Krakatoa Posted March 15, 2018 Share Posted March 15, 2018 23 minutes ago, CatastrophicFailure said: I know @Angel-125 is a busy guy, but could someone maybe throw me a bone? If you go to SpaceDock and then the changelog tab on the bottom, you can scroll down to the last one marked for 1.2.2, which looks like version 2.0.0.9. Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted March 16, 2018 Share Posted March 16, 2018 3 hours ago, Krakatoa said: If you go to SpaceDock and then the changelog tab on the bottom, you can scroll down to the last one marked for 1.2.2, which looks like version 2.0.0.9. Right, but the Estonian lander wasn’t released until well into 1.3, and that’s what I’m after. I realize it’ll likely need some confit tweaking on my part, I just need a starting point. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted March 16, 2018 Share Posted March 16, 2018 3 hours ago, CatastrophicFailure said: Right, but the Estonian lander wasn’t released until well into 1.3, and that’s what I’m after. I realize it’ll likely need some confit tweaking on my part, I just need a starting point. Scrolling back up on that page, it looks to be 2.5.0 where the Estonian was released. Quote Link to comment Share on other sites More sharing options...
TDplay Posted March 17, 2018 Share Posted March 17, 2018 (edited) Are there any weldable size 2 ports? (besides HexPort but that aesthetically displeases me when on a circular stack) Edited March 17, 2018 by TDplay Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 20, 2018 Author Share Posted March 20, 2018 On 3/17/2018 at 4:42 AM, TDplay said: Are there any weldable size 2 ports? (besides HexPort but that aesthetically displeases me when on a circular stack) No, there are no weldable size 2 ports. DSEV 3.1 is now available: - Recompiled for KSP 1.4.1 - Removed deprecated parts. Quote Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted March 22, 2018 Share Posted March 22, 2018 @Angel-125 will this, and your other mods work with kerbalism? I'm giving kerbalism a play through and want to use this but your custom resource set-up has me wondering if they will work together. Quote Link to comment Share on other sites More sharing options...
Just Jim Posted March 22, 2018 Share Posted March 22, 2018 On 3/20/2018 at 2:18 PM, Angel-125 said: DSEV 3.1 is now available: - Recompiled for KSP 1.4.1 - Removed deprecated parts. WOOHOO!!! I CANNOT give this enough likes!!! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 22, 2018 Author Share Posted March 22, 2018 3 hours ago, harrisjosh2711 said: @Angel-125 will this, and your other mods work with kerbalism? I'm giving kerbalism a play through and want to use this but your custom resource set-up has me wondering if they will work together. No, Kerbalism really throws a monkey wrench into things in Wild Blue mods. Quote Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted March 22, 2018 Share Posted March 22, 2018 15 hours ago, Angel-125 said: No, Kerbalism really throws a monkey wrench into things in Wild Blue mods. Well, darn, I assumed as much, may have to reconsider that kerbalism play through then. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 29, 2018 Share Posted March 29, 2018 @Angel-125 There is an issue when clicking the VTOL Manager button in the stock applauncher by curiosity what that thing is without having a proper VTOL DESV vessel in focus (this is my guess at least): It's not going away until I revert to VAB and writes this to the log a lot of times until then: NullReferenceException: Object reference not set to an instance of an object at KerbalActuators.HoverControlSetupGUI.DrawWindowContents (Int32 windowId) [0x00000] in <filename unknown>:0 at KerbalActuators.Window`1[T].PreDrawWindowContents (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Log:https://www.dropbox.com/s/7t93ucdprl6j7be/2018-03-29_3 KSP.log.7z?dl=1 Quote Link to comment Share on other sites More sharing options...
RaccoonTOF Posted April 13, 2018 Share Posted April 13, 2018 (edited) Just wanted to report that the Nuclear Processing Lab configuration of the D2 Science Module does not seem to be operating as listed in the description. It claims 150ec/s from the Nuclear Reactor converter portion, but I am actually seeing 67.5 output instead. I've tried both with and without scientists, engineers, and pilots...results seem identical regardless of crew makeup. Anything else that would be causing this inefficiency, or is it just incorrect data in the description area? Added module config below, description appears accurate... Spoiler MODULE { name = ModuleResourceConverter ConverterName = Nuclear Reactor StartActionName = Start Reactor StopActionName = Stop Reactor AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1.2 INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.0000015 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedUranium Ratio = 0.00000099 DumpExcess = false FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 150 DumpExcess = false FlowMode = ALL_VESSEL } } The module config seems to show it being 150, and using specialist bonuses...but for the life of me I can't figure out what specialization it needs. or if I'm missing something else... Edited April 13, 2018 by RaccoonTOF Quote Link to comment Share on other sites More sharing options...
Barzon Posted April 18, 2018 Share Posted April 18, 2018 Is there a way to get the Estonian lander parts only? Quote Link to comment Share on other sites More sharing options...
DracoSilverpath Posted April 18, 2018 Share Posted April 18, 2018 10 hours ago, Barzon Kerman said: Is there a way to get the Estonian lander parts only? You can go into the files and remove all the ones you don't want. If you're unsure of the names and such, you can always inatall Janitor's closet and prune the parts out in-game Quote Link to comment Share on other sites More sharing options...
Barzon Posted April 19, 2018 Share Posted April 19, 2018 OK, thanks! Quote Link to comment Share on other sites More sharing options...
Daelkyr Posted April 27, 2018 Share Posted April 27, 2018 @Angel-125 I was looking at your Truss System for Kopernicus and noticed that you only have the small drop tank. Will you be making larger (ie longer) versions to go with your variety of trusses or just the small one? Quote Link to comment Share on other sites More sharing options...
PhazonS Posted April 28, 2018 Share Posted April 28, 2018 I can't get the Mobile Emitter to work. Nothing happens when I click 'activate', not even an error in the log. Did one of the 1.4.x patches break it, or have I just screwed something up? Quote Link to comment Share on other sites More sharing options...
Jhorriga Posted April 29, 2018 Share Posted April 29, 2018 (edited) Is there any way to disable the need for equipment to inflate modules? nvm found setting Edited April 29, 2018 by Jhorriga Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 29, 2018 Author Share Posted April 29, 2018 On 4/26/2018 at 11:42 PM, Daelkyr said: @Angel-125 I was looking at your Truss System for Kopernicus and noticed that you only have the small drop tank. Will you be making larger (ie longer) versions to go with your variety of trusses or just the small one? Maybe, the truss tanks do need some revisions. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 6, 2018 Author Share Posted May 6, 2018 DSEV 3.1.1 is now available: - Recompiled for KSP 1.4.3 - Improved resource summary in the geology lab. - Fixed a situation where resource distribution that wouldn't distribute resources. - Added Cruise Control to the stock ion engine and stock NERV. - Adjusted Classic Stock resource densities to reflect the 5-liter standard used by most stock resources. - Adjusted Classic Stock storage capacities to reflect the 5-liter standard used by most stock resources. These changes will affect new parts and when you reconfigure an existing part. - Classic Stock is now the default Play Mode for new installs of WBI mods. Existing games are unchanged. Quote Link to comment Share on other sites More sharing options...
PhazonS Posted May 6, 2018 Share Posted May 6, 2018 Link took me to a github login page, for some reason. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted May 7, 2018 Share Posted May 7, 2018 4 hours ago, PhazonS said: Link took me to a github login page, for some reason. Try This one . Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 21, 2018 Author Share Posted May 21, 2018 (edited) Fun with DSEV parts: Inspired by EJ_SA's Project Grissom... Edited May 21, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted May 25, 2018 Share Posted May 25, 2018 (edited) Is "Classic Stock" a separate mod or do you include those resources yourself? And do you know if OSE Workshop and/or Extraplanetary Launchpads can use Classic Stock instead of requiring Community Resource Pack? Edited May 25, 2018 by Bombaatu Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 8, 2018 Author Share Posted June 8, 2018 (edited) On 5/25/2018 at 10:16 AM, Bombaatu said: Is "Classic Stock" a separate mod or do you include those resources yourself? And do you know if OSE Workshop and/or Extraplanetary Launchpads can use Classic Stock instead of requiring Community Resource Pack? Technically Classic Stock is a separate mod but it's bundled with WBI mods. You can use OSE Workshop and EL with either Classic Stock or CRP. Meanwhile, DSEV is feature complete but improvements still happen... I finally have the tri-mode engine that I originally envisioned for the Trinity! I have a few bugs to work out and integration with Kerbal Actuators to complete, but then you can switch between any number of engine modes. Edited June 8, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted June 9, 2018 Share Posted June 9, 2018 On 6/8/2018 at 10:54 AM, Angel-125 said: Technically Classic Stock is a separate mod but it's bundled with WBI mods. You can use OSE Workshop and EL with either Classic Stock or CRP. Thanks. CRP is listed as a dependency on the OSE Workshop thread. Is there a CS config for it bundled in with any of the Wild Blue mods or does it work with CS 'out of the box'? Quote Link to comment Share on other sites More sharing options...
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