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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Can't do much without a mod list but I'm 90% sure you're using a mod that requires CRP and you don't have it. Dig around and look for a file referring to stock parts in SSPX/Patches.
  2. Well I assumed the question was ignoring those, because of course you should have all of them. Except MarkIV, I leave that out a lot because I prefer rockets.
  3. Yes... I made one a couple weeks ago... Mostly having a family and a job. I don't have any preference... I personally don't play with LS, so I haven't picked one. If I was to decide to do so, I would probably pick one. Also lol no i barely play the game. I guess when I do I put in KRE for more legs, some visual mods as well, and a few small QoL ones.
  4. You are using a 1.8.x mod in 1.9.x. Though this has been resolved for the future release, this is actually a place where Squad fixed a bug in the game. We needed to assimilate that bugfix. Doesn't sound like you're doing it correctly. Follow the instructions: https://github.com/PorktoberRevolution/ReStocked/wiki/Restoring-Stock-Parts
  5. I can try to remember how to do it but it's going to be low priority. Some screenshots from tonight's testing and bugfixing, showing off a lot of those 5m parts and various plume work.
  6. Why don't you have a shot at tuning an acceptable number and report back to me what it should be?
  7. Work is proceeding quite well on NFLV. We are down to...10 parts, and half of those are half done. I expect to start deploying some test versions in my dev thread in the next few days. Here are a few random parts recently completed: Revised 5m service bay: Revised 5m skeletal adapter RD704 and RD701 sustainer engines
  8. Turns out that fix had a syntax error, the new version at the same link should be correct. If that doesn't fix it I'm going to need to do a deeper dive.
  9. Well... No. I don't really want to make a bunch more unique engines, which is the reason the other changes are happening. The crappy models in this mod already need to be fixed at some point...
  10. Eh, no idea then. Don't have time to look into it any further today. Some kind of EPL interaction.
  11. It looks like there is an issue with EPL installed and not CRP. You can try using this fix: https://github.com/ChrisAdderley/StationPartsExpansionRedux/blob/dev/GameData/StationPartsExpansionRedux/Patches/SSPXR-B9TankTypes.cfg though it is untested at this point (replace the file in your installation).
  12. They're animated that way - nothing special really. One animation is closed -> semi-deployed, the other is semi -> full.
  13. Yes, a log is required. I just went ingame and didn't see any issues. I'll need some kind of screenshots showing what you're seeing.
  14. Uh I take issue at that, they are just deriving work from real-world and other sci-fi concepts which is what I do. I'm just another source of concept art - no harm done at all. Part of ScanSat.
  15. Realized I forgot to post about the update released a few days ago: SSPXr 1.3.4 Updated B9PartSwitch to 2.16.0 Fuel tanks in the Asylum radiation shelter can now switch between various liquid options (LouisB) Increased 1.25m cupola mass to 0.45 Improvements to SSPXMetal extras New B9PS material switcher allows better fidelity on metallic textures Fixed a few small bugs
  16. Here's some stuff I did last year that is getting released soon (click for album):
  17. As the OP states, this mod hasn't been updated in over a year. The dependency versions are strongly out of date - it is indicated that if you want to use it, you need to update the dependencies. Probably, but I'm likely removing these from the main mod anyways. What, is > 750 parts over ~20 mods not enough? It's already hard enough to keep up with keeping them all current...
  18. The note shown in the VAB is the ideal harvesting rate - it is scaled by concentration, which you can detect with the AIReS spectrometer. The abundance is generally low, which is a bit of a mismash of balance and realism. Since Xenon is so expensive in KSP, it would be shockingly easy to make infinite cash by putting extractors on the launch pad and recovering - therefore rates need to be low on Kerbin. There is higher abundance off the top of my head on Duna and Laythe. This is typical as RL xenon is quite rare! You can also get a bit of Xenon from reprocessing nuclear waste. Overall, a more abundant gas for EP is argon, you'll have much faster extraction there. For maximum ISRU you need to trade performance and us Lithium-based engines. The efficient one is the one that looks like the RAPIER but bigger.
  19. Reading through your log, you have a lot of errors going on. Key one I see is that you have CryoTanks_Core installed, which is a CKAN thing which only handles boiloff and doesn't provide any configuration. Typically this should not be installed without the rest of CryoTanks - not entirely sure what is happening to cause that. Some other mod, I guess. Anyways, this is triggering the MkIV CryoTanks patches to run, which assumes the presence of CommunityResourcePack... which doesn't seem to be installed, hence the error. I will add additional gating to the CryoTanks compatability patches to ensure they don't run without CRP, but there are a lot of other critical errors in that log. You'll likely have to resolve them first.
  20. I finally got around to checking this and in a basic install (SSPXr + dependencies) I can run the experiment on the pad. Chances are, you have another mods that is doing things to the part, it is a common target for shennanigans.
  21. I"ve been over this a number of times and I'm having issues locating anything that could cause this (can't reproduce it of course). Could you dump your MM cache and log? There has to be something in another mod adding those subtypes when trying to be compatible...
  22. I just started up the game with these two mods and no such error appeared. Post your log, modlist and modulemanager cache file.
  23. Probably not, honestly. It's going to be odd for someone to look at the engine set and have a single engine that is way out of place in terms of how it works. it's a 6x AR-1 cluster. NTO/MMH is ok for me. I'll consider that one, I have a vague suspicion that @CobaltWolf has already done it though. The RS-76 has a total of 1 good image, which is going to eliminate it (plus it's ugly :P). The AJ-800, at least I can do most of it from an NK-33. Things that are options now: 2x RD-191 <- probably the most work AJ-800 <- probably the least work TR-107
  24. No, it's not a typo. Testing on a Delta-IVish thing showed that this was sufficient. However, I'm currently tracking an issue in KSP 1.9 at least where these multipliers don't even work anymore. Are you using 1.9? If so, you might be having control issues because the numbers are high!
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