kormer
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Posts posted by kormer
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Ok thanks, looking forward to getting into KSP again.
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A very long time ago I used another version of the spacedock mod as a construction site for EPL. I'm starting a new save that is moving to global construction instead. Do you know offhand if this version of spacedock can be used with that mod or is this one purely decorative?
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Anyone have a recommendation for a somewhat current youtube series covering this mod in parts or whole? Most of what I'm finding is 5ish years old and I'm not certain how out of date that information is. In particular I'd love to see a series that covers everything necessary to get a self-sustaining base up to building your own off-world crafts.
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11 hours ago, Nertea said:
The post above yours is a key one because it tells you that this mod is not responsible for part locations. It would be great to ask that in the MKS thread, someone can likely help you there better.
Alternately, the post above that one would be useful as it has a link to a mod that lets you search for this.
Thanks for the heads up. I had tried the quicksearch mod earlier and came up with nothing there.
I just went back to the source files and found the node the part should be attached to. Unfortunately the part isn't there, likely from some other mod conflict.
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I'm trying to find the 'Tundra' Assembly Plant and 'Ranger' Workshop parts from MKS, but can't find them in the tech tree. Is there any easy way to find where these are hiding? Likely right in front of my face, but could use some help.
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Is this mod compatible with the Outer Planets Mod?
Does the inclination change only affect Kerbin, or is it for all planets in Kerbol? Would any OPM planets also be affected?
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Glad I didn't get too far into my 1.2 save before the spacedocks change went through, but also excited to see what the new mod adds in the future.
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My log file is seeing about 100 of these a second during re-entry. Before I go and setup a clean install to isolate the problem further, has this been seen by anyone else yet?
[EXC 22:01:42.561] TargetException: Non-static field requires a target System.Reflection.MonoField.GetValue (System.Object obj) Kopernicus.RuntimeUtility.LateUpdate ()
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Just in case anyone else in the future comes along and can't figure out why a contract that requires your vessel to have an antenna isn't completing, you probably need a relay antenna. I can't speak for all combinations of contract packs and other mods, namely remotetech, but after some testing the relay antennas seem to be the only ones to complete the job for me.
For mod authors out there, the "partModuleType = Antenna" line appears to be the offending line, but I'm not skilled enough to figure out how to change this to apply to all antennas.
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Transmit, and I did get science from it.
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I have a mission for a seismic scan from the surface of minmus's great flats. I'm in the right biome with a double-c seismic accelerometer and gotten science from that instrument, but it isn't completing the mission. Are there any other instruments I might be skipping over for this contract?
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Great, now we just need multiple star systems and black holes to visit.
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Does anyone have any experience getting this mod to cooperate with EPL? I can't find any estimated build time in the EPL interface to manually create an alarm, but it'd be nice if we could.
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Thanks, I did not know about the tree structure limitation, but the struts solution will probably work, provided I can get them placed in the correct spot.
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I'm working on a space station design and I'm trying to create a square shape. I'm running into a problem where the last piece should, and appears in the VAB to be connected to two parts completing the square, but up in space it detaches and it's obviously only connected to one of the parts.
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Another feature request. Can the cargo type of the containers be made to be configurable after launch? I'm in a position of needing a separate vessel for each one of several different material types and it'd cut down on part counts if I could just have one honeybadger that changed depending on the needs of the mission.
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What ouch said. Use Capslock precision control it will give you the fine control for RCS and reduce your Mono consumption.
I did not know that was a thing. Thanks, I'll try it out.
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If you're using them on Kerbin for VTOL control, very likely - you will blow through monoprop at a scary rate. Use them in vacuum
I am using them in a vacuum, and for general maneuvering they are awesome. My problem is more for docking where I need very precise controls and they're overpowered times ten. I've sort of solved it by adding extra rcs thrusters and disabling the control unit, but it'd be cool if you could mod in a toggle setting for RCS power.
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On the topic of monopropellant, the FTT control module's rcs ports feel way overpowered and cause me to go through monopropellant at an alarming rate. Is this something I should just tweak in my own files or have others experienced the same thing?
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For any and all science experiments a Kerbal on EVA can grab the science and transfer it to any command pod. You DO NOT need to bring back the science container to get full credit for the science.
Thanks, I did not know this.
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I've got some science experiments that need to be physically sent back to KSC for analysis, but they're on a ship that wasn't designed for that trip. What are my options, mods included, for moving these experiments to another vessel to get them back to KSC?
For certain experiments that are based off a specific module, ie, goo canisters, do I need to transfer the entire canister, or is there a way to just move the experiment?
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Do the glowy boxes on the underside of the cargo pods have any significance or is that just for show?
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@BenjiDan:
You're running out of memory. 32-bit processes, including KSP for Mac, are limited to about 3.5 GB of RAM, but Activity Monitor seems to underreport total memory usage. Try Active Texture Managment or increasing it's scale setting. Thanks for adding the Player.log error (from Console) – that's the only useful log.
@kormer:
Docking directly using IR parts is not supported and can destroy your ships. Any IR part that moves a docking port can cause this issue.
One way to get a similar effect in game is to use KAS magnets: grab the target with a magnetic arm (which doesn't dock) and then move the ship into position to dock.
Thanks, I think you're right about the magnets.
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I'm having a lot of trouble with docking, and I seem to remember seeing in a video a while back someone using some infernal robotics parts to grapple the other ship, then dock easy mode. Does this ring any bells with anyone?
[KSP 1.8+] Kerbal Konstructs (Continued)
in KSP1 Mod Releases
Posted
Did you ever find an answer to these? I came here with the exact same questions. I think if I'm reading the planner from real antennas correctly, it looks like I might have two KSC ground stations. Aside from that, it still appears to be working for me.