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OldMold

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Everything posted by OldMold

  1. Fair point. The debugging was nothing special - just trial and error taking mods out one by one until the game didnt break anymore. The issue with KCT is known whenever the game is saved/resumed with a probe craft on a ballistic kerbin orbit. I had focused on US as the cause because the game broke after I launched and activated my first water purifier. I had totally neglected to realize that the stage that that put the purifier into orbit was the one that was causing issues. I am experiencing another current bug tho - wedges (but not core hubs) that were re-sized with tweakscale reset back to default size after the craft is launched and loaded. I'm guessing this is a tweakscale issue and will try to figure it out in that thread.
  2. Awesome - I actually unchecked "enable KCT for this save", went and deorbited the falling craft, then checked "enable KCT for this save" again worked! Thanks for the help, and I'll definitely echo the sentiment that this mod is a game changer. I was on the fence for a long time, but now that I tried it I will never go back If you're still soliciting feature ideas, a launch timeline would be a neat view. Something that plots vessel launches by name and launch date. This will keep growing over time and would really reinforce the sense of history and progress Thanks again!
  3. Heya - Love this mod! I'm running into a problem now (after 2+ years in game time) when switching to the Tracking Station screen. Getting spammed with null reference exceptions and the game stops responding. Here is the log: http://filebin.ca/1hkkhCRXsHi6/output_log.txt Running 32bit, with the mods below: Blizzy Toolbar USI Tools Active Texture Management Alcor Pod B9 Baha Configurable Wheels Environmental Enhancement Chatterer CrossFeedEnabler Custom Biomes Distant Objects DMagic Orbital Science Editor Extentions Engineer Firespitter FTmN JSI KAS Kerbal Construction Time Kerbal Joint Reinforcement Nav Utilities Kerb Quake KineTechAnimation Kip's Hubs Klockeed Martian KW rockets MechJeb2 NavyFish Docking Mode Near Future Propulsion (all packs) Fine Print Final Frontier PlanetShine PreciseNode RemoteTech ResGen (could this be conflicting with USI Tools?) SCANsat ShipManifest SmokeScreen Station Parts Expansion Station Science TAC Life Support Atmosphere Trajectories Alternate Resource Panel TweakScale Universal Storage Virgin Kalactic Module Manager
  4. Tried without KerbQuake - no joy. The reason I suspect Universal Storage is because the game has been playing fine with the list below for a while. The only change I made was install the new US version, then launched my first Water Purifier wedge and turned it on. Running 32bit, GameData contents below: Blizzy Toolbar USI Tools Active Texture Management Alcor Pod B9 Baha Configurable Wheels Environmental Enhancement Chatterer CrossFeedEnabler Custom Biomes Distant Objects DMagic Orbital Science Editor Extentions Engineer Firespitter FTmN JSI KAS Kerbal Construction Time Kerbal Joint Reinforcement Nav Utilities Kerb Quake KineTechAnimation Kip's Hubs Klockeed Martian KW rockets MechJeb2 NavyFish Docking Mode Near Future Propulsion (all packs) Fine Print Final Frontier PlanetShine PreciseNode RemoteTech ResGen (could this be conflicting with USI Tools?) SCANsat ShipManifest SmokeScreen Station Parts Expansion Station Science TAC Life Support Atmosphere Trajectories Alternate Resource Panel TweakScale Universal Storage Virgin Kalactic Module Manager
  5. Just upgraded to latest CORE pack (with the USI toolkit) and now I'm getting null reference exceptions on the tracking station screen. Any thoughts on what may be happening? Here is the output log: http://filebin.ca/1hkkhCRXsHi6/output_log.txt Also your previous versions page is only up to 0.8 (and TAC link is broken). Can you by chance host the last pre-USI 0.9 versions of the mods? Thanks!
  6. Hi alexustas, do you have any updates you can share? Still super excited to play with this! Thanks!
  7. Ah yeah - should have specified I meant the generators How about solar panels?
  8. Idea for consideration: When failures happen they pick a RANDOM combination of mechanic and/or electric perk requirements to fix, weighted so that the easier breakages tend to happen more often and the hardest critical failures (require both skilled mechanic AND skilled electric to fix) tend to happen least often? This way not all failures are uniform, and the player can take a chance by bringing along crew that is not completely skilled, making a trade-off of doing an immediate mission with increased risk of critical failure. This would pair super great with something like LS mods and Kerbal Construction Time mod, where a rescue mission might have to be done ASAP even if a crew is not fully trained. Possibility for some nail biting gameplay Clarification: can the player fix one issue with two kerbals? Say I have a skilled mechanical engineer and a skilled electrical engineer as separate kerbals, can I fix an issue with two EVAs? That would be neat. Also - any plans to have TAC LS failures? Would be nice to have to design for life-support redundancies for long voyages. Great stuff, keep up the good work!
  9. If it's possible to create a way to disable certain types of contracts, that would be lovely. I'd disable all the "test blah at blah" contracts in a hurry - this would also leave more room for the more interesting contracts and help reduce the contract overload issue you described.
  10. Ooh ooh - I'd like to request a collapsible counter-weight centrifuge habitat. Not a full ring, but a two arm o---O---o configuration. Example from "Europa Report" at the beginning of this clip: If it's collapsible (using scaffolding and a flexible corridor tube) it would be much easier to launch within a faring than an inflatable ring centrifuge.
  11. Baha, gotta say that you're super talented but I'm personally a little sad that the gunz'n'bombz stuff is your current focus. Not knocking anyone who wants to turn KSP into a shooty game, obviously to each is own - but I'd love to see more neat engineering space exploration things for my kerbs to play with (like the crawler - it's awesome). Just some feedback - keep up the good work. I eagerly await whatever non-violent stuff you come up with next
  12. I think what he is saying is that setting up a comm network is fun, but micromanaging it is not, and I agree. Basically think about what would happen if you remove the targeting mechanics from the game, and assume that the comms computers at KSC and in the probes are smart enough to establish and re-establish links. It would be like making every antenna in the game as an omni antenna just with different ranges. You still need to create a comms network and account for line-of-sight and range issues though. This is something you can actually try already by tweaking the .cfg files to make all antennas omnis but keeping their ranges as they are. Instead of targetting, introduce the concept of "bandwith caps" for each antenna that dictate how many active antennae they can support. You would still want to put a bunch of dishes on your Kerbin comm sats, though not because you have to target each of them, but because a single dish only supports 4 active antennas in it's range (for example). You would want to add more antennas to support more stuff being launched. It would also be neat to integrate with some life support mod (or keep fit) to require comms on manned craft so the crew doesnt go crazy without contact with home
  13. Looking awesome! Gonna build myself a long range ship like in the Europa Report.
  14. Awesome stuff, cant wait! Are you going to use the Alcor IVA prop pack?
  15. Looking good! I agree that the bits kerbals would interact with should be standard stock size, like the hatch and even the ladder rungs. This will help the part look appropriately massive, rather than like a resized part.
  16. Awh Yeah! There goes my saturday... Edit: the "Personal Staff" bags you probably meant "Personal Stuff" A quick humble request for emissive lights on the external model windows if light inside the capsule is turned on Loving all the little details and touches, like the vessel name on the run books, awesome stuff!
  17. Ethernet, quick question. I'm trying to build a lab that will trickle in some science while I'm off doing other things. To balance it out, I want it to require a bunch of kerbal crew (playing with life-support) as well as a bunch of power to keep running. I've managed to get the required crew to work, but I cant seem to get it to have the power demand. Here is the config that I have, can you point me in the right direction on what to do to get it to consume power? MODULE { name = ResearchFacility minimumCrew = 5 sciPerDay = 5.0 RESOURCE { name = ElectricCharge rate = 10.00 } }
  18. Wow that is beautiful! Great work, going to use this for everything!
  19. Getting the same exact bug, using most recent Basic. I recall the previous version I saw this bug as well, but someone posted a tweak to squad.cfg that fixed it. I think it's missing a normal map? Cant find the fix, unfortunately. edit: re-installing and/or deleting the squad cache folder did not fix this.
  20. A request for future core plugin feature - a module for hibernation space. Maybe make a part require crew to operate, and as long as it's crewed, the Kerbals crewing the part consume resources at a much reduced rate. I think someone already was playing with hibernation models in the development thread. Would be a neat addition to long range craft. Good luck with the move!
  21. Coming along great! Only question, with so much awesomeness packed into that IVA, how much of a memory footprint does it have?
  22. This is really awesome. You and alexustas are setting a new bar for IVA design I hope you tackle the B9 MK5 Cockpit next. It's such a nice looking part for interplanetary ships, big shame it has no IVA.
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