PalowPower Posted April 12, 2021 Share Posted April 12, 2021 On 4/10/2021 at 2:23 AM, Angel-125 said: Everything is finished up to the jump engines. I'm working on other projects at the moment though, and it sounds like the warp tech needs some tuning. It would be a lot looking better, if there was a short Visual when you Jump to another Portal. And maybe also a Jump sound like a "Boom" or "Whoosh". Warp Tech is pretty good for now and doesn't needs a lot anymore (in my opinion) Quote Link to comment Share on other sites More sharing options...
PalowPower Posted April 15, 2021 Share Posted April 15, 2021 Another thing. Can you pleas add TweakScale compatibility. I was going to build a massive ship, but the Warp Coils were to small... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 15, 2021 Author Share Posted April 15, 2021 4 minutes ago, PalowPower said: Another thing. Can you pleas add TweakScale compatibility. I was going to build a massive ship, but the Warp Coils were to small... I don't use TweakScale, nor do I have time to learn it. But if you create a patch and would like to share it then I can post a link to your patch. Quote Link to comment Share on other sites More sharing options...
PalowPower Posted April 15, 2021 Share Posted April 15, 2021 (edited) 33 minutes ago, Angel-125 said: I don't use TweakScale, nor do I have time to learn it. But if you create a patch and would like to share it then I can post a link to your patch. I can do that, bcuz what to do in quarantine lol. But the Problem is... I'm just a Java Dev and don't know how to add TweakScale to a Part Edit: But I will try my best to patch it Edited April 15, 2021 by PalowPower Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 15, 2021 Share Posted April 15, 2021 You'll be fine. If you have programming experience then you're already by definition overqualified for modding KSP parts :-) Just read the ModuleManager wiki first, the syntax is a bit weird. Quote Link to comment Share on other sites More sharing options...
PalowPower Posted April 15, 2021 Share Posted April 15, 2021 7 minutes ago, Grimmas said: You'll be fine. If you have programming experience then you're already by definition overqualified for modding KSP parts :-) Just read the ModuleManager wiki first, the syntax is a bit weird. Thank you. Quote Link to comment Share on other sites More sharing options...
PalowPower Posted April 15, 2021 Share Posted April 15, 2021 Oh, Patching TweakScale to a part seems pretty easy Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 16, 2021 Share Posted April 16, 2021 19 hours ago, PalowPower said: Oh, Patching TweakScale to a part seems pretty easy 20 hours ago, Angel-125 said: I don't use TweakScale, nor do I have time to learn it. Don't expect Angel-125's modules to work properly or at all, though. I have first-hand experience and I've seen similar reports from others who tried. You'll have to sacrifice some of your intended design details. Warp rings are 10x ~ 12x better than Warp nacelles in the same bulhead size. Quote Link to comment Share on other sites More sharing options...
PalowPower Posted April 16, 2021 Share Posted April 16, 2021 3 hours ago, JadeOfMaar said: Don't expect Angel-125's modules to work properly or at all, though. I have first-hand experience and I've seen similar reports from others who tried. Yes, I changed my mind. Patching the Warp Drives etc. isn't easy.... Quote Link to comment Share on other sites More sharing options...
PalowPower Posted April 19, 2021 Share Posted April 19, 2021 Is Potatoscanner for the Graviolium? Btw. funny name. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 19, 2021 Share Posted April 19, 2021 It's for scanning asteroids and comets. You can blame Squad for this one - the asteroid part is actually called PotatoRoid in KSP. Quote Link to comment Share on other sites More sharing options...
PalowPower Posted April 19, 2021 Share Posted April 19, 2021 1 hour ago, Grimmas said: It's for scanning asteroids and comets. You can blame Squad for this one - the asteroid part is actually called PotatoRoid in KSP. I think Squad loves potatos. Quote Link to comment Share on other sites More sharing options...
Lisias Posted April 20, 2021 Share Posted April 20, 2021 (edited) On 4/15/2021 at 4:13 PM, PalowPower said: I can do that, bcuz what to do in quarantine lol. But the Problem is... I'm just a Java Dev and don't know how to add TweakScale to a Part Edit: But I will try my best to patch it It's not that hard most of the time. Read this and this for a Crash Test Course. Edited April 20, 2021 by Lisias better links Quote Link to comment Share on other sites More sharing options...
Ghostshark27 Posted April 23, 2021 Share Posted April 23, 2021 So weird question, slightly spoilerish, hence the tags... Spoiler Are the anomalies movable? I had plans on my kerbals grabbing one around the Mun and bringing it down to an orbital station for "scientific research." Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted April 23, 2021 Share Posted April 23, 2021 (edited) I'm absolutely LOVING this mod so far. I've finally switched away from using KSPI-E because this warp drive is just so great. My venerable Courageous-Class starships now look better than they ever have before, and boy, are the screenshots just EYE CANDY! I've also been pairing this up with KFS, with fantastic results. I can't wait until you resume work on KFS and complete the S-4 Excalibur so that I can make a new NX-01 replica with the two mods. Spoiler The Albion-Class starship. A sort of mix between the Constitution-Class (general silhouette) and the Galaxy-Class (the shape of the engineering hull) The only suggestion I might have is to add a line to the config where you can have a multiplier for warp coil strength. I found that in order to get satisfactory speeds with my Courageous-Class and other Trek-alike ships that I've been building, I had to clip a ton more nacelles into them, and eventually resorted to going into the part configs and manually overwriting the warp capacity that they add, bumping them up from 1 each to 10 each. So, perhaps a multiplier slider in the in-game settings or otherwise some line in the general config to allow for higher warp capacity to get better speeds in interplanetary space might help. And another slight personal request, though one that isn't necessarily needed (If you don't have time for it, don't bother): a texture switch for the hemispherical FTL fuel tanks, which I use at the ends of the nacelles to look like the buzzard collectors, to look like the red buzzard collectors of Star Trek. If they were animated and/or actually served as something like a Gravolium scoop (sort of like a smaller version of that large deployable one you have in KFS), I'd absolutely love you - more so than I already do for making this incredible mod. Can't wait to see what comes of this! Edited April 23, 2021 by Raptor22 Quote Link to comment Share on other sites More sharing options...
ktosiu Posted April 23, 2021 Share Posted April 23, 2021 6 hours ago, Ghostshark27 said: So weird question, slightly spoilerish, hence the tags... Hide contents Are the anomalies movable? I had plans on my kerbals grabbing one around the Mun and bringing it down to an orbital station for "scientific research." Pretty moveable, I had one attached for the same purposes for a while. Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted April 23, 2021 Share Posted April 23, 2021 On 3/9/2021 at 8:44 AM, ktosiu said: I made a thing. It's a controllable ship inspired by the awesome Tetrahedron Anomaly! The aliens are coming (soon™)! (currently figuring out how to use massless Graviolium in a reaction engine without introducing a new type of resource) Full album: https://imgur.com/a/6cidRE6 Will you be posting this at some point later on? Quote Link to comment Share on other sites More sharing options...
ktosiu Posted April 23, 2021 Share Posted April 23, 2021 44 minutes ago, Raptor22 said: Will you be posting this at some point later on? I'd love to! However the idea grew a little bit beyond the controllable vessel and now I have a small collection of alien parts under development. Expect a development thread sometime soon. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 23, 2021 Share Posted April 23, 2021 If you paint it red instead of green it would totally look like Stellaris Contingency Quote Link to comment Share on other sites More sharing options...
PalowPower Posted April 24, 2021 Share Posted April 24, 2021 (edited) On 4/23/2021 at 5:54 PM, ktosiu said: I'd love to! However the idea grew a little bit beyond the controllable vessel and now I have a small collection of alien parts under development. Expect a development thread sometime soon. Finally an Alien Tech Mod! Btw. Ik that Blueshift is also an Alien Tech Mod (I just mean Real Alien Stuuf, like Alien Engines) Edited April 24, 2021 by PalowPower Quote Link to comment Share on other sites More sharing options...
PalowPower Posted April 24, 2021 Share Posted April 24, 2021 @Angel-125 Waterfall has now a distortion effect! I saw it in StockWaterfallEffects https://github.com/KnightofStJohn/StockWaterfallEffects/releases Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 29, 2021 Author Share Posted April 29, 2021 Thanks to @OncaLupe, I have a fix for the problem with the command seat. I need to figure out how to handle the case where you start a launch with kerbals in command seats, then I can post the fix. Thanks again Onca! Quote Link to comment Share on other sites More sharing options...
KSPNoob Posted April 30, 2021 Share Posted April 30, 2021 (edited) Trying to go through the Jool Wormhole (with GU installed) and when my ship goes through it hits the G-Limit and explodes. Is this a bug or do I need to keep G-Limits (both part and kerbal) disabled? Also when I went through my orbital velocity is stupidly high to where there no way I could have enough deltaV to be able to land on the planet (The All). I cant even time warp since my ship is constantly accelerating, also cant change vessels or save because of this. Am I missing something? Edited April 30, 2021 by KSPNoob Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 30, 2021 Author Share Posted April 30, 2021 13 hours ago, KSPNoob said: Trying to go through the Jool Wormhole (with GU installed) and when my ship goes through it hits the G-Limit and explodes. Is this a bug or do I need to keep G-Limits (both part and kerbal) disabled? Also when I went through my orbital velocity is stupidly high to where there no way I could have enough deltaV to be able to land on the planet (The All). I cant even time warp since my ship is constantly accelerating, also cant change vessels or save because of this. Am I missing something? I've not seen this before, are you getting any errors in the log when you go through the wormhole? Quote Link to comment Share on other sites More sharing options...
KSPNoob Posted April 30, 2021 Share Posted April 30, 2021 (edited) 1 hour ago, Angel-125 said: I've not seen this before, are you getting any errors in the log when you go through the wormhole? I think it might just be the nature of that system being a little "odd" (the Star has 9999G and the "Planet" 999G) but multiple attempts with various ships all result in destruction due to the 1200+ G the ships pulls when it exits the wormhole there. I cant find any other wormholes so I don't know but that's what I'm leaning towards because when I cheated a rendezvous to the Wormhole in the Kax A system my ship also exploded. Only way to survive is to disable the G Limit in the settings and even then for some reason you seem to gain acceleration when you exit the wormhole. I tried to brake off the speed with some retrograde burns but it doesn't seem to do anything. I dont see anything in my log that seems out of place Edited April 30, 2021 by KSPNoob Quote Link to comment Share on other sites More sharing options...
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