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SirSnoopy

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Everything posted by SirSnoopy

  1. Thanks for the heads up. Never used KS to download previous versions before.
  2. Just broke a bunch of my craft files with missing Almach B parts. Is this intentional? If so, any chance for a legacy folder? And maybe at least a warning label.
  3. That would be awesome. I know correcting the node definitions isn't exactly difficult, but I just don't have the time, and I'm always afraid I'll break something. :/
  4. Does anyone have updated cfg's for MIR and ISS they wouldn't mind uploading?
  5. Pretty sure fuel transfer is only within the active vessel.
  6. Coming back to ISS after a while. What is the state of the pack atm? The last I remember, the truss assembly was a bit buggy or something and not all the parts had been completed. Is it still being worked on?
  7. Look forward to it. I've so many mods, that finding specific parts is a nightmare.
  8. So what's the verdict with 0.9 and KAS atm? What works and doesn't work? Is it just winches throwing a wobbly, or is it all remote attachment gear (pipes/ports)? Sorry for not testing myself, but I don't have time atm.
  9. Someone correct me if I'm wrong, but off the top of my head, you need an inflatable agricultural module for the composter and habitat to function. Or am I thinking of the Terraformer?
  10. You need to attach a CBM docking port to the underside, and another to the Tranquility node, and dock them like normal. (The node SHOULD already have 6 on it...)
  11. Aaaah. *penny drop moment* I get ya. Thank you for enlightening this poor excuse for an engineer.
  12. So what do I use to scan for and map resources now? Or rather, how does ORS relate to me as a player? I was given to understand that it's a tool for mod devs to create their own resources. Apologies for sounding like a complete n00b. I'm just at a loss, though likely the answer is staring me right in the face. *mumbles something about wood and trees...*
  13. Hey RoverDude. I've run into a bit of a mystery. The MKS resources have disappeared from my game. The mod is still in it's directory and all the resource files are present, etc. Kethane still shows on my scans, and in the distribution of when it was first scanned, but all other reference to ore, minerals, substrate and water have vanished. The overlay tab doesn't switch, and the hover window only displays kethane stats. Not even 'None' or 'No Data'. I did just install Karbonite, but I'm not 100% on reversing that, and I have a ton of mods, so it could be anything, though I've made sure anything relevant is as up to date as possible. Do you know what would cause this, or at least what I should be looking at?
  14. Cool Beans. I'll take a stab at 64 then. I'm running a billion mods myself, so I've been waiting for a stable fix rather than rage flip my computer.
  15. So what exactly is the current verdict? How many people have properly tested out the Xrave/Whaa fix (for either but especially 64 bit) and how effective is it?
  16. Its a weird and inconsistent event. The parts in question are part of the craft assembly, but not THE parent part. I.e. a ground pylon > 2 x IR servos > 2 x Rovemax R1s, and a thruster block square in the middle of the pylon. When I Grab the pylon, all hell of explodey feces hits the CO2 scrubber fan. Net result is that the pylon, servos and wheels are now on Jeb's back, but the wheels are broken and the thruster block is paying a visit to the kraken. In contrast, when I Grab one of the symmetry pylons (just a pylon with a thruster block) it attaches to Jeb's back as normal, then the block just slides off the pylon and promptly explodes on the ground, turning Bill and Jeb's excellent adventure into a most uncool and bogus journey.
  17. Seconded. I can confirm that your x64 dll patch has fixed my container grab issues in an over-modded x32 install, though I still have explodey issues with grabbing parts that are parents in assemblies.
  18. Here's KospY's super useful reference guide to adding the required module(s) to make a part grabbable/a winch/a container. https://github.com/KospY/KAS/wiki/Part-Modules
  19. Thanks. That was exactly the kind of summary I was after.
  20. Apologies if this has been covered elsewhere. I'm currently vetting my long-ass list of mods with the new update and trying to cut down on redundancies. I've a couple of mods that either explicitly provide docking alignment indicators (e.g. Navball DAI and NavyFish's), or offer a DAI function bundled in the pack (e.g. Romfarer's Lazor System). With so many mods at once I'm having trouble grasping what each one offers. Can anyone save me a buttload of trial and error and summarise the prominent docking alignment and navball mods, and possibly suggest the most efficient combination? For example, I need Lazor for other mods, so does it's DAI render NavyFish's redundant, or is it inferior? Or is there a better DAI altogether?
  21. That's the puppy. Helped me loads with part assembly and module orientations.
  22. Completely possible that this is a non-thing, but I was having some trouble docking Unity to Zarya's APAS dock via the PMA. My PMAs are fine (I have CBMs on the back of them). They just wouldn't dock though. I rooted around the cfgs and I noticed that APAS didn't have any docking magnet values. I slapped some in and reloaded all the parts in game, and it worked, they docked just fine. It could have just been exiting the flight and reloading it that fixed it, but I figure it's worth mentioning, just in case. EDIT: P.s. What method are peeps using to attach the S0 Truss to Destiny? I.e. What parts are you attaching to the nadir node?
  23. Well, aren't I the fool! I've been slowly building the ISS in between other projects for a bit now. Got most of the pressurized section built from stock parts and I've just starting to learn how to mod for all the specialized bits... Can I just point out NASA's awesome little EVA game. I've found it a wealth of reference for figuring out what parts and modules 'actually' look like.
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