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Dr. Jet

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Everything posted by Dr. Jet

  1. CONSOLE is not an option first of all. 98% of good games are designed to be played on PC/Mac, 70% of those are moddable and meant to be modded. You don't even need a powerful gaming PC to play heavily modded KSP. As for myself, I'm stuck with 7 years old Core 2 Quad 8 Gb RAM machine (only graphic card is a bit newer - 2 year old Geforce GTX 750). I believe you can buy such a pile of junk much cheaper than modern gaming console... and it will still perform MUCH BETTER than console.
  2. You right. Stock tree is ridiculous. Use SETI or ETT instead.
  3. Non-feasible. Current in-vitro technology... Needs some new method of accelerating muscle cell fission. It's TOO SLOW to be industrial. Doesn't allow production of whole muscle - just thin films of muscular cells. Good for sausage filling, useless for steak. Is VERY expensive. Times more expensive than traditional production of natural meat. Wel... the most annoying obstacle is the third one... If it will be solved somehow, growth speed won't be much trouble and we'll have at least natural meat sausages - without disgusting soy or minced skin and bones.
  4. Thanks for report. It was really missing from /ChopShop/ModuleManager/CLS.cfg @PART[SegmentChuteBase]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true } }
  5. Hm-m-m... It absolutely shouldn't behave like that with stock animation module... What other mods do you have that may mess with animation states? How does the part in question look inside a save file? For Deployed state it should be: MODULE { name = ModuleAnimateGeneric ... animSwitch = False animTime = 1 animSpeed = 1 ... } For Retracted state it should be: MODULE { name = ModuleAnimateGeneric ... animSwitch = True animTime = 0 animSpeed = -1 ... } P.S. Checked several times - animation states for skycrane save and load properly in my heavily-modded build.
  6. Even NEW ships? Old ones could be saved with that module.
  7. No. You just delete ChopShop supporting config for that. All other mods using BDanimations will be untouched.
  8. Never seen that. On the other hand, all animation glitches with skycranes ever reported to me were caused by outdated Bahamuto Dynamics animation module, which is totally optional for ChopShop. Try deleting GameData/ChopShop/ModuleManager/BahamutoDynamics.cfg - it should probably solve the issue.
  9. As well as I know, "Wheel Blocked:Yes" bug was not yet TRIED to be solved. At least model of TR-L wheel is still broken.
  10. And what the point? 90% of KSP gameplay is mods. Consoles hate mods and modders.
  11. It can't be fixed in config. And .mu... it belongs to Squad and Squad should fix it. BTW, ingame proof that trouble do exist. Small addon shows physical colliders where they are. Re-checked. Version 1.1.3 still has that sh*t for a wheel model.
  12. Was already fixed in 0.9.0.3. If your mod version is higher than 0.9.0.2 and you STILL see that bug - try deleting PartDatabase.cfg
  13. Something is... not right. I believe it's upper stage engine. (Testing without RO/RSS at stock Kerbin). Angara-5 pre-biuilt craft is barely able to crawl to 100km LKO (assuming most fuel-efficient MJ profile was used and even that needed a correction for abysmal upper stage TWR). Also upper stage retrorockets are not potent enough to deorbit empty upper stage from LKO. Angara-1 prebuilt craft is unable to orbit at all - can't reach decent AP with shallower profiles, not enough dV for steeper profiles. The case is BOTH stages have abysmal TWR. (No, I don't count RCS ports as viable engines for orbiting).
  14. While watching Scott Manley's channel, I suddenly recognised my mod's pre-built crafts (Li'l Buzzer and Orbital Taxi, starting from 0:6:30). Li'l Buzzer shows AMAZING survivability at second launch (starting around 0:37:40)
  15. "Scrubbing" TweakScale configs is a no-no for ChopShop. TweakScale patch is used to declutter things and give you more available sizes. After "scrubbing" you will lose some parts and won't get scale tweaks to replace them. In your case... Yes, manually deleting the patch is the best option, as it will save you from losing parts. P.S. What's the point in deleting TweakScale modules from everywhere? They are useful! And even if they aren't useful to you here and now - you can just ignore them and use parts with default scale.
  16. As I said, collisionEnchancers are BADLY misplaced on TR-2L wheel. And those are still Blocked:Yes.
  17. How? BTW WheelCollider is a flat circle, it CANNOT be the reason of clipping.
  18. Wheel blocking has no connection with actual "WheelCollider"s and their "Kraken". It's a byproduct of sloppy "collisionEnchancer" colliders which don't match visible mesh. It NEEDS to be de-bugged.
  19. Since AIES legs were very primitive (suspensionless), I believe they may still work.
  20. That's the case. I never tested sizes over 5m and even 5m seems... underpowered. Those are stable from 0.5 to 3.75 meters . In fact if you don't have TweakScale, you won't see decoupling blisters in sizes other than 1.25m and 2.5m they were initially designed. When your empty booster weighs over 100 tons, you usually have no other option then use KWRocketry or SpaceY overpowered "separatrons" turned inwards to compensate for comparatively weak decoupling force, no matter if you use my blisters or stock decouplers.
  21. Did you use TweakScale? What size your decoupling blister was? How heavy was it's payload (empty booster)? Were boosters aligned horisontally or vertically?
  22. Very nice project! Make a separate thread for it in mod dev section.
  23. Lithium/Argon? Mainly for HUGE Joolian expeditions. 30k+ dV for 100+ tons vehicle isn't a cat's sneeze. Main difference is that Lythium can be mined from asteroids to refuel. The only trouble is Tylo lander. Fuel unification with main vehicle (Lithium/Argon), so that it can do multiple trips to Tylo surface, seems almost impossible. P.S. Eagerly want to see succesfull designs of 2-3 man Lithium/Argon Tylo lander.
  24. It worked since 0.23 if not earlier. 2-point docking is very easy. 3-point docking is HARD. Even MechJeb struggles with it. But it's positively possible.
  25. Not possible with MMconfig. It's a stock engine "feature" that works on part colliders.
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