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JordanL

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Everything posted by JordanL

  1. Understandable @Nertea. I would have loved to use your mods in combination with some kind of life support mods in KSP 1, but it makes sense to at least know what your effort will yield first. Your mods are required on installs of KSP for me, so I just go without LS mods.
  2. Hey, so I use and enjoy CKAN, and understand many mod-maker's positions on CKAN (maintaining the metadata), so opting out of maintaining that makes sense even if it makes my life a bit more difficult. Really, what I like most about CKAN is it's ability to help me discover mods that isn't easily reproduced by the stickied threads in the releases forum or other venues. In that respect, I've also never really understood mod-maker's suggesting AVC in place of CKAN. They solve different problems. However, what I don't get is the almost fanatical support of AVC I see from the mod community. It comes pre-packaged with a lot of mods. I don't want a third-party app built into my game that sends information to private servers while the game is running. I just don't. So fine, I just tell AVC that every mod isn't allowed to check for updates and then pray the source-code isn't malicious, right? Except every mod still checks for updates. I know this because every mod still notifies me when there is an update. How exactly is this possible when I specifically said not to check? Why do so many modders force this on anyone using the mod if the AVC plugin isn't even running in good faith? I really hate complaining about something like this, because any kind of mod is a labor of love and something that you shouldn't really put expectations on... but the forced inclusion of a plugin that sends data to private server regardless of my settings is rather uncomfortable. Is AVC just broken? Is this because this is how mod-maker's want the system to work? Do mod-maker's know that it's doing this when they package it with their mods?
  3. This may be a stupid question, but I read the entire wiki and couldn't find an answer. So several images show a 'Duna' series and 'Tundra' series module connected, and the 'Tundra' series module is supported by a truss on the bottom that is connected to four legs that are identical to those on the 'Duna' series. I can't seem to find this part anywhere in the mod. EDIT: Derp. And of course I find it as soon as I post here. Nevermind. It's the 'Cradle' item underneath the 'Konstruction' category.
  4. Wait, you think that the ONLY purpose of mods like this was to prevent hard crashes?
  5. None of my science labs, either the MPL or the THNKR Lab, produce science per day. I have them both in orbit around Kerbin at 250km, and both are full with scientist crews, with the start research button clicked, but both still say 0.0000 sci/day. EDIT: Ah, never mind, didn't realize that you had to finalize into a lab first. Had another mod that was automatically moving the data to the command pod instead.
  6. So, how much would it cost to pay to have this updated? I'm totally willing to throw some money at this. EDIT: And by this I mean, how much money in the tip jar would make it worth it for the author or someone else to update this to work with the current version?
  7. Sorry, don't mean to interject in your guys', er, discussion... but can anyone confirm that kerbalstuff is experiencing downtime right now? It appears that my CKAN is getting 504's on any kerbalstuff downloads. Does CKAN support multiple download locations? Like fallback repositories?
  8. You mean with Deadly Reentry? I was looking at the 2000m and thinking "I'll either have to uninstall DE or my ship will explode..." EDIT: Also, RoverDude, I like the balance of how you did this, but I think the fact that there's only that one tiny drill for Karborundum is part of the balance? If so, you're essentially balancing it by using the fact that high part-count ships crash the game. :/
  9. It will if you're running a 32bit operating system, as KSP can only address about 1.75GB of memory on a 32bit operating system, and 3.5GB on a 64bit operating system (with the 32bit executable).
  10. Or they could not load every asset in the entire game at once before reaching the main screen. It's not like we DON'T have scene change loading screens.
  11. I'm not asking as a way to poke at squad or anything, I'm honestly curious. In game development, unity is kind of awful, unless you're making a game that needs to be on like eight different platforms including phones. But KSP is only on desktop, so why was Unity chosen? I'm really curious.
  12. She plays it a bit actually. Also, the day has been fantastic so far.
  13. She got Werner Von Kerman to invite me to training camp.
  14. I came home from work to find this on my desk: http://imgur.com/a/I7g3p Basically, she booked the day so that we're going to see the Shuttle (Endeavor) and watch the last mission in 3D on IMAX, then she booked flying lessons for me. Dinner, stand-up, then a movie.... I don't even know what to say. The attention to detail in this letter on its own is impressive.
  15. You must not understand what I was saying. According to RF, the ship was fueled when construction began eight days before it reached the pad.
  16. The engine was a Tier 3, and it was using the Kerosene/Liquid Oxygen mix, (which is I believe about 36%Ker/64%LOX). I also had many other mods installed, but I don't think there were any other interactions that could have affected this problem. However if you are unable to duplicate, I also had Regolith/CRP/Karbonite/K+ installed, as well as the RF Stockalike config set.
  17. I suppose you could get the liquid nitrogen active coolers from FreeThinker.
  18. Unfortunately I already deleted the craft, however the tanks in question were all FT-400's, and the engines were KW Wildcat V's. I didn't have the clamps because I hadn't unlocked them yet, but that's interesting that they top off the fuel. I didn't think of that. I got around it by removing all the boil off values from the RF configs, so that there just ISN'T boil off... which isn't exactly how I'd like to play, but it was acceptable for now.
  19. The pressurized cryo tanks boil off about 2 billionths of a unit of LH2 per second.
  20. Okay, so I've identified a mod compatibility bug, and I'm not sure if it's been reported, but I'm going to post it. I have KCT and RF. Basically, cryo fuels boil off DURING construction time, so for KEROLOX engine, I end up with full kerosene, and about 2/3 of my liquid oxygen. I'm not sure how this could be fixed, but I'm reporting this to KCT and RF.
  21. Okay, so I've identified a mod compatibility bug, and I'm not sure if it's been reported, but I'm going to post it. I have KCT and RF. Basically, cryo fuels boil off DURING construction time, so for KEROLOX engine, I end up with full kerosene, and about 2/3 of my liquid oxygen. I'm not sure how this could be fixed, but I'm reporting this to KCT and RF.
  22. Alright, so I spent some time testing with RealFuels/MFT and though by default TACLS doesn't work with them, you can get it to work with some small changes. WARNING: I'm just a random dude, this is just a report of what I found acceptable on my own install. This is not "how to make it work". Go to GameData/ThunderAerospace/TacLifeSupport folder and open the MM_AddResources.cfg file. Near the top of the file, remove the :NEEDS[!modularFuelTanks&!realFuels] Go to GameData/ThunderAerospace folder and delete/remove the TacLifeSupportMFT folder This will make it fall back on all the non-MFT/RF configs for everything. It works the way you'd expect it to in a vanilla install. However: If you do this, no part which is marked as a MFT will be able to use anything from TACLS. This essentially deletes all compatibility with the two mods. Instead of the nice, configurable, one part per size that can be configured to any ratio you want, you get one version for each "configuration" in your parts list. That feature took advantage of MFT to manage the configured ratios. This means you'll have to use TAC's provided containers for ALL of your life support needs, and I'm pretty sure that any command modules which ALSO have MFT configs on them (some of the spaceplane parts I think do this) will probably not work for EITHER (although this is just my hunch, I haven't tested it yet). As was mentioned by the mod author, I'm sure this compatibility quirk is something that's being worked on. In the meantime, I personally was willing to sacrifice clutter in my parts list for a working TACLS and keeping RF.
  23. Well, I just tested this with Boris' KSPI and it doesn't seem to work. The reactor in the main hull says that it is UF4 deprived and doesn't seem to function. As has been stated, the stock IXS does seem to work well. I'm uninstalling Boris' KSPI and installing FreeThinker's KSPI + NF integration and I'll check whether or not the KSPI version works with that, but I think the culprit might actually be RealFuels. Bottom line, this mod needs a maintainer if it's going to live much longer. I wish I knew enough to do it myself, because I would certainly be willing.
  24. Okay, so then installing both could cause unexpected conflicts, and your NF integration is actually a full, parallel distribution of KSPI it sounds like. So then, people should decide if they want: - Boris' KSPI + some of your configs or - FreeThinker's KSPI (which includes rebalancing and configs to work with NF and all other configs that you repackaged for Boris' distribution) Correct? EDIT: Actually, do you think your NF Integration would behave at all with RF installed since RF comes with a KSPI MM config?
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