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billybob579

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Everything posted by billybob579

  1. Does tweakscale have any bearing on the amount of artificial radiation a part generates? Trying to figure out if it's safer to use one large engine versus an array of smaller ones.
  2. Thanks! Turned out to be a non-issue though, I think. I misunderstood the situation with the updates, didn't realize there's no heating effect in 1.8 anymore. Certainly makes things simpler, but I might just go explore someplace else in hopes that the planet warms up soon.
  3. Absolutely love this mod. Am currently trying to figure out how to gauge which areas are more hazardous than others on Thalia. Have not yet visited, but am getting close and want to do it right. Is there any information on how the new heat model you mentioned works?
  4. I have a probably-dumb question and I apologize for it in advance, but I've been searching and can't find any info on this. I remember a few years ago there were teasers for some really cool looking, large structural parts meant for late-game on planets, but I haven't been able to find them in-game now or even locate the original posts on here. I'm almost certain it was this mod though. Did those big parts get split off into a separate mod or never make it in, or am I just really confused?
  5. I've not been able to figure out, is there a way to test parts and improve reliability without physically putting a craft on the pad? Like, a button you can push that has the same in-game time and money penalties as rolling out the part but without making the player switch contexts to and from the pad multiple times? I absolutely love the idea of this mod, but I'm finding I don't have much time to play and wish I could have the invest-in-testing-or-risk-vessel-failure experience without the real-world time commitment of rolling all these ships out to the pad.
  6. Just wanted to pile on and say, there's definitely interest in this mod continuing. It's been a staple in pretty much every career game I've played, and my attempts since 1.4 just haven't been the same. I'm really grateful to see you're thinking of coming back and picking it up again.
  7. Just ran into this issue as well, so thank you for doing all this troubleshooting on it. Uninstalling Bon Voyage didn't fix it for me unfortunately, so I was wondering if you did end up finding anything else?
  8. Awesome mod. Been waiting to get back into KSP for a while, and this finally dragged me back. Looked at all the planets now, can't wait to start flying ships there. Only thing that could make this even better would be clouds for the EVE mod, but that's definitely not needed. Thank you for sharing this!
  9. @Badge I believe that's the Inner Dawn system. Specifically, the planet Paradise and its moons. And it is definitely awesome; if I had to pick just two systems, it would be that and Transverse.
  10. Thanks for confirming that it works; I'd actually tried it before and encountered a bug that I thought was due to this mod, but after seeing this I reinstalled and it worked just fine. Also, doubly thanks for the channel recommendation. All the videos on MKS couldn't have come at a better time.
  11. Sorry for double-post, but it just hit me, the reason it's not working is almost certainly the way I put the hotel in orbit. I used a reusable SSTO rocket to get it into space, and then decoupled it the hotel portion. But I just remembered that I then had to rename the hotel "stage" because it had been renamed to "NAME OF SSTO Probe". Is it possible that the validHotel flag was attached to the SSTO which I then deorbited and recovered, instead of to the actual hotel "probe" that I left in orbit? And if so, is there some button I can press or file I can edit to fix that?
  12. I'm sorry, I don't think I understand the question. The issue is that I'm not receiving any such contract in-game, so I can't see there what the requirements for completing it are. And I had thought the requirements for receiving that contract was just to complete the "Build a hotel" contract, which I did. I am getting the standard "visit a space station" tourist contracts for 2-3 tourists, but not the attraction contracts. I looked through Attraction.cfg, and though I know very little about how to parse them, I noticed that several points reference a validHotels file/list of some sort. It seems like a likely point of failure that would produce the symptoms I'm seeing, but I'm not sure where to look to check if somehow my vessel didn't wind up on that list. I checked the save file but it wasn't there; could you point me toward it, if it's something that's accessible and human-readable?
  13. Just completed the contract to build a hotel, but I've timewarped several months now and am still not getting any contracts to send kerbals there. Am I missing something, or possibly encountering a bug?
  14. Any chance for a patch for 1.4.3? This is a really cool looking mod, and I'd love to add it to my ongoing career save.
  15. Very much looking forward to trying this out. Your airships mod is one of my favorites, and this is definitely going to be too. Also, the "10F Disco Bar" reference made me laugh. Can't wait to start serving my kerbals some synthahol.
  16. This makes me immensely happy to hear (the return, not the flood. That sucks ). Yours is hands-down one of the coolest mods I've seen, and I can't wait to build a cloud city on Eve with it.
  17. I believe I've narrowed the pitch-black planet bug down to the EVE component of the TWB_Visuals packs. The planets are visible when EVE is uninstalled but scatterer and TWB_Visuals are installed, and also when EVE and scatterer are installed but the TWB_Visuals are not. This makes me think the problem is specifically within the EVE component. I'm still not sure why only a handful of planets throughout all the different planet-packs are effected, but I've made certain the install was done correctly (including a full reinstall of the base game), used only the mods listed in your install guide, and used the correct versions of each. The planets effected are Gersemi, Yggdrasil, Kaze, Adeon, Matterhorn, Mirai, Lyria, and Everest.
  18. This mod is just absurdly cool. I am in awe, and after clicking around through all the planets, I can't wait to start sending ships out there. One question though, you say it's compatible with GPP_Secondary but don't mention GPP; is it also compatible? I've also noticed that a small handful of the planets appear nearly pitch-black even in direct sunlight, but I've not had a chance yet to test whether it's associated with EVE, scatterer, or just some installation mistake on my part, but I'll try to follow up if I can narrow it down.
  19. I'm running up against an issue that was mentioned back in August, but never resolved so far as I could find, so hopefully there's new info now. I've had a rover parked next to my base for quite some time now, automatically sharing habitation with the base. Now, however, when I drive that rover out of habitation-sharing range, the hab timers for the kerbals inside the rover immediately drops to zero and they go homesick. Is this just an unfortunate side-effect to balance an awesome feature, or am I overlooking some way to update their habitation to be dependent on the rover, rather than the base?
  20. Absolutely love this mod. I'm still a long way from being able to use it in my ongoing career game, but I did some playing around with it in sandbox and can't wait! I built the frame of what I hope to eventually be an interstellar colony ship, but I'm probably going to need a more economical engine than what I used here.
  21. If you do make it happen, please let me know. The realization that OPM can be used to get planets around Grannus is absolutely awesome, but I'd love to have some terrestrial bodies there too and the stock system seems great for that.
  22. Encountered something that I suspect is a bug or oversight, but wanted to make sure. I'm running my new career save with GPP and Stategia, among other mods. GPP's custom config for Strategia introduces a new strategy called Private Sector, which at its most basic level adds 1.5 science per unresearched technology to each contract completed. This means that for an initial one-time investment of 150 science, you can get upwards of 200 science for every contract completed, even if it's just testing a part on the launchpad. I looked in the config file itself, and the effect is described there as a multiplier rather than a direct addition, so maybe it was intended to work differently than it is? It's by no means gamebreaking, and people who don't want to use it can just ignore it, but it does seem extremely overpowered next to all the other, balanced strategies that the GPP config introduced.
  23. I just tried adding another planet pack (Kargantua) to this one, and have got everything working well for the most part, but I've discovered the RemoteTech ground stations have shifted to a planet from that pack. Is there a known fix for this? I looked through the GPP_RemoteTech config but couldn't find any identifying information about how Gael is flagged as the correct planet for the stations.
  24. I was wondering, the description for Admun says it's the most Kerbin-like planet in the Kerbal Galaxy, but it's atmosphere is only at 0.0667 atm. Is that intentional, or is there an extra zero in there by mistake? I might just be misunderstanding what it means by most like Kerbin.
  25. Hoping I'm not missing something obvious, but I can't seem to figure out, what parts do we need to build new DIY kits off-world? If the wiki's already been updated with that info, I couldn't find it, and I didn't see anything about Ground Construction in any of the MKS part descriptions.
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