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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. There's a custom Konstruction category added. This prevents them from appearing in two places and cluttering your toolbox.
  2. A lot of the MKS stuff will work disconnected as long as you have some local storage (I recommend enough for a full Kerbal day of outpot).
  3. Yeah - tbh unless someone from the community wants to make a patch, this part will be deprecated.
  4. They *should* just work like KAS pipes - but not sure of the state of the community patch since some of the KIS/KAS stuff changed.
  5. I'm thinking best bet is to build that ship or a part equivalent thereof bit by bit till you get the crash. Start with the Atlas parts and anything USI.
  6. Well that looks horrible. Hate to say it, but try on a clean USI only save then start adding things back in one by one. Alternatively, start a new craft and start building it back up till you find the offending part To add - I've seen that error and fought it myself on the unity side making a part and had to clear vertex data from a model I was working on - but only had that since moving to the new version of Blender, so I wonder if someone checked in a model they should not have....
  7. Just putting here what I had on Github. 1. You can't connect hoppers if there is no depot. 2. A depot has to be the only WOLF part on your vessel to establish one (in one of your Github notes, I saw a message indicating this was not the case) 3. This use of hoppers is not really a good use case. You're running afoul of anti-exploit code (to prevent people from doing something silly like taking a bunch of Mun hoppers and landing them on Kerbin to make a little money generator, etc.). Consider disconnect/reconnect a use at your own risk kind of thing.
  8. Yes - there's an official USI balancing guide out there that helps with all of this: https://docs.google.com/spreadsheets/d/1ZI_0InZjd1tfrNDj8RWq45W6cg1UDm6BAkn2jB18Tsk/edit?usp=sharing
  9. np that's the info I need, will see what I can do to repro. Likely an issue where it's trying to find a place to put the output
  10. Going to apologize in advance if we did this before, got a few eggs in the air. Does this occur on the launchpad with a simple vessel (say, a command pod and a KonFabricator)?
  11. Lofi hip hop music playlist from Spotify - it's pretty chill stuff to work to.
  12. 1. Nothing else required. 2. Do not try to to exotic matter generation and engage the drive at the same time. 3. you need to be in a high orbit for it to work. If in doubt, go higher
  13. Something different - no DIYKits. Also p what do you mean by Konstruction parts going nowhere? (side not - be forewarned in the next release all KIS/KAS support is deprecated). Designed in VAB yes, DIYKits no
  14. nah, purely static for this one they are there as greebles, non-functional.
  15. Monolithic, or more specifically, they launch as the cylindric core, then after they are fed sufficient MatKits, the bits will appear and construction will be complete.
  16. Trying to get a pre-release ready so people can play with the mechanics even if the models are still white stand ins
  17. Today I made orbital shipyard parts for the Konstruction mod
  18. Yeah establishing a new depot will give you some power. Probably a UI nuance - the freebies are not shown there it looks like, though generally the workflow is to establish the depot then start planning the expansions vs all in one go.
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