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Korfio

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Everything posted by Korfio

  1. Oh, thanks. I saw parallax at the first post in the recommended mods section and just installed it. Checking now. Seems to work for windows, indeed. I shall disable the citylights config! FYI This doesn't happen on linux with the same mods (I use CKAN). I get city lights. Again, thank you
  2. Hello, getting some z-fighting on kerbin surface just beyond KSP at the coastline. Also not sure if I see any "city" textures at night. Is there a "how it should look" screenshot anywhere so I can tell if there's a problem? Thanks! edit: photo, seems to be the city textures
  3. This sounds like something that could be checked in code. Maybe Kopernicus could hook into the world load and check for these things? Like orphan ships, reparented bodies with missing parents, missing planets, missing bodies for active missions? Is that possible technically? This could be a good idea for a separate mod, even.
  4. I would say use "planet-pack" personally. Alternatives could be "Planetary-body-mods" or "planet-and-orbit-mods"?
  5. Just an update. The errors came from the combination of Kopernicus+Sigma Binary causing duplicated bodies to be loaded. We have patched kopernicus and this is no longer a problem.
  6. Hello has anyone ran this successfully with a planet pack on 1.4.5? Getting a lot of exceptions running with OPM. If it works for you, do you have planet packs that work to recommend? Opened this issue: https://github.com/Kopernicus/Kopernicus/issues/300 Thanks everyone
  7. I know this is for 1.4.2/1.4.3 but I'd like to ask you guys if anyone has tested it with 1.4.5 and the new Kopernicus 1.4.5-1 (https://github.com/Kopernicus/Kopernicus/releases). I'm getting lots of errors in the log, it's attached. Thank you KSP.LOG: https://we.tl/KdcWb5zOz4
  8. Don't worry, I read the whole thread myself and didn't get it until you asked for an explanation. Maybe we should put the actual antenna names/ranges as a subscript/note somewhere on the diagram. This would immediately give a hint as to what the bold black numbers mean. Other than that, an extremely useful resource. Thank you all.
  9. For 4, yes. For 5, no since the sci lab only recycles for 4 kerbals.
  10. Hmm OK but a 2.5m agroponics module being able to support only one kerbal seems a little off. My station has 6 kerbals and a science lab and still the nom25K isn't enough. In addition, the smaller nom-o-matic is now effectively useless (0.48 supplies/hr = 2,88supplies/day!) and I see no larger version. So agroponics seems to me to be not worth the EC/s at all.
  11. Check out github, there's a more recent CTT.cfg in a pull request.
  12. Hi guys, I need your help figuring out a problem. I have a station with 6 kerbals and a nom-o-matic 25000-I and the supplies are dwindling, even though it claims to be at 100% production capacity. In https://github.com/BobPalmer/USI-LS/wiki/Quick-Start:-Supplies it says that Nom-O-Matic 25000/-I produce 110.16 supplies per day. It also claims kerbals use 16.2 supplies per Kerbal-day. So, it should theoretically support ~7 kerbals. I noticed that 110.6/Kday = 18,43/Khour but in my game it says "supplies: 4,75/hr" for the NOM25K. I looked in the part file for it and it says: name = USILS_Greenhouse_250 OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.00132000 DumpExcess = False } So that's 0,00132/sec = 4,752/hr. Is this part definition correct?
  13. I'm trying the new version of KSP and I seem to be missing components, although the part files are there. The ones I've stumbled on are KW1mNoseCone and strutConnectorMedium. Any pointers, guys? Edit: Hmm... Uh oh. Log says: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Compiling Part 'KWRocketry/Parts/Structural/kwstrutConnectorMedium/part/strutConnectorMedium' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartCompiler: Cannot find Part of type 'StrutConnector'
  14. Hmmm... also getting "ScienceData..ctor" error. I was pretty happy getting it all up there, aiming and then.. failing to get the science at the last moment :/
  15. Kerbalstuff download is v2.3.1 with KAE 1.7.2, just noticed. I thought I had 2.3.2. This one does not have the issue. Thanks for the quick reply and sorry for the confusion!
  16. Hello, Testing latest beta and the first available hangar (the fairing one) has no extra options in the VAB on right-click. Maybe this has to do with the outdated KSPApiextensions? Thanks
  17. Hello, excellent mod, I have been using it more and more with KAS and TAC LS. I have noticed that with tweakscale installed separately I get an error about the hexacore having a duplicate tweakscale module, should I be worried? Thanks for any help!
  18. In 0.25 when docking with a disabled jump drive and then undocking, the mass remains huge. I have to activate and quickly deactivate the drive for the mass to reset itself. Same for the beacons. Also when jumping to sun orbit targets they seems to drift away immediately, very quickly. This does not happen in orbit of other bodies. Great work on the plugin.
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