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OldMold

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Everything posted by OldMold

  1. Mystery solved - SystemHeat's Extras patches to make ISRUs use the SystemHeat system. Removing these did the trick. Odd that I have the extras patches for drills to use SystemHeat and they work in the background fine, but resource converters don't.
  2. I have a little refueling refinery setup on Minmus - some drills, ore tanks, fuel tanks, and a convert-o-tron. Unfortunately, the conver-o-tron does not process when the vessel is running in the background unfocused. I have enough power, and the drills work as expected, filling up the ore tanks while the vessel is unfocused. Trying to turn ore into LFO via convert-o-tron does not work as expected, however. I also have ~130 mods, but hoping there is a better way to debug this than removing the mods one by one. Anyone know if there is anything in the logs I can search for? Any pointers appreciated!
  3. Lots and lots of logspam - game starts slowing to a crawl because of all the errors. edit: +1 to patiently waiting and hoping this mod gets fixed someday. It made playing with the construction time mod interesting because saving stages helped reduce build times and re-use them. Also was great for reusing recovered spaceplanes in quick turnarounds.
  4. I seem to recall this mod had strut endpoints that kerbals were able to link in EVA - I cant find them anymore, did those get deprecated or something? or am I just crazy?
  5. Feature suggestion: On the crew selection screen - some way to select the loadout for the crew. I'm loading up a plane, and they don't need the EVA jetpacks. Not sure if there is a workaround?
  6. As far as I know, nobody has actually created custom IVAs for these parts to use RPM/MoarDV props. Nertea put some basic IVAs together that are bundled with the main release, but left any fancy ones to people who want to spend the time creating them.
  7. Recuperation (cupolas & any other parts that provide R&R). You will never get back to 100% health as in KSC, but you can get to a stable point where health does not decrease unless sickness/injury.
  8. Would be cool to extend to Kerbal Health and integrate with the Stress mechanic : hostile EH raises stress, having a negative effect on the health stat
  9. Speaking of extras - one additional complexity I'd love to add to the game is heat generated from living space, but my MM kung fu is not strong enough. I'm guessing adding some proportional heat generation (even if small) to all parts that have crew > 0 is probably straight forward, but not sure how to set up a mm patch. A more complex implementation may be to have ONLY parts that are currently populated generate heat (so an empty station/craft generates no heat), but an abstracted approach may work fine as well. Anyone have suggestions?
  10. After updating to 0.31.13.2 I'm getting weird text glitches like this: Not sure how to reproduce and sometimes they go away on their own... any ideas how to fix?
  11. Is it fair to say that with FAR installed, the current implementation of drag cube generation still gives you the benefits in VAB, but without the drag issues in flight?
  12. Excited for building bigger ships!
  13. Seeing the same logspam in VAB version 4.0.0.8 Tried 4.0.0.6 and this logspam doesnt appear.
  14. Thanks for developing this @garwel! Health + TAC Life Support + KCT has really changed the game into an experience that demands planning and contingencies!
  15. That is new TAA anti aliasing from the latest scaterrer release. Check that thread for how to disable it.
  16. Wouldn't this blow away all of AVP's environmental effects on all bodies? I think the flickering is just with city lights on Kerbin, so you can just delete (or rename) this file: GameData\AstronomersVisualPack\AVP_Configs\Stock\CityLights.cfg
  17. Its a bit confusing - surface scatter (rocks) that comes with stock KSP has it's own collision settings you can enable/disable in the options. This is independent from Parallax, though surface scatters are not recommended with Parallax installed as far as I know. Parallax terrain collisions that previously allowed the craft to interact with the newly "bumpy" ground textures have been disabled in the latest Parallax version, and sometimes that does result in crafts sinking below the surface or floating above the surface.
  18. @RyGuy_McFly If you mean "no terrain deformation" to mean things like rovers sinking into the ground like in the above screenshot - that's due to terrain collision having been disabled in the latest version due to bugs. For now its just nice textures. If you're referring to the mushroom things as the "scatter in the OP images" - those are all work in progress and has not been released yet, but look really neat in the last few of Gameslinx' update posts!
  19. Looks like you're missing some files: [ERR 20:31:48.606] Unable to open archive file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/Parallax/Shaders/Wireframe-windows.unity3d [ERR 20:31:48.606] Failed to read data for the AssetBundle 'Wireframe-windows.unity3d'. Delete the Parallax folder and try to do a clean install again?
  20. Added some radiation shielding to the SSPX crew tubes - figured that as part of stations/ships they would be shielded, and would help contribute to the rad shielding for the craft. // 1.25m rigid parts (PAS) // --------------------- @PART[sspx-tube-125-3,sspx-adapter-125-25-2,sspx-hub-125-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 0.5 } } @PART[sspx-tube-125-2]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 1 } } @PART[sspx-tube-125-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 2 } } // 1.875m rigid parts (PMA) // ------------------ @PART[sspx-tube-1875-3,sspx-adapter-1875-125-2]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 0.75 } } @PART[sspx-tube-1875-2]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 1.5 } } @PART[sspx-tube-1875-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 3 } } // 2.5m rigid parts (PPD) // ------------------ @PART[sspx-tube-25-3,sspx-adapter-25-375-1,sspx-adapter-25-1875-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 1 } } @PART[sspx-tube-25-2,sspx-hub-25-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 2 } } @PART[sspx-tube-25-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 4 } } // 3.75m rigid parts (PXL) // ------------------ @PART[sspx-tube-375-3,sspx-adapter-375-5-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 1.25 } } @PART[sspx-tube-375-2]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 2.5 } } @PART[sspx-tube-375-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth] { RESOURCE { name = RadiationShielding amount = 0 maxAmount = 5 } }
  21. Works fine here. As usual - upload your logs if you need help troubleshooting.
  22. BTW if you know what needs to be done, the readme file is in the github code repository - you can submit a pull request with the changes you propose should be added so that Nertea can just accept it if it's good.
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