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Dudicus

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Everything posted by Dudicus

  1. Just came across this mod and it's exactly what I've been looking for. Anyone know if this is working on 1.2 as-is? @Wingnutt, were you able to get it working after all? edit: tried installing the existing version on 1.2. and was able to get the part attached and open up right-click box with TC System button. however, no menu came up upon clicking the button. tried several different builds and engines, but no luck getting the menu to open. assuming this has something to do with the new version.
  2. yes, i deleted the KSP folder from my Steam directory, redownloaded, verified the integrity, then only installed UKS as mod (including all prepackaged dependencies). the last image i posted was from that install. i also verified that KSP didn't have any settings saved in alternate directories in my c:/users/appsdata or similar folders. i'm totally stumped as to why i couldn't see the perform maint on the PDU at that point, however i tested in a sandbox save and i can use the logistics hub to refuel (though its gonna be a while before i unlock it in my current career save.)
  3. still haven't figured it out, and spent the whole day trouble shooting it. time to move to plan b: work around.
  4. yes, here's a shot from the clean install. (folder structures included in the above post as an edit): edit: i've tested the clean install and i can get the other nuclear reactors to show the perform maint action, and even fill them with enriched uranium from FTT containers. i just can't seem to get the pdu to function this way. also, i caught that i was missing module manager on this install. i copied it over and can now get the disassemble part action, but still no perform maint on the pdu:
  5. ok, so after a lot of testing last night, i realized that i could get the perform maint action on different parts of UKS. Since i was initially testing this on my early career save, i didn't have access to some of the other UKS parts yet. When i loaded up a new sandbox save and selected the UKS Aeroponics Module i could see the perform maint action: however, when using the PDU module i still get no perform maint option: by my understanding, the PDU should have the perform maint option available, which is how the enriched uranium is refilled. hmmm.. edit: i've also tried this with a clean KSP install, with only UKS as my only installed mod and i'm getting the same results:
  6. I'm running 64 OS but only the 32 KSP client. i kinda got carried away trying a lot of different mods. prolly need to prune the list anyway. i'll see if i can narrow down the conflict. otherwise i can start clean and see where it goes from there. btw, do you need any specific lvl of buildings to be able to access those skills (R&D, etc.)? did this as well, but it still won't let my engineer access the "scrap part" or "perform maint" actions.
  7. no problem. here's a screenshot of both:
  8. apologies, my issue is that i can't seem to trigger the "Perform Maintenance" action on any of the USI parts. I've also tested it on the Karibou Rover parts and it doesn't show on those either. I only have lvl 2 engineers atm, but I don't believe you need to have a certain lvl engineer, do you?
  9. i've been out of town for a couple of days but i just returned and had a chance to check a few things. also, i deleted all of my USI mods and reinstalled directly from the Github links. however i'm still having the same problem.
  10. While i think Squad is a great group of devs, which this post is evidence of, I still feel like there's an elephant in the room that's being ignored; the community is very much opposed to using the official mod repository. I don't really want to debate the merits or shortcomings of Curse but I think its telling that the community continually seeks ways to circumvent it. I understand Squad is primarily focused on the core game play, but it would be remiss to assume they receive no value from the modding community in general. Consider all of the product quality testing, game design and even talent acquisition they have gained from such a robust and active community. That being said, i feel like modding support, especially the repository and mod managers (like CKAN) deserve a little more "official" attention and support from Squad. The mods in the game really make it something special and many users, including myself, would not have devoted so much time and attention if it weren't for all the great mods. Having about 50 mods installed in my current career save, its vitally important that we have some way to manage all these add-ons. I hope that at some point in the not-so-distant future, Squad picks this up and helps to implement an official mod manager and repository, so both mod developers and mod users are able to focus more time on development/game-play and less on mod management and implementation.
  11. I'm having a very similar issue. I've been using this mod and have just gotten to the point where i can begin setting up my first base. In trying to test the various parts, I've become stumped on refueling the PDU with enriched uranium. From what I've read, you need to have a Kerbal Engineer do an EVA and perform maintenance in order to refuel the PDU. However I've tested this on Kerbin and also in LKO and cannot get my engineer to be able to perform maintenance on either the PDU or the Mark V Supply Redi-Pak I'm using to hold the refill of enriched uranium (or any other part for that matter). I only have a lvl 2 engineer as was thinking he wasn't experienced enough, but seeing the above I'm wondering if its something else.
  12. i usually have the soundcloud for EVE Online going in the background: https://soundcloud.com/ccpgames/sets/eve-online-in-game-tracks. best space music out there imo.
  13. from a business perspective, they have a great niche here. there's relatively little competition from other titles in the market right now. they have something unique which is rather difficult to find/create. imo, KSP is a home run and they'd be crazy not to continue to capitalize on it by going further. they obviously have lots of talent, but that doesn't necessarily guarantee other titles will be as well-received as this one. why risk time and money reinventing the wheel when they have something they know people love and will spend money on.
  14. imo, there is still sooo much un-tapped potential in the kerbal universe. think about it; boats, cars, infrastructure, buildings, bridges, hell even celestial bodies. using a real-world sim with reasonably accurate physics, you can imagine all sorts of engineering possibilities. i'd love to see them build out the kerbal universe and continue expanding on it with expansions or even different titles. this doesn't even begin to consider all the mods that have started branching into different directions. there's so much that could still be done here.
  15. imo, critic review are pretty meaningless in the age of early access. i seriously doubt critics are going to have a greater impact on the game than all the avid players that have already given the game a huge amount of positive feedback. i think this will be a case where the critics will be following the fanbase's existing feedback. also, its probable that this game has already generated way more sales than anyone at squad or elsewhere originally anticipated. i'm guessing they could easily ship this thing as is (w/o 1.0 improvements), call it a day and consider it a huge success based on alpha and beta sales alone, not to mention the enormous fan base it has. i'm not saying that there's nothing left to improve here, just that they've probably exceeded all their original goals (financial and otherwise) and want to present a finalized product.
  16. considering what Squad have already accomplished so far, i trust them with KSP. not really sure what the big deal with a version number is anyway. i've bought and played many games that were super buggy on official release. i've played so many mmo's that were not even accessible (due to heavy strain on servers) for the first few weeks/months. squad have put together a fantastic rocket simulator/game and have offered it for a fraction of the price of many (supposed) A-list titles. these guys have killed it with this game, and are promising to continue doing so into the future. their work has garnered the attention of friggin NASA!! not to mention ESA and SpaceX. do you really think they are just gonna ship it and kick it to the curb? give them a little credit, it's time this game matured a bit and moved into an official release version. i have faith that squad will do what they say and not let this great game and community fall by the wayside. that being said, i really look forward to many of the improvements coming to 1.0 and beyond.
  17. By early/mid-game, i'm pretty much solely using ssto lifters with probe cores. once they separate from their payload, they de-orbit and parachute completely intact close to the KSC.
  18. i'm in the don't wanna know crowd. i was at 500 hrs when i stopped using the steam client to start (just use shortcut to folder for OpenGL). so my counter is still reading just shy of 500 hrs. i've easily logged as many hours since beta dropped.
  19. first off, thanks for the great mod! just had a quick question. i've been experimenting with a few builds and using the S2 crew tank/command cockpit. i noticed that they show up in the staging when i get ready to launch, but i can't figure out what purpose its serve. anyone know why these parts are staged and what the staging actually does?
  20. np. the extra weight helps a little (especially when you factor in the fuel you have to bring along), but the thrust on the other hand makes a huge difference. when the thrusters are off it performs like any other moon rover i've made. when they're on (usually throttle for a 1.0 TWR) its like driving on kerbin while being glued to the ground. i can get up to 10 m/s and make all kinds of crazy turns, the rover actually drifts instead of flipping. on a straight path, i can cruise between 15 m/s and 20 m/s depending on the terrain. under 15 m/s i get very little airtime on hills and bumps. that being said, i have noticed that some inclines create an undue amount of resistance. i think its a physics glitch. i can be cruising along at 13 m/s going almost vertical, then i hit a slight incline and my speed drops way down and i have to give constant acceleration to get even 3 m/s. then another change of incline gets me back to my previous speeds. this seems more prevalent when climbing up the sides of craters, as i've never really encountered it anywhere else. edit: so far I've pre-assembled all my rovers.
  21. i've had some luck with rover designs that include ion thrusters facing upward. this acts in a similar fashion to the fins on F1 race cars. the upward facing thrusters push you toward the ground and give you a lot more traction, especially on inclines. if placed properly (i use one over each wheel) it results in a rover craft which is very difficult to flip. i'd suggest experimenting a bit with different designs. i haven't met a crater i couldn't scale with this design. of course, you'll need to account for the energy and fuel usage, but it's very doable.
  22. have you tried any playing with NEAR/FAR installed? i ask because i initially had reservations about changing the stock aerodynamics, however once i installed NEAR i found it to be quite helpful. it actually makes it easier getting rockets into orbit, imo. also, i didn't notice many drastic changes from stock. i had to apply a little more discretion with regard to speed in atmosphere, but with a little throttling you can actually get all kinds of insane designs into orbit. i guess my point is that the changes to a more "realistic" design with regard to aerodynamics are barely noticeable, imo. just curious about what particular aspects of the realistic aero designs you find "unfun".
  23. that you can't weld the parts. have IR installed with Ubio on my setup and no problems if i avoid welding the IR parts.
  24. you may want to check that your welds do not include some of the non-supported configurations mentioned in the OP. i was having loading problems last week and initially thought it was a conflict with ATM but found it had to do with welds that included multiple engines. i deleted the suspect welds in the parts folder and tested with some new welds and all worked as intended. Also, +1 for CKAN integration!!
  25. in my current career, i've been using 50%/200% with the same settings for reload and relaunch as you, for the same reasons as well. i feel like the penalty is pretty irrelevant, since i only accept contracts i know i can reasonably complete. i've decided to limit my use of the strategies to the transponder, at the lowest level since i feel like the other strategies circumvent the intended balance. i've also added several mods, some of those increasing difficulty are: TAC Life Support, Remote Tech, NEAR and Community Tech Tree. this game has been much slower than all previous career saves. i've pretty much maxed out the tech tree until i unlock Lvl 3 R&D. the acquisition of funds has been the real hurdle at this point. i must say, however, i've learned a lot from this save. before, i would basically max tech by the time i returned from my first interplanetary mission (Duna). however, i'm not even close at this point. i've done a ton of survey missions and temp scans on the Mun and i've learned a lot about roving in low gravity (something i'd never done before this save). all this to say, even though its slower, i don't feel like its "grindy" per se. since doing repeat missions (back to the mun, again!) often involves me rebuilding craft to be even more fuel efficient or productive, i feel like i'm really progressing, even though my poor wallet is only at $2MM in funds.
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