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Everything posted by Liowen
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I have not been to Eeloo, Dres (well at least a return mission from Dress), Moho, and all of Jools moons with the exception of Bop (I just did a mission to Jool and landed on Bop and then back to Kerbin afterwards). I have been to Eve but since it is so hard to get back into orbit I do not count it as not being there, if anyone wants to nitpick then add Eve to my list
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Liowen replied to Paul Kingtiger's topic in KSP1 Mod Releases
I like the idea as long as it does it only at startup, in a different game there was a mod that checked for updates while running causing lag and continuous memory usage. Also if it is packaged with the mod and someone does not instal the DLL will it work the same as it does now or does the DLL need to be installed and opt out in order to work? Personally I would like to try as it would be nice to not have an update on KSP and hunting for mods, but I have my reservations based on other mods that claimed the same thing and turned out to do other undesirable things. -
I would say more than 4 on a small-ish craft would be airhogging, considering larger real jets have more intakes in order to feed their engines. For even a single engine you do three without really airhogging if you used the inline intake and 2 of the tank mounted ones.
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You know you do not need fuel for those engines to test right? As long as it is staged, or run test is clicked, that is all that needs to be done. After much testing I found this out, and feel silly for deleting those now. One thing that I have noticed as well, and might be considered cheating the contract system, is that you can use a science device that is worth 0 science points and complete a contract. I used experimental parts to launch a probe to get science from around Kerbin contract and left it there to see if it would work, and when it came up again I used it again, for 0 science point on transmission and return, and completed the contract. I am sure this will be changed at some point, but if you are running low on funds for some reason I would recommend doing this to get a cheap boost.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Liowen replied to TaranisElsu's topic in KSP1 Mod Releases
Did you install a new version from curse if so there seems to be, from what I have read here, issues with it from there, although I am not sure if it covers this problem it is worth looking into. If you have a clean install as a backup I would recommend installing the version of TAC you have now and see if it gives the same result and do the same for the other mods, this should narrow down the problem. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Liowen replied to TaranisElsu's topic in KSP1 Mod Releases
I actually just got done filming my rescue attempt, but I was unaware of the 2 hour limit though once they properly loaded. Now I know....and knowing is half the battle! It will be uploaded on Wednesday to see if it was successful or not -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Liowen replied to TaranisElsu's topic in KSP1 Mod Releases
I like the idea it would keep some from deleting the wrong mod by accident (or in an anger fueled rage), and messing up several of their ships and saves. I hope that they would remain separate downloads and just add the new mod into the existing folder, that would be a nice touch. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Liowen replied to Paul Kingtiger's topic in KSP1 Mod Releases
Most likely then you issue is going to be with what ever uses Modstat and not US. Try removing Modstat and see if any other issues crop up, and to be honest modstat should be optional, not mandatory, when installing a mod. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Liowen replied to Paul Kingtiger's topic in KSP1 Mod Releases
I will give it that a try and see if there is some change and report back if there is a change or not. Edit: Just deleting the US_Core.cfg did the trick, and I was able to get back Bill who otherwise would have been KIA. Now I can build a more slim rockets that hide the solar panels and science stuffs nicely. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Liowen replied to Paul Kingtiger's topic in KSP1 Mod Releases
I dunno why but when I am using this with TAC, ORS, MKS, and other modes I get null errors all over the place and cannot recover my ship or revert back to VAB/launch (both options are on on the save I am testing), and yet without it installed it is fine. Here is the Log file I cannot make heads or tales of the bloody thing, but maybe someone out there can figure out what is going funky in funky town. The buttons all show up (for revert and space center and recovery), but have no functions seemingly set to them. I have to alt-tab and close the program that way to "fix" the issue, and I do not call that a fix as it kills the crew and vessel. This does not happen if i just launch from the launch pad and come straight back though, it only seems to be an issue when I break atmosphere, orbit, and then return to Kerbin. Not sure what if the last bit is important but I figured I would put that out there as extra info. I do love the mod and I REALLY do want to use, but for now until a solution can come about I have leave it off. Hopefully someone can figure this out and shed some light on the issue. -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
I know it is not a top priority at this moment, but action groups, or landing gear control functionality, would be great. I had a problem getting the landing gear with a right click and scrapped a mission to Mun in the process. Another thing I have noticed is there seem to be a phantom force when the legs are extended causing the craft to spiral out of control, but this random so I am not sure if it is a design problem, Unity problem, or something else. Here is the Craft file of what I have been using for testing, nothing overly fancy but it works....sometimes. I am using the most up to date version, unless there is an update while I write this , and .24.2 mod free (exception being Karbonite of course). -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Liowen replied to Paul Kingtiger's topic in KSP1 Mod Releases
I was thinking a light brown container that just had one word on it: "Poo". This would very easy to tell what it is, and to make it better it could be vented in a particle effect....this might be too much but still funny. -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
I think I can shed some light as to why people feel they need one. It is basically they want Kethane without the tracking....that's it. If Kethane had little flowers that popped up for resources they would be asking why doesn't this have little trees? Considering it has only been less than a week I feel it is coming a long great! Function before fashion, what it the point of something that looks good but doesn't what it i suppose to? I would also challenge those who feel that they could do better to do it, or better yet don't just complain make the source code and have it work. There are things I would like to see, but since I know I cannot compile coding or make models I will hold off asking for them until the base system is in place first, it will make adding in new things later easier. -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
Now with less bounce! -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
Went to record the video and ended up killing my original probe . I still want to test the flow of docking ports, and that is where my newest one comes in hand as it has the Sr's on it right now. Goes through just fine . Also 16 RTG's and two large batteries with no power loss while extracting Karbonite and converting it to lf/ox. -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
I will second this, even at 2.5m/s they nearly break. -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
I believe, though I could be wrong, monoprop works a different fashion than lf and ox. Monoprop will drain equally from all tank regardless of fuel flow rules for lf and ox. If you have a tank of monprop on a lower stage seperated by a decoupler it should, in theory, drain that lower one first if you are using it, however it will use the same amount from all available tanks on a craft (or at least it did the last time I tested it out). So, in theory agan, it will fill those tanks that are empty and without fuel lines just fine, but lf and ox will not (again not 100% sure on this but it seem to be the case from previous testing). Need to make myself some "fuel" and then I will do a short video seeing if the lf and ox rules work the way I believe them too. Video incoming soonâ„¢! -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
This maybe the problem, as the fuel has no where to convert to. I will grab some video of the one I have, since i want to see if it follows the flowing rules as well. Mine are from the center tank, that is empty at launch, out to the quarter tanks that holds the engines. In theory this should fill the empty tank first and run over into the outter tanks as well, since this is the way the lines run. The newer version has docking ports on it as well, give me a bit and I will film it and post it here. -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
Are there fuel lines going to those out lying fuel tanks? I have converted into both LF and OX without issue, both with massive power draw. However it only fills the tank directly above it, and not to my fuel lines (sure there is some coding for this trick). I have not tested with a claw yet or an expando tube to see the results, but they might experience the same problem as fuel lines that I have found. -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
Landed the second tester on Minmus in a .46% zone, and only 5.9km from my first one. Walked away with it running for 10 minutes and here is what I got Before: After 10 minutes: -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
If you right click on the antenna, or supplied detector, it will say Xppm or x%, the higher the number the more Karbonite you will find. Percents are higher than the numbered values (using mine as an example I found a sight on Minmus with .36% or 3,600 ppm where as just a bit further east there was an area of 500ppm). Hopefully that is as clear as mud . -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
I had a crazy thought about connecting up 2 drills via an expando tube connected to collection tank and refiner. Would this, in theory, double the amount harvested if there was enough power to run them both? I am sure there are other factors in there as that would need to be sorted to make it work, but I figure I would toss that out there since I was watching my little driller go to town on Minmus. I already have ideas I want to try for tomorrow to refine its design as well. For now though...pointless glamor shot! -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
Got my miner down right now on Minmus, and this is cool. Although some tweaking might be need as all I have is 6 RTG's and a probe core powering it, and I can harvest Karbonite and refine it into LF. If I do OX it starts to drain my system fast but here is a screen I took from where I landed. It is .36% or 3600 ppm if my math is right, or as I like to say "JACKPOT!". -
[24.2] Karbonite Ongoing Dev and Discussion
Liowen replied to RoverDude's topic in KSP1 Mod Development
I had the .24 version not the .24.2 version >< my bad LOL. It is all fixed now on my way to Minmus and a .30ish% area