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Platonicsolid

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Everything posted by Platonicsolid

  1. Apologies for the delay, going back to 0.2.0 fixed everything. Thanks so much, sorry for being dense!
  2. Alright, that's what I suspected, which goes back to my prior question - it appears the latest FTL version that would support 1.3.1 is 0.2.0. Does that require ClickThruBlocker and ToolbarController, and if so, what versions? Thanks for your help!
  3. Alright, created a stripped down test instance with just the Squad stock, the three mods (FTL, ClickThruBlocker, ToolbarControl) and HyperEdit. Still getting the box when trying to list destinations. Beacon is definitely on. Appears to be a null when trying to load the BaseFieldList? And output log is here: https://www.dropbox.com/s/tx9b5488fm86li8/output_log Limited Test.txt?dl=0
  4. Hummm. Halfway there. I hadn't activated the beacons, but it still doesn't show anything in the show destinations display, still getting the little X box as before. However, if I target the beacon (I use Targetron to make that easier), I can spin and jump. Have to get to work, can post screenshots/logs this evening.
  5. Trying to figure out what version of FTL, ClickThrough and ToolbarController to use on a 1.3.1 game. It's heavily modded otherwise and the update to 1.4.x has not gone well, so I'm putting it off a while longer. When I go to set a destination, I get an empty box: Complete log is here: https://www.dropbox.com/s/0b77upmjzj3s6av/output_log.txt?dl=0
  6. I'll give that a shot, thanks. Had not done any drilling beyond the stock ore for fuel yet. Update: Tried, works. Mega thanks!
  7. Oh, duh, clearly I should not post too late at night. :-) This is KSP 1.3.1, USI Tools 10.2, USI Core 5.1, and MKS 53.2
  8. I'm having a strange issue with drills, that might be interactions with some other mod, but hoping somebody knows what this is immediately before I dig into more testing. I've built a remote control uranite miner, with a storage tank and four drills. I equipped the M-500-As with three Uranite separators a piece. I see the following issues once I launch: 1) The separators show up on the pop-up as "???" 2) I often don't have the ability to start the Uranite drill 3) Sometimes, after I deploy the drill, the list for all possible drills will show up as buttons, then progressively disappear until their all gone. A gallery of my testing miner (hyperedited to Iota) is here: https://imgur.com/a/2W4jsus Anybody seen this before? Thanks! Love the mod, wouldn't play without it!
  9. I've looked back through posts and haven't seen an answer to this, apologies if I missed it Is it possible to use the current MechJeb2 release on 1.3.1? I'm still on 1.3.1 because GPP hasn't updated for 1.4.x yet and I don't want to toss my career. That said, I'm also seeing dV calculation issues that may be fixed on the current MJ. Thanks!
  10. Appears to be right! I bumped up the offset a bit and now it behaves the way I expect - release gets me to coupled, not drifting away. Thanks!
  11. That sounds like exactly what I was thinking of! I've tried releasing the vessel with my hack, and it appears that behaves more like a decoupler - I get the coupler noise and the new assembly is pushed away with some force, too fast for me to try to get it to redock easily.
  12. Hi! Trying to write myself a little EPL patch and am not sure if what I want to do is possible - I'm certainly not doing it right. I want to be able to have stations that can build their own expansions and then integrate them, since I'm using GPP and some will be *very* far from home. I'm using EPL and most of the USI packs, so I can build a module on-site and then move it with thrusters to the appropriate construction port and then integrate it. But what I'd like to do is be able to build at the port I'm going to attach the new module to, and then just collapse it, to avoid all the tedium/complexity of redocking things. Here's the patch I wrote to add launch functionality to ports: @PART[*]:HAS[@MODULE[ModuleDockingNode]]:AFTER[EXTRAPLANETARYLAUNCHPADS] { MODULE { name = ExLaunchPad SpawnHeightOffset = 0.3 } } This works and lets me build wherever I want. As long as I have a port as the bottom part of the assembly, it's aligned correctly, but I can't actually dock it. I think what's happening is EPL is making the assemblies attach but not 'dock', so Konstruction doesn't recognize it as a pair of docked ports. So, is there a way to tell EPL to spawn new things as 'docked'? (And maybe this is a Konstruction question, but I figured I'd try here first). Thanks!
  13. Has anybody tested including USI Recycling Bin ability in the SSPX storage tanks? It appears it should be as easy as adding the following: MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_ModuleRecycleBin } Haven't had a chance to test it yet, though.
  14. Alright, just tested with a clean 1.3.1 installation with only the base Squad items, the SSPX package and the Community Resource Kit to give additional definitions. Causes the probe core to fly off when I change cargos: Cargo Change Disassembly So seems like it's disconnecting nodes somehow?
  15. Correct, I have Steam locked to use 1.3.1. I'll pull my mod list this evening - it's admittedly a lot! - and see if I can get logs.
  16. I was so excited to update SSPX to get cargo type switching. Unfortunately, it seems to cause rapid unplanned disassembly! Here's my (super cool) Ceti station: And here we are with a test article: So it appears switching tank cargos makes something go wildly invalid. I didn't pull a log, nor have I tested yet without all my other mods, so could be mod-mod interaction. Anybody else seeing this?
  17. This mod has been one of my favorites for a while, and I'm getting back into game with a GPP/CTT playthrough. I'm just ready to start building some regular lifters for easy deployment, and I'm noticing an issue with weight calculation. This is my rescue orbiter, ready for launch. KSTS registers it as 13.09t. However, in the VAB, it's 17.51t. You can see that in the VAB, the full ship is 187.905t, and if I remove the orbiter (everything above the decoupler), it's 170.395t. Either there's something I'm missing, there's a bug in KSTS, or there's a bug in KSP itself. Anybody else seen this?
  18. Really been enjoying KSTS - makes doing bigger, ambitious things a lot less tedious. I do think I've found a bug, or at least a behavior I don't get. I've been trying to record the launch of my Minmus ore miner to get a profile for my 120t lifter - good for things I don't want to Konstruction together. Here it is on the pad, with the cargo selected: And here I am in flight, everything's good: But when I need to turn on RCS to help get into position to circularize: It would seem that turning on RCS makes the cargo marked as not-cargo, presumably because RCS blocks on it became active. Is that intended behavior? It seems overly harsh.
  19. Just want to say thanks very much for the fixes, RoverDude. Had been holding off on playing until these got fixed.
  20. That is a damn slick looking ship. I may try to replicate it! What are those longer modules immediately on the struts, ahead of the Kerbitats? I don't recognize them.
  21. I'm seeing weird behavior with Life Support's supplies calculation in the VAB for the Kerbitat. It appears the Kerbitat always gets counted as a recycler, even when it's not configured that way. This is either a bug, or me totally failing to understand something. I've some some screenshots to demonstrate. This three-man ship shows a 1y 305d supplies endurance with the Kerbitat as a recycler, and it's indeed in recycler mode. http://images.akamai.steamusercontent.com/ugc/106228751903491129/8FD0D7A2C1F5897A5FE2DCF1005EF4C2F9596168/ If I switch the Kerbitat to Hab-Common, it now get counted for habitation, but it's still showing up as a recycler and boost supply duration. http://images.akamai.steamusercontent.com/ugc/106228751903491568/4899878D488438AE343F466D4498C185FBFCF3F0/ Once I get ot the pad, my actual supply endurance drops because there's no recycler and no way to turn one on. http://images.akamai.steamusercontent.com/ugc/106228751903491801/57B6708CC3C2EF9FCD50CD069FC75C8AC650D980/ I tried this with a pure recycler, and of course that gets basically the right answer, so I think it's just the way the Kerbitat mode-switching is getting counted. Happy to put something in github if this isn't just me missing something. Love the mod and all your good work, RoverDude.
  22. Science Relay looks great! Have just played with it, and I do have a question - will it let you relay over a control network even without KSC access? What I'm thinking of doing is creating a mothership that can drop probes while it does flybys, collect data from the probes, then pass all that data on to KSC at a later time (after the probe meets its fiery demise). IS there a way to do that I'm just not seeing?
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