Carcharhinidae
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Everything posted by Carcharhinidae
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[1.12] Extraplanetary Launchpads v6.99.3
Carcharhinidae replied to taniwha's topic in KSP1 Mod Releases
hey Taniwha, first of thanks for keeping up this mod! it's become a staple of my KSP builds along with a few others. with that said, after the last patch (if I remember correctly it did work with 5.5.0 for 1.2) newly built probes do not seem to fulfill the 'newly built probe' condition on the contracts to put a probe in, say, munar orbit. is this a change or am I just remembering things incorrectly? -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
Carcharhinidae replied to Crzyrndm's topic in KSP1 Mod Releases
I got here from the KSPI thread with a question. I'm using the version bundled with that mod and also cannot find a fuel tanks tab. I can't quite find anywhere in the files which version of filter extention it is, but it seems to have been pulled yesterday (13/10) around 9 PM. o-kay. I'm also seeing inconsistencies. it seems to work in the SPH and after visiting it in the VAB? at least for new rockets it seems. hmm. -
KSP Interstellar Extended Continued Development Thread
Carcharhinidae replied to FreeThinker's topic in KSP1 Mod Development
Hey freethinker, I don't think I've chipped in here before, but I really enjoy the updates you keep for KSPI, I've been using it ever since it was first released, and it's a big part of my modlist for any version! that being said, and because I can't find a proper thread for it, do you know the people behind the filterextentions module? it seems to be the mod that expands and changes around the categories in the VAB that you package with KSPI. because I can find not a single category with fuel tanks. have to go into the advanced filters and filter by liquid fuel to find them. aand then you post something just now where i should ask this. silly me for reading it without realizing. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Carcharhinidae replied to cybutek's topic in KSP1 Mod Releases
okay, I have no idea if this is still valid, since I tested it with 1.0 two days ago, and there've been a number of updates. but the suicide burn information seems to not take into account ground height. I was trying to land on the mun and thought I'd try it out, ended up crashing into the ground despite starting a good 20 seconds before engineer told me to. -
KSP Interstellar Extended Continued Development Thread
Carcharhinidae replied to FreeThinker's topic in KSP1 Mod Development
as for the deleted models. you could take them from the old KSP version and package them with the mod as a temporary measure. I wish I was any good at modeling to help, but I'm not. -
wow, this looks really promising. and a lot more like 'my kind' of fun life-support challenge then most of the others.
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KSP Interstellar Extended Continued Development Thread
Carcharhinidae replied to FreeThinker's topic in KSP1 Mod Development
whoa... already updated! that is impressive. I haven't played much since 0.9, but with 1.0 I'm raring to go again. and this mod has been one of my standards since fractal released it way back. -
[1.12] Extraplanetary Launchpads v6.99.3
Carcharhinidae replied to taniwha's topic in KSP1 Mod Releases
Taro8, we already had that with various other mods like kethane and karbonite, and with stock KSP now having added ore to asteroids, I would assume it to tap into that, and it already had a parts workshop when I last played (been a while, but still). Taniwha, wow, thats awesome! thanks for keeping up with mods like this one, they realy add a new dimension to the game. ^^ -
KSP Version: 1.0 windows 7 x64 What Happens: after a crashed flight (capsule overheated) the science junior bay survived the impact and kept rising through the atmosphere at a steady 0.4 m/s. Mods / Add-Ons: All Stock Steps to Replicate: I have not yet tried to replicate this, (been watching to see where the science bay is going) but it happened when the craft flipped around on re-entry, overheating the command pod. it exploded, and a science junior bay and a service module with two mystery goo units in it crashed vertically into the terrain, with the service module first. to my surprise the science junior bay survived and has been rising slowly but steadily through the atmosphere since at 0.4 m/s. Other Notes/Pictures/Log Files: 2 images showing the steady rate of ascent, the output.log file and the .craft file. https://www.dropbox.com/sh/yw4q6gg378mopuj/AAAnM9R3DsTaMwqR0J5eQmJ1a?dl=0 The impact of the craft in the output log file is around line 15823 (yes. 15823. notepad++ sais the total file here has a massive 870469 lines. side note: HOLY FRAK, 30 MB .txt file for output. log, and since then, the one in my KSP folder has grown by 10 MB EVERY 5 minutes. now I'm curious what is going to happen here. side-side note, IT IS WITCHCRAFT I TELL YOU.
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[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
keep it. so people won't need to have MKS to get the ore for EL. maybe make it a seperate (optional) file? -
[1.12] Extraplanetary Launchpads v6.99.3
Carcharhinidae replied to taniwha's topic in KSP1 Mod Releases
I am not 100% certain it'll work straight form the gamedata folder (I'll test later, once I'm done packing for holiday), but it'll certainly work from any random folder. if you want to keep it near where it's relevant. put it in Extraplanetarylaunchpads or umbra space industries. but the location shouldn't matter. -
[1.12] Extraplanetary Launchpads v6.99.3
Carcharhinidae replied to taniwha's topic in KSP1 Mod Releases
err.. ship the rocketparts up to your constrution site? or, as has been discussed in the last few pages, use MKS and a Modulemanager file! (which I will now shut up about. don't want to spam about this) -
[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
I'm certainly planning to use this mod to make a much more complicated resource system, but i'm not going to have the time in the next few weeks. my plan however was to have several different forms of karbonite out there (gaseous, crystlline, liquid at least) with different conditions under which they could occur and different uses. maybe treat karbonite a bit like the manganese nodules theyre using in some of the deep-sea mining plans. -
[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
or make it an optional file addition? the intent is for this to be fairly modular, right? -
[1.12] Extraplanetary Launchpads v6.99.3
Carcharhinidae replied to taniwha's topic in KSP1 Mod Releases
ehh.. I missed on the metal-> rocketparts conversion? what did I miss? I made a modulemanager file that adds the ability to make rocketparts with a few MKS/OKS parts that doesn't depend on kethane present (by using the colonyconverter module from MKS. I tested it and it works.). -
[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
yes, that's the file. and.. well. basically. that is all you have to do with that file. put it anywhere in your gamedata folder. to be safe you can put it in the MKS folder, or give it it's own flder. or put it in gamedata directly. I don't believe (degree of uncertainty on putting it in the gamedata folder directly) that it matters. and the range? well.. what range do you mean? range for the hotspots to show up, or range to use SCANsat's ORS integration? the first I don't know, but I 'think' it depends on altitude how wide an area of the planet the scanner can show. with above a certain altitude showing an entire hemisphere at once. the SCANsat modules I do know. those have a minimum height of 5 kilometres, optimum height of 100 kilometres, and a max height of 750 kilometres. to get scansat to work, go to the small map, click on the settings button there, and then you should see the menu, in which you can select karbonite from the ORS resources, you will need to switch through the settings between different ORS resources on the big map, as at the moment SCANsat only lets you put one resource overlay over it. (so you could be looking at ore deposits, if you wanted to switch to karbonite, you'd need to do that through the settings menu again). -
[1.12] Extraplanetary Launchpads v6.99.3
Carcharhinidae replied to taniwha's topic in KSP1 Mod Releases
the rest of the production chain does not work without kethane. but your MKS allows conversion to metal from the ore it can mine, and those ores and metals are identical to the ones used by EL. and the ModuleManager file I made (and sent to you a few times, like you asked after i said I'd made it?) allows the production of EL RocketParts from that supply of metal. I understand your mind is buzzing with code. but maybe it's an idea to write things like this down, and update the OP's to reflect the last few changelogs/versions? for those in this thread, this means that you can produce rocketparts offworld with MKS and this MM file. which you can just drop anywhere as long as you have MKS and EL installed. note that this is not 'yet' balanced in terms of the amount of metal MKS can produce, but is balanced from an EL perspective, and it will work without kethane. I suspect the amount of metal this will drain will be practically unobtainable, but I can't effectively test it myself any more at this time as I'll be leaving for two weeks this afternoon. EDIT: after looking at this post a bit. I get the feeling it sounds.. aggressive? it may just be my waking up sleep-clouded brain that puts it there, but if it IS somewhat aggressive in tone, I do not intend for it to come across that way. just worried I'll make it illegeable if I try to rewrite it. -
[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
you need the dev version of scansat (7.x) to get the ORS integration with it. It uses the same resource system as MKS, which is ORS, and though I don't think anyone has tied Karbonite to EL, I have posted a MM file in both threads that allows a few MKS parts to build rocketparts for EL without the need for kethane to be present. -
[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
funny to see people patching rocketparts into MKS, something i've talked about having done already earlier in the thread. If i wasnt going to greece tuesday i'd probably make a standalone karbonite MM fie tomorrow. who knows, i might have the time still. -
[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
if you were using the kethane deposits it wouldn't matter. as the amounts in ORS and kethane have very little to do with one another. kethane has a cap on the maximum amount you can pull from a given field. ORS purely deals with extraction speeds. and the point is that he probably knows the average (ish). the point is getting 'enough' spikes to show so every rich area will have a hotspot, but not so much that a computer starts lagging from having to display all the orbs. -
[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
check the OP's sig, his MKS/OKS should soon have a 'hopefully' balanced optional file that adds the ability to make rocketparts to a few MKS/OKS modules. I'm actually looking or people to test it, since I took much of EL's resource rates in the conversion (so I need to know if a medium/large colony can possibly support the metal demands my processes are making.) see my relevant post there. back onto track. I'll upgrade to 24.2 later today, hopefully. and though I'll need to get rid of KAS (and start a new save because of that, I suspect). it might be a little time before I can offer any good funding/sciency contributions to this. once I'm back from holiday in august though (leaving tuesday). I'll start working on those other forms of karbonite that I was thinking about. -
[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
if you go to the settings of scansat, you can select 'ORS' resources, and then the resource you want to show on the big map. you will need a regular comms dish to do the scanning at this time. note that this only works if you grabbed the dev release of scansat (7.1 ish?) -
[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
be sure to get the 7.1 (I think that's latest?) dev version of scansat, that's what i did wrong first few times. as for people talking about making this compatible with EL, since it converts to fuel, isn't it inherently compatible? since fuel is what you need to fill up with EL? -
[24.2] Karbonite Ongoing Dev and Discussion
Carcharhinidae replied to RoverDude's topic in KSP1 Mod Development
I was using .24.0; I didn't know they were at 24.2 already.