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niceundtidy

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Everything posted by niceundtidy

  1. I might just be missing something but i am using the Wyvern Thermal Ramjet Nozzle. I have upgraded the nozzle to be able to use propellants. I can choose a number of propellants in the vehicle designer (I have tried with oxidizer, Liquid Argon, Liquid Xenon and Liquid Helium). When i get out of the Vehicle designer though, the engine will not take the fuel. I am using the IFS Cryogenic Dual tanks and i have tried to place them most places on the ship, including touching the reactor directly so fuel->reactor-nozzle. When i switch to atmospheric mode, i get thrust, when i change to a propellant type, the thrust goes to 0 immediately. Can someone explain how to use propellants with the thermal ramjet? And as a bonus, what is a good way to get the craft off the runway? My craft gets 0,5kn of thrust when standing still, but way over 200 at 150m/s in atmospheric mode. Am i missing something or is the wyvern supposed to give almost 0 thrust at no speed? I am using v. 1.25.22.5 from CKAN. Thanks alot
  2. Hi guys. I am kind of considering jumping back into KSP to add to my 1400 hours played, but could someone help me get up to date with how mods and Breaking Ground are coexisting? I see a bunch of things in Breaking Ground which I am used to see mods handle. I am thinking primarily of ground placement of bases, power and inventory. Will KIS work with Breaking Ground? Will the inventories be merged, or two seperate things? Will KIS work with or without Breaking Ground, or doesn't it really care?
  3. Would someone with some insight help me get something a bit straight when it comes to this mod and breaking ground? Do we know how Breaking Ground and the USI mods will end up interacting? Will Breaking Ground be ignored going forward? Will it be required for the mod? Or won't it matter? It might be more of a problem with something like KAS i guess, but it seems like there are many things i Breaking Ground that sort of bumps into a bunch of mods, such as placeables and kerbal inventories.
  4. I have a problem with my story mode, where the SmartParts doesn't show the action groups when i right click on it. For example: I go into my fully upgraded assembly building, put a parachute in custom group 1, and place the altitude action group trigger on the craft. Then i right click on the part, and i see Altitude, active, auto-reset, use AGL, use kilometers. There is an empty line between the name of the part and altitude as well as active and auto-reset. I see no places to select what group i want to trigger. I expect that this is a bug and that those empty lines should likely not be empty? But how do i fix it?
  5. I am trying to get Remote Tech to work with USI Sounding Rockets. I have added the following config to a file called RT_SoundingRockets.cfg in my GameData folder: @PART[sR_Nosecone_625]:FOR[RemoteTech]{ %MODULE[ModuleSPU] { } %MODULE[ModuleRTAntennaPassive] { %TechRequired = start %OmniRange = 100000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } @PART[sR_Nosecone_35]:FOR[RemoteTech]{ %MODULE[ModuleSPU] { } %MODULE[ModuleRTAntennaPassive] { %TechRequired = start %OmniRange = 50000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } @PART[sR_ProbeCore]:FOR[RemoteTech]{ %MODULE[ModuleSPU] { } %MODULE[ModuleRTAntennaPassive] { %TechRequired = start %OmniRange = 50000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } I see both the SPU and Integrated Omni Technology Perks in the Avionics Package, but when i launch the vessel, it says "No line to send command on" or some wording like that. The calculator symbol is Green and the unit has Electric Charge. What's wrong? EDIT: OH! and im using the latest DEV Build: (340). Another Edit: Damn, this is odd. It works fine if i put an unmanned Mk1 command capsule on it as well as the avionics package. Odd odd odd...
  6. Hi everyone. I am having an issue with ScanSat that i hope you can help with. A week ago I cleared my entire modfolder and reinstalled the newest modpacks (ScanSat and Regolith amongst them), the earlier version of ScanSat was 9.0 Release Candidate 4. I am an issue, where ScanSat seems to be working like a charm, except the resources button in the big map does not appear. I have regolith and MKS installed and i'm mining like crazy, and the scanners are working and providing readings when you rightclick on them. Even with the planetary camera and karbonite detectors, i still see no resource button. Have anyone experienced something simliar? (When i say the "resource" button i mean the named button next to the planetoids button)
  7. This is the cfg file for the C3 module in my MKS/OKS install. There doesn't seem to be any such module. PART { name = MKS_ColonyHub module = Part author = RoverDude MODEL { model = UmbraSpaceIndustries/Kolonization/Assets/GenericModule } rescaleFactor = 1 scale = 1 node_stack_top = 0.0, -0.7, 0.0, 0.0, -1.0, 0.0,3 node_stack_bottom = 0.0, 2.032, 0.0, 0.0, 1.0, 0.0,2 TechRequired = advConstruction entryCost = 8000 cost = 35000 category = Utility subcategory = 0 title = Colony Control Center (C3) manufacturer = Umbra Space Industries description = Using the latest paper punch card technology, the Colony Control Center (C3) allows you to operate and coordinate the various components of the Modular Kolonization System. attachRules =1,0,1,1,0 mass = 3.75 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = .5 crashTolerance = 45 breakingForce = 280 breakingTorque = 280 maxTemp = 1700 INTERNAL { name = landerCabinInternals } MODULE { name = ModuleLight lightName = Lamp05 useAnimationDim = true lightBrightenSpeed = 1 lightDimSpeed = 1 resourceAmount = 0.01 animationName = Lights useResources = true } CrewCapacity = 2 vesselType = Base MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name=ElectricCharge rate = 0.02777778 } } MODULE { name = USI_ModuleFieldRepair } MODULE { name = KolonyConverter ConverterName = Command StartActionName = Start Command StopActionName = Stop Command RecipeInputs = ElectricCharge, 3,SpareParts,0.000000425 RecipeOutputs = PunchCards, 0.02125, False,Recyclables,0.000000425,true RequiredResources = } RESOURCE { name = PunchCards amount = 500 maxAmount = 500 isTweakable = True } RESOURCE { name = SpareParts amount = 5 maxAmount = 5 isTweakable = True } RESOURCE { name = ElectricCharge amount = 10000 maxAmount = 10000 isTweakable = false } MODULE { name = MKSModule workSpace = 1 livingSpace = 0 } MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = bottom } MODULE { name = ExWorkshop ProductivityFactor = 1 } MODULE { name = FSanimateGeneric animationName = FloodLights startEventGUIName = FloodLights On endEventGUIName = FloodLights Off availableInEVA = True availableInVessel = True EVArange = 5 layer=4 moduleID=1 playAnimationOnEditorSpawn = False } MODULE { name = FlagDecal textureQuadName = FLAG } }
  8. I have a survey station question here. I have a just installed Extraplanetary launchpads 5.0.0 and the Karbonite EPL conversion. When i start my game, some new parts are available, such as the smelters and the MKS and OKS styled rocket factories. But a lot of the parts are missing (Drills, the actual launch pads in "command", some tanks it seems and the SURVEY STATION). The survey stakes are available. I did a quick grep though the GameData folder and the only mention i found of name = ExSurveyStation was in the files SteamApps\common\Kerbal Space Program\GameData\ExtraplanetaryLaunchpads\EL_MM.cfg and SteamApps\common\Kerbal Space Program\GameData\UmbraSpaceIndustries\Kolonization\EL_CONFIG.cfg I can live with the other parts missing, i'm quite fond of MKS and OKS, but where is the Survey station?
  9. I am having an annoying problem with this very promising mod. I have launched a ship with a JAW and karbonite converter, as well as a LFO converter. I flew this ship to intercept an asteroid in solar orbit, so it would be attached when it enters kerbins SOI. The problem i have is that the JAW does not have an option to start melting rock. Right clicking on the JAW gives the following: Status: Locked status: No info Release (Option) Control From Here (Option) Free Pivot (Option) The two status messages are sort of confusing. Does anyone know how to fix this? ADDITION: I just noticed that when right clicking on the asteroid the following lines are missing relative to the youtube video: Remaining Rock Asteroid Size This may be the issue. How do i "Initialize" the asteroid?
  10. I will try to remove texture replacer when i have a chance. But its hard to be sure that it fixes anything, as the error is very intermittent. The game can run fine for days/weeks, and then suddenly crash and be unloadable until the cache is removed. At least i'm not alone in my plight:P
  11. After playing around with the problem for a while, i seem to have found a fix. Clearing the modulemanager cache resolves the problem (At least until the next time the error occurs). I will leave this issue open at least until i can verify the fix, and maybe get drunk and shout angrily at whoever made the error:P
  12. UPDATE And now, i boot my computer this morning and, just for lols, try to start KSP. And it loads... flawlessly... I tried starting it at least 10 times yesterday with the same consistant error, over multiple machine restarts. Later the following day, the game crashes, and when i restart the game, the error is back, this time with a different part: [LOG 16:59:09.544] PartLoader: Compiling Part 'UmbraSpaceIndustries/ExpPack/PackRat/MiniWheel/MiniWheel/PackRat_MiniWheel' [EXC 16:59:09.547] Exception: Attach rules are 7 ints, either ones or zeros, separated by commas! AttachRules.Parse (System.String value) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () And now i can't start the game again. I don't suppose the error is in the mod itself, as it does load sometimes. It seems to always happen during modulemanager load, so it would seem logical that it is either ModuleManager or the KSP partloader itself. Am i really the only one to see this issue?
  13. This error seemed to happen from one moment to the next. I was playing my game normally. Then i closed the game, installed Kerbal Alarm Clock, and restarted the game. Suddenly the game hangs on load. This is the tail of the log: [LOG 14:55:51.217] Added sound_explosion_low to FXGroup flameout [LOG 14:55:51.227] PartLoader: Compiling Part 'UmbraSpaceIndustries/Karbonite/Parts/KA_SRB_625_02/KA_SRB_625_02' [WRN 14:55:51.232] [shipConstruct for KA.SRB.625.02]: part cost (150.0) is less than the cost of its resources (0.0) [LOG 14:55:51.233] Added sound_rocket_hard to FXGroup running [LOG 14:55:51.234] Added sound_explosion_low to FXGroup flameout [LOG 14:55:51.247] PartLoader: Compiling Part 'UmbraSpaceIndustries/Karbonite/Parts/KA_Tank_Radial_02/KA_Tank_Radial_02' [LOG 14:55:51.258] PartLoader: Compiling Part 'UmbraSpaceIndustries/Karbonite/Parts/KA_Tank_Radial_03/KA_Tank_Radial_03' [LOG 14:55:51.269] PartLoader: Compiling Part 'UmbraSpaceIndustries/Karbonite/Parts/KA_AtmScoop_01/KA_AtmScoop_125_01/KA_AtmScoop_125_01' [LOG 14:55:51.294] PartLoader: Compiling Part 'UmbraSpaceIndustries/Karbonite/Parts/KA_AtmScoop_01/KA_AtmScoop_250_01/KA_AtmScoop_250_01' When i close the game (Right click on the icon and close) a number of extra lines appear: [LOG 14:55:51.318] PartLoader: Compiling Part 'UmbraSpaceIndustries/Karbonite/Parts/KA_Converter_125_02/KA_Converter_125_02/KA_Converter_125_01' [LOG 14:55:51.334] [REGOLITH] - INPUT ElectricCharge 3 [LOG 14:55:51.335] [REGOLITH] - INPUT Karbonite 1.8 [LOG 14:55:51.335] [REGOLITH] - OUTPUTS LiquidFuel 0.225 False [LOG 14:55:51.335] [REGOLITH] - INPUT ElectricCharge 3 [LOG 14:55:51.336] [REGOLITH] - INPUT Karbonite 2.2 [LOG 14:55:51.336] [REGOLITH] - OUTPUTS Oxidizer 0.275 False [LOG 14:55:51.336] [REGOLITH] - INPUT ElectricCharge 6 [LOG 14:55:51.337] [REGOLITH] - INPUT Karbonite 4 [LOG 14:55:51.337] [REGOLITH] - OUTPUTS Oxidizer 0.275 False [LOG 14:55:51.338] [REGOLITH] - OUTPUTS LiquidFuel 0.225 False [LOG 14:55:51.344] PartLoader: Compiling Part 'UmbraSpaceIndustries/Karbonite/Parts/KA_Converter_250_01/KA_Converter_250_01/KA_Converter_250_01' [EXC 14:55:51.348] Exception: Attach rules are 7 ints, either ones or zeros, separated by commas! AttachRules.Parse (System.String value) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () [LOG 14:56:23.957] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 14:56:23.959] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 14:56:23.962] [iR GUI] destroy [LOG 14:56:23.984] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 14:56:23.985] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 14:56:23.990] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 14:56:23.991] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 14:56:23.999] RemoteTech: ModuleSPU: OnDestroy [LOG 14:56:24.000] RemoteTech: ModuleRTAntennaPassive: OnDestroy [LOG 14:56:24.001] RemoteTech: ModuleRTAntennaPassive: OnDestroy [LOG 14:56:24.003] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 14:56:24.004] RemoteTech: ModuleSPUPassive: OnDestroy This is a consistant error. I have tried: Letting the game wait for 10 minutes. Removing Kerbal alarm clock Validating game cache (Steam) Restart computer (Because, well, i don't know..) Im on Windows running 32bit. Mods: Distant Objects ART Karbonite KAS Infernal Robotics Near Future Solar Planetshine Procedural parts RealChute Regolith(Karbonite) SCANsat StageRecovery TextureReplacer TweakScale Umbra: Exploration Pack/Karbonite/KarbonitePlus/MKS/OKS ModuleManager 254 All mods are running in the latest version. I am assuming from the error that it is something in the mod compilation that screws up. Is this infomation retained, and can i force a rebuild somehow? Also: HELP!
  14. I am running into an odd problem that i hope someone may recognize. I can run the 32bit version of KSP fine on Ubuntu 12.04, however when i try to run the 64 bit version (KSP.x86_64) something very odd happens. The game does not start, nor are there any reasonable error messages. However, three files are created in the KSP base dir: ��E@�P4@8 (invalid encoding) ���� (invalid encoding) � � (invalid encoding) They are all empty. This is as far as i can tell the only result of running the 64bit version of KSP, the 32bit works fine, but i do want to mod the game once i get it up and running, to 32 just doesn't cut it:P Does anyone have suggestions for fixing this? It is very annoying. PS. I haven't installed any mods yet, the game is completely unmodded.
  15. I understand that the 64 bit version of KSP is notoriously bugged for windows, and many modders have labeled it as unsupported. But i do have a few questions that i am having a hard time figuring out. 1. When a mod is "unsupported" by a mod, does that mean it straight up does not work right with x64? Are there things mods need to do different to work on 64bit versions or are they just unsupported because devs are tired of getting bug reports that have nothing to do with them? I realize this next questions may be null and void depending on the answer to the first but: 2. Is the Ubuntu release of KSP more stable than the windows one? I understand some of the instability may be OS specific? 3. Will these "unsupported" mods work fairly well with the Ubuntu release? Thank you for what i am sure will be excellent answers
  16. Well, i think there may be some kind of incompatibility with another mod I'm using. I don't know which one yet. When i install the mod (Except the treeloader) and place the patch in my gamedata root, the game crashes right after it's done loading modules(as in, right before the menu is supposed to show up). It just crashes to desktop with no message whatsoever. When i remove the patch, the same happens, when i remove KSPi, the game loads again. Grrrrr, i say, grrrrr
  17. Hello all. I really really tried to read through all the posts since .25, but I am very confused, so i hope someone will write a clarification for me: I understand that the current version of interstellar has problems with 0.25, and that the custom science nodes interstellar uses are not being displayed. Questions: Is this fixed in the current version of Interstellar? Is there a workaround to get these nodes into the 0.25 game? I read something about patches and alternate treeloaders, but didn't understand half of it. Please help me clarify this long long thread.
  18. I am experiencing an odd bug that seem to happen only with KWR parts. On reload of a craft, random KWR pieces will have shrunk by some amount, leaving the other parts flying seemingly in space, but still connected. The hitboxes and connections to other parts seem to be unaffected but it looks really dumb Does anyone know of a fix for this issue? Ill go for anything, even savegame editing...
  19. Awesome. Thanks for the quick reply. Can you describe how you manually refuel the fission reactor? I would hate to bring a rig into orbit only to discover that i'm missing some stupid little part:)
  20. First of all: Love the mod. Secondly: I am having a very annoying problem. I currently have a transport docked at my orbital reactor. The transport is carrying fresh uranium fuel for my reactor. I am trying to move the uranium like i would normally move fuel, by right clicking and mod-right clicking, but i am not getting the in/out transfer buttons. How do you move fuel?
  21. This mod is awesome! I am already working on a bigass orbital refinery One thing though, that i'm having trouble with: How do you refuel a reactor? I have a nuclear reactor that is almost out of fuel, so i docked a transport with a couple of radial uranuim containers(Those 800 capacity ones), but when i right click mod-right-click it's not allowing me to move the fuel? How do i move the fuel? Do i need a kerbal to do it for me?
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