PalowPower Posted December 13, 2021 Share Posted December 13, 2021 On 12/9/2021 at 6:14 PM, PalowPower said: I'm not a Waterfall Expert, but this doesn't seem Normal at all Pls help. Tried Reinstalling the Mod(s) Waterfall and Blueshift. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 13, 2021 Author Share Posted December 13, 2021 I've verified that Blueshift with Waterfall is working in KSP 1.12: When you install Blueshift, make sure your folders are the following: GameData WildBlueIndustries Blueshift Waterfall ModuleManager.4.2.1.dll NOTE: You need ModuleManager 4.2.1 or later in order to use Blueshift with Waterfall. NOTE: You need Waterfall 0.6.7 (included with the download) or later. Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted December 13, 2021 Share Posted December 13, 2021 Just now, Angel-125 said: I've verified that Blueshift with Waterfall is working in KSP 1.12: Oh, pretty! Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted December 14, 2021 Share Posted December 14, 2021 Would it be possible to add KFS's Stardust exo collector to Blueshift if KFS is not installed? Quote Link to comment Share on other sites More sharing options...
namreK haidebeJ Posted December 14, 2021 Share Posted December 14, 2021 The Jumpgate isn't working for me, I have both in a very high orbit, one around Kerbin, the other Jool, and I cannot choose a destination gate. The button doesn't do anything. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 14, 2021 Author Share Posted December 14, 2021 13 hours ago, namreK haidebeJ said: The Jumpgate isn't working for me, I have both in a very high orbit, one around Kerbin, the other Jool, and I cannot choose a destination gate. The button doesn't do anything. Try adding a third to Duna. With only two you don’t need to select the destination. The gates are smart and link together automatically. Quote Link to comment Share on other sites More sharing options...
CSRobot Posted December 14, 2021 Share Posted December 14, 2021 On 12/12/2021 at 11:58 AM, JadeOfMaar said: This is exactly why we want fusion power, and compact fusion power IRL. Your landed base may not be complex enough to make adequate use of it then, but other players will beg to differ. Or perhaps they seem OP because they're not as complex to operate as FFT ones, or that they fit better than FFT into a base built with stockalike parts. GravityWaves is a transient resource (representing a force exerted and existing for only a moment) and is something that (by function) should always be full for the instant it's needed, and should be empty when it's no longer needed. For the same reason, you can't tank or tax the moment of combustion in a car engine for this purpose. You tax the gasoline... So it only makes sense to tax Graviolium for the auto-circularization. 1x body radius, from sea level I should've thought to ask sooner since you're using an Impulse Party engine. What's the TWR (assuming LKO) and dV like? Based off of memory that ship fully fueled had a TWR around .58 or .68 with a dV of tens of thousands. 17,000-20,000 maybe more. That is using a standard 2.5m half length tank with oxidizer removed. Quote Link to comment Share on other sites More sharing options...
namreK haidebeJ Posted December 14, 2021 Share Posted December 14, 2021 6 hours ago, Angel-125 said: Try adding a third to Duna. With only two you don’t need to select the destination. The gates are smart and link together automatically. It still won't work. If I fly through the gate, nothing happens, even with graviolium and/or a warp core on the ship. The button also says "LOC_BLUESHIFT_JumpGateSelectGate", I don't know if that's normal? A full ring also contracts in on itself like this: https://imgur.com/a/T5WdO9f Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted December 15, 2021 Share Posted December 15, 2021 @namreK haidebeJ, that doesn't look normal. LOC____ probably means that something went wrong with localization. I think somehow your jumpgate krakened, so it is not functional. I'd also make sure your install is not broken. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 15, 2021 Share Posted December 15, 2021 3 hours ago, namreK haidebeJ said: It still won't work. If I fly through the gate, nothing happens, even with graviolium and/or a warp core on the ship. The button also says "LOC_BLUESHIFT_JumpGateSelectGate", I don't know if that's normal? A full ring also contracts in on itself like this: https://imgur.com/a/T5WdO9f Are you using KSP 1.12.3? Perhaps some new code in it is upsetting WBI parts and plugins. Quote Link to comment Share on other sites More sharing options...
namreK haidebeJ Posted December 15, 2021 Share Posted December 15, 2021 18 hours ago, JadeOfMaar said: Are you using KSP 1.12.3? Perhaps some new code in it is upsetting WBI parts and plugins. No, I am using 1.12.2 and will continue to stay on it as to not break any mods I have installed. Honestly I didn't think much about 1.12.3. 19 hours ago, orangecat1248 said: @namreK haidebeJ, that doesn't look normal. LOC____ probably means that something went wrong with localization. I think somehow your jumpgate krakened, so it is not functional. I'd also make sure your install is not broken. I just did that, I did a fresh install, normally I do that every so often in modded games. Could the kraken be a Kopernicus bug? It first happened when I viewed the ring in the tracking station and switched to it. Quote Link to comment Share on other sites More sharing options...
Miss Atomic2512 Posted December 15, 2021 Share Posted December 15, 2021 Hay I just wanna check that I have the mod installed right cos im having issues. The only part of the mod that is showing up for me is the fusion reactors. {Game Data {WildBlueIndustries {Blueshift} } {Module Manager 4.2.1} } Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 16, 2021 Share Posted December 16, 2021 @Miss Atomic2512 You're supposed to have: GameData WildBlueIndustries Blueshift ModuleManager.4.2.1.dll Re-download the mod and try again at installing it. Make sure your KSP is not in a protected folder like Program Files (Steam) or that you have sufficient permissions to place files in that protected folder. Quote Link to comment Share on other sites More sharing options...
Miss Atomic2512 Posted December 16, 2021 Share Posted December 16, 2021 10 hours ago, JadeOfMaar said: @Miss Atomic2512 You're supposed to have: GameData WildBlueIndustries Blueshift ModuleManager.4.2.1.dll Re-download the mod and try again at installing it. Make sure your KSP is not in a protected folder like Program Files (Steam) or that you have sufficient permissions to place files in that protected folder. Why cant it be in program files? I'll take it out its just I haven't had to take it out before and Ive been using mods for a year now on ksp. Also that is the order i have it in Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 16, 2021 Author Share Posted December 16, 2021 2 hours ago, Miss Atomic2512 said: Why cant it be in program files? I'll take it out its just I haven't had to take it out before and Ive been using mods for a year now on ksp. Also that is the order i have it in <your KSP folder>/GameData/WildBlueIndustries/Blueshift <your KSP folder>/GameData/ModuleManager.4.2.1.dll As @JadeOfMaar said, putting your KSP folder in Program Files means you have to worry about access permissions. I make copies of that folder and play my games from that copy. It avoids all the issues with admin and write privileges in the Program Files folder. Quote Link to comment Share on other sites More sharing options...
PalowPower Posted December 19, 2021 Share Posted December 19, 2021 My Waterfall is broken with Blueshift. Currently playing on ksp 1.12.3 but my effects just don't show up. Is it currently broken with 1.12.3? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 19, 2021 Author Share Posted December 19, 2021 3 hours ago, PalowPower said: My Waterfall is broken with Blueshift. Currently playing on ksp 1.12.3 but my effects just don't show up. Is it currently broken with 1.12.3? I verified it is operating in 1.12.2, I don't see why it wouldn't work in 12.2.3. Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted December 25, 2021 Share Posted December 25, 2021 Apologies in advance if this is the wrong spot for this question. I have Blueshift, Wild Blue Tools, Kerbal Flying Saucers installed and am in Career Mode and have accepted the contract for "Complete research on the Graviolium Preliminary Study on or while orbiting Kerbin" How to go about actually completing the experiment is just driving me around the bend. Any hints please? I've searched and searched and looked through all the .cfg files but I'm pretty much at a loss. I've transported the experiment and satisfied all conditions (without knowing that I did or how). Similar issue with Cryogenic Resources Study at Mun Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 25, 2021 Author Share Posted December 25, 2021 22 minutes ago, Ooglak Kerman said: Apologies in advance if this is the wrong spot for this question. I have Blueshift, Wild Blue Tools, Kerbal Flying Saucers installed and am in Career Mode and have accepted the contract for "Complete research on the Graviolium Preliminary Study on or while orbiting Kerbin" How to go about actually completing the experiment is just driving me around the bend. Any hints please? I've searched and searched and looked through all the .cfg files but I'm pretty much at a loss. I've transported the experiment and satisfied all conditions (without knowing that I did or how). Similar issue with Cryogenic Resources Study at Mun Thanks in advance. It's been awhile since I made that, but you need to use the stock Experiment Storage Unit to load the experiment (Show Manifest) and deliver the box to the stock science lab. At the stock science lab, you perform the research, then transfer the experiment back to the science box and return it to Kerbin for recovery. This should help. The science system was originally created for MOLE (back in 2014!), but these screens do apply to the stock science box and stock science lab. Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted December 25, 2021 Share Posted December 25, 2021 @Angel-125 I just did not think to look through the stuff for MOLE. Thanks for the reply on this. In retrospect, it seems quite obvious now. Thanks also for your work on the Wild Blue mods. I did a complete career mode reboot for the express purpose of integrating these techs into my colonization effort. Whole new game with the warp stuff - assuming I can get a graviolium industry booted up. Finding that stuff.... huhhhhh. Happy seasonal thing of choice to you and yours. Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted December 26, 2021 Share Posted December 26, 2021 An observation and a question. The Graviolium Preliminary Study at Kerbin specifies "Complete research on the Graviolium Preliminary Study on or while orbiting Kerbin" Completion specifies "Land or splash the completed experiment on Kerbin" Tricky! I completed the experiment on the launchpad and then recovered. Completion is "Incomplete" I guess I'll have to redo the experiment and land/splash it. Costy! Regarding these experiments.. Do they progress you along the road to detecting graviolium and working toward alien tech? The science returns are skimpy for the effort but they are interesting and engaging. In a nutshell, are the experiments worthwhile? Quote Link to comment Share on other sites More sharing options...
EvilotionCR2 Posted December 26, 2021 Share Posted December 26, 2021 Am I missing something or is it impossible to mine Graviolum from Dres' surface, despite it being detected by the Surface Scanning Module there? Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted December 26, 2021 Share Posted December 26, 2021 34 minutes ago, EvilotionCR2 said: Am I missing something or is it impossible to mine Graviolum from Dres' surface, despite it being detected by the Surface Scanning Module there? A question for which I bear great interest sir. I've detected graviolium on Dres, but have not yet had opportunity to send a miner. Perhaps you could share your experience? Quote Link to comment Share on other sites More sharing options...
EvilotionCR2 Posted December 26, 2021 Share Posted December 26, 2021 Not much to share, sent two probes - one to map it from orbit, then another one landed in one of the better spots for Graviolum. Started surface mining with the drills directly plopped on the graviolum tank. Got lots of ore, but no graviolum Thankfully, it works on asteroids. Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted December 26, 2021 Share Posted December 26, 2021 1 minute ago, EvilotionCR2 said: Not much to share, sent two probes - one to map it from orbit, then another one landed in one of the better spots for Graviolum. Started surface mining with the drills directly plopped on the graviolum tank. Got lots of ore, but no graviolum Thankfully, it works on asteroids. My understanding is that drills need an engineer to keep heat under control and efficiency at peak. My scans of Dres indicate vanishingly small concentrations of graviolium - orders of magnitude less than ore, but you do indicate success with asteroids. @Angel-125 has indicated that graviolium is intended to be exceedingly difficult to obtain. Nice thing about a planet is that you won't mine out a resource like on an asteroid. Might it be that the returns are so small as to not be detectable? I am just reaching at this point. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.