CaribouGone
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Posts posted by CaribouGone
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I'm trying to use this with MKS.
According to everything I've read, the stock Surface Scanning Module should detect the composition of asteroids, but it will not.
I only have MKS (and its dependencies, like CRP) installed.
I saw that this is an ancient and reoccurring bug, but have found no follow up on the issue.
Does anyone know whats going on with this issue, and how to fix it?
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Tried again with only MKS installed, and still no luck.
Any idea whats going on?
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21 hours ago, RoverDude said:
Mks is good to go for 1.5/1.6/1.7
Ok, updated to the newest version of everything. The problem still persists.
Stuck to a 'roid with the standard Klaw. Had a surface scanner on board.
Still no info about the resources it contains.
I am using ART too, so it could be an update issue? idk.
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Can someone help me?
I'm trying to scan an asteroid for resources. Everything i've read says the stock surface scanner should do it. But it doesn't.
I saw somewhere that this is an ancient bug in CRP, but i can't seem to find any follow up on the issue.
Any ideas on how to deal with this?
This is on 1.3, btw.
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Hi!
Haven't messed with this in a long time.
Can someone tell me what the T-Start parameter in the part menu does?
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37 minutes ago, DStaal said:
Both of those should happen after the catch-up... However there is a gotcha on the catch-up: It happens in 6-hour chunks. If you don't have storage for everything for at least 6 hours (and I recommend 13 if you're using the logistics distribution), then you'll run out and recover repeatedly during the catch up. So add some bigger batteries if EC's the problem.
Thanks.
I think most of my crafts should be safe. i'll keep that in mind though.
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14 hours ago, tsaven said:
This is normal. KSP doesn't process crafts in the background at all, once they're loaded it uses a "catch-up" mechanic in six hour chunks at a time. You can see this in effect if you quickly open the resources tab just after loading the vessel.
Ok, that makes sense.
Do you know how that interacts with the lethal options? Does this catch-up happen before checking to see if they should be dead?
As it is now, they are turning into tourists, and then returning to work once everything is updated. Because of this, i'm worried they'll be killed in-the-background/immediately-on-load before the script updates and sees they should be alive.
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So, it looks like i'm not quite as as outdated as i thought. still on 1.3
Anyways, I have a bug. maybe?
Life Support (EC mainly) and other stuff doesn't update in the background.
For example, I sent some kerbals to Duna. they would regularly run out of electricity, despite having more than enough EC generation on board.
once i switch to In Flight, everything would update, and the kerbals would return to work.
Is there a way to make the Life Support Status thing update crafts that aren't in focus? Or should that be happening, and my stuff is broken?
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13 hours ago, helaeon said:
Just built a ship and there is definitely something wrong with the angular momentum mode.
Good, i'm not crazy!
i was playing around with this recently (still in 1.2.2) and got very bizarre results. it seemed like crossing soi's was part of the problem.
i would suddenly gain Millions m/s of velocity. my orbit in map mode was literally a straight line out of the solar system, regardless of where in system i was. (the same thing happened at Moho, Eve, Dres, and Jool.)
I'll try again in 1.3 and try to provide some slightly more quantitative results.
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I've been having the same problem with RoverDude's mods, as well.
So, it seems to be any part mod that add categories.
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Hey, look! They already made an inflatable Jool:
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3 hours ago, RoverDude said:
If you're not using USI-LS then there's no point to the agriculture modules. That's usually the only time I hear of these not working.
Nevermind, i think figured out the issue.
I thought the configuration also changed the type of storage (Cultivator(D) would store dirt; (S), Substrate; as apposed to Agroponics' mulch storage). (I was looking at the inflatable Ag unit.) It would seem this is not the case.
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So, i'm having a weird problem.
I just updated to the newest constellation.
None of the Agriculture units will switch functionality in the VAB. The notification that it has changed appears, but the contents of the part(s) do not change from the initial agroponics configuration.
the Kerbitats and other containers change the way they ought to.
I've installed everything properly, to the best of my knowledge, so i don't think its a problem on my end.
before I go declaring bugs, has anyone else noticed this?
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the first couple pictures remind me of the dreary gas station (Valley of Ashes) from The Great Gatsby.
Wonderful!
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Do the Planets and moons have biomes, and therefore Ore (and other resources)?
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I don't mean to curse the forum with my bad joke; but after watching the 3.2 video, I must ask: Is TCA cheating?
In all seriousness though, you're a madman, @allista. You made my favorite mod ever better.
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4 hours ago, sardia said:
Has anyone crashed but did not get a crash log? I've crashed several times but there was nothing in the output file.
I don't either, i think. The KSP log just stops, and i can't seem to find any other report.
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I've been hit too, it seems.
Only when scrapping parts in the VAB/SPH. Lot's of mods.
Haven't had any problems with Stock
On 5/10/2016 at 9:05 AM, Curveball Anders said:The randomness hints at some form of race condition between two or more threads.
Is KSP x32 single threaded? Or is Unity still doing multi-thread stuff in the background?
If its the former, that would be an easy way to test if its a threading issue.
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1 hour ago, allista said:
The future of TCA...
I can't wait!
In the mean time, i was looking at my ksp log and found this:
Spoiler[WRN 00:46:52.487] File 'C:/Users/Clay/Desktop/Kerbal Space Program/GameData/ThrottleControlledAvionics/Plugins/PluginData/ThrottleControlledAvionics/TCA.conf' does not exist
i looked in that folder and found a file called TCA.glob
should i change the extension? i don't know if its actually causing problems, just thought it was odd.
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On 4/24/2016 at 7:31 PM, parameciumkid said:
Well now that the thread's been bumped, allow me to make a sad announcement.
When Kidonia is loaded in KSP 1.1, it immediately and spontaneously explodes. I have yet to find the specific cause or any workarounds. I'm currently pondering whether to attempt to salvage the mission using HyperEdit or save file editing, to reconstruct the ship and hack it "back" into place, or to just give up and build a new one.
I do still have my copy of KSP 1.0.5, so if demand is very high and I find no better solutions I do have the option of trying to finish the mission there, but I'd like to make use of 1.1's performance improvements if at all possible.For the time being, Sights of Kidonia continues to be on hiatus :\
Aw, that's very sad news, indeed. This is one of the greatest kerbal creations i've ever seen.
I don't know about cargo bays (that doesn't mean they didn't change), but with the changes to wheels and legs, maybe one of the other vehicles on board is causing the problem. If you're lucky, maybe its just the save file, and reassembling it will go smoothly.
If you're willing to share the craft files, i could poke around and try to narrow down the problem.
Make Kidonia Great Again!
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2 hours ago, Captain Sierra said:
THis requires KSP to model surface hardness.
Not necessarily. Coefficients of Friction already exist in the wheel modules (or somewhere, seeing as parts eventually stop moving on the surface). All a plugin (or bit of stock code) would have to do is change these values dynamically, based on some approximation of terrain, namely Biomes.
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3 hours ago, MrHappyFace said:
which makes the KSC appear inside your ship for a split second.
Kerbception?!
[1.12.x] - Modular Kolonization System (MKS)
in KSP1 Mod Releases
Posted · Edited by CaribouGone
This is what its supposed to look like:
Unless that functionality has since been removed, which I have seen zero indication of.
UPDATE: The asteroid tool in the Buffalo rover pack works.