Charles Foxtrot Posted December 31, 2017 Share Posted December 31, 2017 This mod is so much fun. You never fail to impress. Thank you! Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 2, 2018 Author Share Posted January 2, 2018 The next release is going to take just a little longer and it's gong to break some craft files. The WarpJet engines, cockpits and Mk2 intake are going to be renamed and moved into an upcoming "DS Core" modlet as they are expected to serve not only in this mod but also in my other part mods: Airline Kuisine and (unreleased) The Spice. Link to comment Share on other sites More sharing options...
Adz Posted January 3, 2018 Share Posted January 3, 2018 (edited) Hi, the mod is great I know the stock radiators dont work, but are your radiators supposed to work because I can't seem to get them to work even when placed on the generator? Thanks Sorry scratch that, instaling Near future electrics worked..... Edited January 3, 2018 by Adz Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 4, 2018 Author Share Posted January 4, 2018 @Adz I take it you noticed the Known Issues while commenting? Link to comment Share on other sites More sharing options...
Adz Posted January 4, 2018 Share Posted January 4, 2018 8 hours ago, JadeOfMaar said: @Adz I take it you noticed the Known Issues while commenting? Indeed I did Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 4, 2018 Author Share Posted January 4, 2018 (edited) Release 0.8.6 Warning! Ship Breaker! Makes early-game planes easier to progress to and more complete, sooner. The removed parts are now in Deep Sky Core. Grab it! GitHub :: SpaceDock Removed radiator requirement from reactors if NFE not installed Removed Elite Dangerous sounds Adjusted Burst Mode Removed thrust boost upgrade Changed propellant to new BurstPower Can now run indefinitely as long as chargers and reactors can keep up Adjusted engine particles Fixed 3m engine Tweakscale Harvester intakes now have oceanic Water filter and are compatible with life support mods and Karborundum Reorganized files and folders Added: 1.25m VTOL intake + engine 0.625m inline windmill 2.5m Razor engine Surface-attached Burst Mode Charger IntakeAtm to all intakes Edited January 4, 2018 by JadeOfMaar Link to comment Share on other sites More sharing options...
baconfortress Posted January 4, 2018 Share Posted January 4, 2018 Hi there! first off just wanna say I love this mod, and its formed the basis for a set of youtube videos I want to make with gameslynxs star system. The problem im having is that while the intakes work on "gaia" his kerbin analogue, but dont seem to intake atm on other planets with atmospheres. Is this something I am doing wrong? or perhaps an issue with his planets? Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 5, 2018 Author Share Posted January 5, 2018 (edited) @baconfortress The fault is not or should not be in my mod. I'm trying to find a solution now but it should be widely known that CRP's Localizations cause this exact problem. For the time being, delete all of CRP's LOC files other then English. That will work. Edited January 5, 2018 by JadeOfMaar Link to comment Share on other sites More sharing options...
Kerbinstein Posted January 5, 2018 Share Posted January 5, 2018 On 12/28/2017 at 9:33 AM, JadeOfMaar said: I'm glad you're happy. But no, it's not on CKAN. I'll see about it with the next release. The mod just appeared on CKAN, many thanks dude! I'll try it in the next few days and I'll let you know in case there's some issue. Again, thanks! Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 5, 2018 Author Share Posted January 5, 2018 @Kerbinstein Cool. @linuxgurugamer Can I bug you to amend the netkan for Thor Tech and Airline Kuisine? They depend on "Deep Sky Core" which should also appear on CKAN. @baconfortress I wanna see those videos. When thy happen, of course. And Gameslinx planets hyyyype! Link to comment Share on other sites More sharing options...
Fireheart318 Posted January 6, 2018 Share Posted January 6, 2018 The Spitfire cockpit is still my favorite part. I think a larger crew hatch is a must as well as a ladder part to hold on to to get back in to the cockpit. It's possible to get out by clicking on the hatch but I've never been able to get back in. Also, if you use it like I do, you'll want to get the Pico Port mod - https://forum.kerbalspaceprogram.com/index.php?/topic/155020-131-picoport-the-micro-docking-ports-v013/ Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 8, 2018 Author Share Posted January 8, 2018 Release 0.8.6.1 Fixed missing FX and sounds in aerospike engines @Fireheart318 Odd. It might be a case of ever-so-slight clipping. I've had moments where I can board a vehicle (example, insisde a cargo bay) through a certain part but can't exit from the same part. I didn't have a board problem with that cockpit when I fixed the IVA connection. Link to comment Share on other sites More sharing options...
baconfortress Posted January 11, 2018 Share Posted January 11, 2018 (edited) Ive already got a great deal done on my next set of videos. This mod is heavily featured on all of them for the aerospikes and turbofans. I will try to make this set of videos at or above the standard of the ones I did previously This is one of my favorite videos of those I have done before (its been awhile): Edited January 11, 2018 by baconfortress Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 11, 2018 Author Share Posted January 11, 2018 @baconfortress Is that really your voice? The documentary style is epic! Link to comment Share on other sites More sharing options...
baconfortress Posted January 11, 2018 Share Posted January 11, 2018 @JadeOfMaar: sure is, I design the craft, plan the missions, fly em, film em, edit them and voice them. sadly the documentary style was absent the inane screaming and racial slurs more common to lets play series and it never really took off. Link to comment Share on other sites More sharing options...
Fireheart318 Posted January 11, 2018 Share Posted January 11, 2018 I'm having a bit of trouble getting the mod to work now. I can't seem to get the Spitfire cockpit. Should 00DeepSky go inside the main DeepSky folder? Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 11, 2018 Author Share Posted January 11, 2018 1 hour ago, Fireheart318 said: 00DeepSky go inside the main DeepSky folder? Yes. I keep a GameData folder in all my downloads to prevent this kind of issue. Link to comment Share on other sites More sharing options...
Fireheart318 Posted January 12, 2018 Share Posted January 12, 2018 Okay. I have it set up right but the vessels with the Spitfire despawned and won't work anymore. Is there a fix for this? Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 12, 2018 Author Share Posted January 12, 2018 @Fireheart318 Open your craft files that have the cockpit in Notepad++ or MS Word and use Find & Replace to change every instance of dstt_srfcockpit to ds00_srfcockpit. If you have a backup of your save, do the same thing in that. Link to comment Share on other sites More sharing options...
baconfortress Posted January 13, 2018 Share Posted January 13, 2018 is the glowing blue ball that appears far ahead of warp engine intakes an intentional effect or out of place? if intentional, is there a scientific phenomenon that actually creates this effect I could read about or cite? Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 13, 2018 Author Share Posted January 13, 2018 (edited) 1 hour ago, baconfortress said: is the glowing blue ball that appears far ahead of warp engine intakes an intentional effect or out of place? if intentional, is there a scientific phenomenon that actually creates this effect I could read about or cite? That's a glitch, an issue with the Japier engine models. For some reason that happens with stock engine FX but I fixed it by replacing that FX... Your seeing that means you're behind and haven't met or missed the (ship-breaker) update. I recommend you grab the update and Deep Sky Core, and adjust your craft files ASAP. Edited January 13, 2018 by JadeOfMaar Link to comment Share on other sites More sharing options...
baconfortress Posted January 13, 2018 Share Posted January 13, 2018 thankfully I hadnt started flying the missions! just updated and hopefully that sorts it all out Link to comment Share on other sites More sharing options...
baconfortress Posted January 13, 2018 Share Posted January 13, 2018 did a full reinstall of everything with your updated mod, it now works all over gameslinx planets as well, whatever the error was has been resolved by the reinstall and update Link to comment Share on other sites More sharing options...
baconfortress Posted January 13, 2018 Share Posted January 13, 2018 (edited) So put in some work today rebuilding some of my mission craft for the updated parts and the surprise of them actually working! Figured I was really enjoying the mod and shoudl share what its made possible.These pictures of mostly of a warpjet based craft i was flying on Dreidos. This is the rear engine setup, big warpjets for flying in atmosphere and aerospikes for leaving it. Turbofans on the wings and beside the cockpit are for navigation on the ground Most of the craft in my current lineup dont have traditional landing gear and instead use gravity repulsors. I tend to land craft like this on water to make a smooth landing a sure thing. its also pretty and fun to do. The ship uses grappling hooks to secure itself once it reaches its destination, it can lower or raise the strength of its repulsors (and the length of line from the winches) to bring the ships boarding ramp in line with the ground or to help it deliver its payload of science and rovers/etc for the record this is why we do so many test flights, my lower airbrakes met a rather messy end, but my payload is here and safe. This last photo is from my lunar builder module. This gigantic craft delivers an entire colony to a body without atmoshpere. the habitats, mining facilities and ground utility and science vehicles are contained in its belly, with 2 shuttlecraft docked on top of it. the inside of this thing is kinda nuts. The shuttlecraft all use thor engines for their efficiency with the electrical support Edited January 13, 2018 by baconfortress Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 13, 2018 Author Share Posted January 13, 2018 The Mk2 reactor is in! Its texture derived from the 2.5m one, which i may buff to produce a solid 1000 EC/s rather than 900. I'm also contemplating including these: Mk2 short pressure tanks for holding some popular liquid and gaseous goods. ... @baconfortress <-- That's all I have to say to you. Oh. Do you use the air verniers? They'll save you a lot of trouble with steering while landed. Link to comment Share on other sites More sharing options...
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