I can understand some yellow in space near a large station. But With a Munar lander on decent or a small probe around Kerbol, that's just ridiculous. I realize I'm being a little verbose, but I wanted you to understand the nature of the issue. P.s. yellow timer usually ranges from 1.5x normal to nearly 3x normal. So in a last ditch effort to figure out why the game is running so slowly, I came here SO let me give you the run down... I'm Using 0.23 I have almost all my game graphics settings turned almost all the way down, including persistent debris(50 but I never allow that many to accumulate). The only one I don't have turned down is (The setting that I can't remember the name of) because I was clipping through the surface on lower settings. My Addons Include: BoulderCo (Texture Compressor Agressive) MechJeb (I can understand some yellow issues with this one) Crew Manifest Keramzit Procedural Fairings LTech (Adds some more science parts, like pictures and radiowave studies) Kerbal Alarm Clock Here are My computers Spec's OS: Windows 7 Home Premium Processor: AMD A4-3300M APU with Radeon HD Graphics, 1900mhz, 2 cores, 2 logical Processors RAM: 4gb Total Physical Memory: 3.5gb Available Phys-Mem: 1.8 (I have several tabs open at the moment) Total Virtual Memory: 6.9gb Available Virt-Mem: 3.5gb If there's anything else I'm missing let me know. Any advice on this would be greatly appreciated!
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I wanted to replace part mass with resource mass that could be consumed, for a futuristic utility. Parts produce mass at 9.8. Neutralizer consumes mass at 9.8. Reducer consumes mass at a slower rate to control your acceleration and so on. Turn the reducer off when you are happy with your mass, turn off the Neutralizer when you want to return to normal mass. Do you know what the lower limit is for mass, then? Just in the experimentation phase right now, of course I'm going to make it require stupid amounts of energy
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I've been doing some modding to a few parts, just working on prototypes right now. Ran into a problem when testing these parts: upon unpack from VAB they go flying into space. To clarify, I can't see the parts and my camera is in a fixed position (Can't rotate view). I suspect it might have to do with reducing the parts' mass to zero?
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[WEB APP] Ribbon Generator [1.1.2] [ABANDONED]
DSM92 replied to Moustachauve's topic in KSP1 Tools and Applications
THank you so much for showing me how to do this!