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Invader Myk

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Everything posted by Invader Myk

  1. I think that the "Create Kerbin communication network." contract (and other point dish contracts) doesn't check for unlocked dish type antenna. Which is annoying using ADIOS because dish antennae aren't unlocked until the early-mid game transition but the contract is available almost immediately.
  2. I figured out why the reserve power felt backwards. The term got subconsciously associated with back-up generators. So the entire power flow scheme was flowing in reverse of what I was thinking it should be. But it did get me thinking about a feature that might be interesting in this. Designating a EC using part as critical. Critical systems can be powered, maybe at a lower efficiency, directly from reserve power without having to convert the resource to Electric Charge. This would be very useful for life support mods. Mark the air recyclers as critical and no longer worry about the crew suffocating while passing behind a planet.
  3. An option to make a txt file with the installed mods and their respective version would be an amazing debugging tool for KSP.
  4. An electric motor is just a backwards dynamo. While driving through the mountains of Kerbin with a very low tech rover and had a lot of down time waiting for the batteries to recharge. During this time I got thinking about electric and hybrid vehicles (irl) and started reading a regenerative brakes. Then, because I still had a crazy amount of time to wait while recharging, I thought maybe there's a mod for it. Sadly, after searching through a full recharge cycle I could find nothing. So I'm putting it to the community to give this a go.
  5. re: your poll IMO you have 3 mods: The RCS parts - just those parts Kabin Krazyness - the crazy stat, effects, and everything under the Luxury tab Power Management - the reserve batteries and resource, and everything under the Reserve and Subsys(tems) tabs [edit]I see them as three mods because each can be coherent on its own even though they can have interoperability with each other[/edit] After a little bit of playing with this, the way Reserve Power works feels backwards to me. I'm not sure how to change it, or even articulate more about what I feel the problem is. I'll think about it some, but if anyone understands what I mean discussion might help coalesce my thought.
  6. This mod explodes my head with possibilities. HAVOC might give you some ideas on an Eve insertion. Although it looks like NASA planned on inflating the envelope after achieving a desired altitude. Which might be a problem as I'm getting that inflation takes too long with this mod to make this feasible. Also, using FAR and Deadly Re-entry I can get vessels that aren't ISS scale into atmo w/o heating using RealChutes to make high altitude drogues. This usually involves a large kevlar chute that opens at 50km above Kerbin.
  7. OK, I'm pretty sure CKAN tossed the KAE folder in because a mod listed it as a dependency. I'll track down the culprit.
  8. it was a chatterer issue the plugin.cfg was corrupted I didn't realize ckan doesn't remove setting files tl;dr thought I was testing but really was changing nothing
  9. From what I understood of the OP: I should not have GameData\KSPAPIExt\Plugins\KSPAPIExtensions.dll That .dll should be located in a subfolder of any mods that use it Is this correct?
  10. How would I test that? load B9 and another mod that uses a toolbar button onto a fresh install? or copy my KSP load then remove everything except B9 and a test mod? also, how did you divine Kinetech out of that?
  11. did that problem persists, with new output_log thanks for pointing it out though
  12. ksp 0.90 x86 on windows 7 Last night I found a dozen or so mods that looked interesting. So I installed all of them then went to bed. When I got up I couldn't remember exactly which mods I had installed. When played KSP again I found that when flying a vessel about half of the mods' toolbar buttons no longer worked. This effects both the stock app buttons and blizzy's toolbar. Can anyone give suggestion on how to isolate this problem that doesn't involve putting each of over a hundred mods onto a clean install one at a time? output_log.cfg
  13. That is what I meant. After making ships with batteries I haven't been able to replicate the problem. If I can break it again I'll post an output_log. Thanks for the speedy support.
  14. Before I got rid of ATM compression for this mod, it took several attempts to get a compressed texture to work. Don't use the the code and try just deleting the contents of ATM's BoulderCo folder giving ATM another chance at compression. If the problem persist after trying this 3-4 times, it might not be an ATM problem. edit: Or you could use the code and change the false statements to true. This will still convert and compress the texture, but not change the scale. That sometimes helps with textures that are meant to be high res (ie this mod).
  15. If this is a straight EC check and ignores power flow, then that would be the problem I'm having. Maybe even if it does check power flow. I'll go play with it some more to see if it's working as planned. The ships I'm having the most problems with are unmanned satellites without any extra batteries. I am launching during the day and relying on the engine's generator to keep it powered until I could deploy the solar panels. After I get a stable orbit, I wait until the vessel isn't in shadow to do manoeuvres.
  16. It looks like you are using ATM. If so go to <KSP>\GameData\ActiveTextureManagement\textureCache and delete (or move) the BoulderCo folder Then go into the main ATM folder and make a file named BoulderCo.cfg with the following code: Overides { .*/BoulderCo/.* { compress = false mipmaps = false scale = 1 max_size = 0 } } } This prevents ATM from converting and compressing AVP's textures.
  17. When using this mod the SAS semi-randomly turns off. It appears to happen more often when a vessels EC is numerically low, ie more batteries = more reliable SAS. This happens with manned and unmanned vessels, and doesn't seem to have any relationship to whether the reaction wheels are actively being used. Is this an intended feature or a bug?
  18. SHENANIGANS! OK, it's just a conflict bug affecting the rotating hab rings in those two mods. Otherwise this is a stellar mod. Thanks for the good work.
  19. KSP: 0.90 x86 Windows 7 Problem: Right-clicking on a rotating habitation ring disables all right-click context menu. This problem occurs in the VAB, SPH, and with launched vehicles. Mods installed: Science Revisited Revisited 1.0.0 Module Manager 2.5.10 either of the following and associated required mods: Habitat Pack 0.4 USI Kolonization Systems (MKS/OKS) 0.22.8 Reproduction: Place the rotating habitation ring from either mod. Right-click on it. Placing any other part on the ring and right-clicking on it BEFORE right-clicking on the ring will highlight the problem. I suspect that the lab rebalance might be the main issue because when I removed Lab_Rebalance.cfg (which calls both parts effected and only those parts) the problem disappeared. Log: This output_log is using Habitat Pack due to fewer dependencies, but I can provide a second log for Kolonization on request.
  20. Not likely to happen while in any planet's SOI. As massive as the ISS is, its hill-sphere is still too small to extend beyond its hull. [edit]Which makes me sad because I really wanted to see this: [/edit] Cats' flip instict isn't based on being in free-fall, it's based on being in free-fall AND having body up and gravity up unaligned. Micro and 0 G environments don't have a gravity up. That cats in space video showed this, the white one flipped once but it was released soon after the parabolic dive so the gravity up might have still existed and it was held in opposition to gravity up before the parabolic dive. The orange cat didn't flip, it just sort of twitched trying to get to a surface as did the white cat after its one flip. (go ahead and rewatch the video, I'll wait for you) Flopping around uselessly being cute will probably be the biggest factor for space pets. I'm basing this on the trend towards popular breeds dogs and cats being less capable of doing anything for themselves. Worthless purse chihuahuas. After that the inability to poop and shed everywhere will be a big factor. Meaning birds are unlikely, molting feathers and almost no defecation orifice sphincter control. My money is on the ball python.
  21. Which mod are you using? Does the context menu appear with out the expected button or not at all?
  22. The problem appears to be with Science Revisited Revisited's support of this mod and MKS/OKS. (thread)
  23. Absolutely not. Hyping release dates causes half finished games like KOTOR2 and FFVII. I would much rather know I will eventually get version 1.0 than be promised 1.0 on a specific date and get what should have been labelled version 0.99 (or even lower).
  24. I was up all last night trying (and failing) to replicate with a clean install, which I'll keep trying. After realizing that I have 100 mods installed, I'm starting to think that "too many mods" might actually be a thing. edit: Here's the log file.
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