Jump to content

mafs

Members
  • Posts

    32
  • Joined

  • Last visited

Posts posted by mafs

  1. On 9/5/2020 at 6:03 PM, northern said:

    Any Chance you could change the antennas to relay rather than direct please?

    oh yes, i second that!

    it's the whole point of these satellites to build a relay network, isn't it?

    they are so small and neat(and just 1 part per satellite, so hopefully fps-friendly), my first thought was that from now on i will attach at least 3 of these to all my probes to build a relay network around each planet!

  2. > So I'd need to strut to the fairing itself.

    that's exactly the solution for this problem!

    it's kinda tricky to be done though - if you are interested, you can find a howto for this on youtube : Link

    the trick is to aim the strut *trough* the fairing to a part of your rocket that is far enough away from the struts origin so that the fairing changes from transparent to opaque when you place the far-end of the strut - in this case, the strut will end at the fairing instead of the distant part (it gets clearer in the video).

    the remaining struts on your vehicle after jettisoning the fairing are looking weird, i solved this by strutting to a launch escape system on top of my vessel that gets discarded after launch.

    in the meantime, this would not be necessary anymore for my current save game (i was forced to use joint reinforcement as a workaround for my exploding-as-soon-as-coming-into-physics-range bases), but i still use this solution as i think it's a realistic one.

    works with vanilla fairings, did not test with fairings from mods though.

    hth, mafs!

  3. 4 hours ago, Nils277 said:

    That's a good idea!

    i second that!

    it would fit perfectly to the way i plan to deploy the launchpad-package - tricoupler with 3 modules (smelter/recycler/drills/power, storage , workshop/launchpad) and the central hub (=cupola, isn't it?) on top of it.

    this is going to be cool :sticktongue:

    (this also means that all the kerbals currently on laythe will never travel back home but i won't tell them until they have set up the new base modules)

  4. Congratulations to the latest update Nils, i can't rep you enough for your this mod!

    i took it as opportunity to install extra planetary launchpads mod, and it seems i have a problem when trying to build ships not on the launchpad but using a survey stick on the ground - the stick does not appear in the menu of the launch pad, i can only select the pad itself.

    this works like a dream and as intended, but i plan to use it for building small rovers in situ and of course building rovers on top of my base would not be the best idea.

    my base consists of a smelter, recycler, workshop, launchpad, the necessary tanks for metal, scrap, rocket parts and energy production - am i missing something?

    in some tutorials i read that a survey station is necessary in order to work with survey sticks, does not the workshop have this function?

    any help/hint would be appreciated!

  5. 6 minutes ago, Nils277 said:

    Thanks. An iterference with another mod would be bad and definetely something i have to fix. Don't want that KPBS prevents any other mod from being installed and used :wink:

    good news! had several flawless landings now having installed following mods:

    PBS
    KIS
    KAS
    KerbalEngineer
    MechJeb
    Infernal Robotics
    Hyperedit
    TweakScale

    will give you feedback as soon as i can determine the probable cause - thanks for your quick replies, the efforts you put into this are unbelievable! 

  6. 58 minutes ago, Nils277 said:

    The problem is most probably related to a wrong CLS config i made. I have to take a look at the other configs for CLS as well so find the error. 

    Hmm, have you deleted the old folder of PBS before installing the new one? Might be an old plugin still being around. Also, do you have the newest version of PBS? It might be an error with the IVAs i fixed recently. They caused a lot od weird errors.

    If this does not help, i need a log so see what is going wrong. Can you send me one from when you tried to land the parts? (Just try to land and send me the log that is created) You can see where to find the log here here:wink:

     

     

    52 minutes ago, mafs said:

    PBS downloaded today, should be the latest version - will make a log file!

    thank you so much for effort and patience!

    hmmm - tried again with minimum amount of installed mods and could not reproduce consistently. will try to find out if there is an interference with other mods!

  7. 1 minute ago, Nils277 said:

    The problem is most probably related to a wrong CLS config i made. I have to take a look at the other configs for CLS as well so find the error. 

    Hmm, have you deleted the old folder of PBS before installing the new one? Might be an old plugin still being around. Also, do you have the newest version of PBS? It might be an error with the IVAs i fixed recently. They caused a lot od weird errors.

    If this does not help, i need a log so see what is going wrong. Can you send me one from when you tried to land the parts? (Just try to land and send me the log that is created) You can see where to find the log here here:wink:

     

    PBS downloaded today, should be the latest version - will make a log file!

    thank you so much for effort and patience!

  8. Hey Nils, 

    I did not have much time for KSP during the last weeks, just updated to the current version of PBS and tried to parachute-land one of my Base packs (central hub plus 3 modules) on kerbin. 

    unfortunately, i experience behavior similar to the issues that occurred at the 1.0 release version of PBS: 

    invisible modules that only reappear when finally (blind) landed, sometimes I can't switch between modules already hanging on the chutes  ( "can't switch between vessel while in flight"- message) or when able to switch, i find that the chutes were cut :-(

    does anybody experience similar behavior?

    my base was built and tested with KSP 1.0.5 and PBS 1.0.x, KSP and PBS are updated to current versions.

    best regards, Martin

  9. 9 hours ago, >The Amazing Spy< said:

    Hooray! 1.1.2 fixed this!

    :)  can second that again! :) no jittering left.

    also, it has a much more truck-like behavior now - in 1.0.5 it was way overpowered (but fun to drive :) ) - thank you for your great mods rover dude, 

    next i have to check out the brilliant otter submarine - has to be part of my laythe mission equipment!

    :) 

     

  10. 2 hours ago, >The Amazing Spy< said:

    Alrighty @RoverDude! Got a bug coming right at you (twice, I posted it on your GitHub Repo, just want to see which one gets noticed). The bug is the wheels are VERY jittery on my version, 1.1.1, which makes the rover more of a stationary thing than something that moves. I think this is something to do with the new 'invisible struts thing' that 1.1.1 added on wheels n' stuff. Hope a hot fix gets released because I love this mod.

    i can second that, just made a fresh download of the karibou and experienced the same behavior!

  11. 4 hours ago, Nils277 said:

    I just published an update that fixes most of the encountered issues:

    Download:

    MRispXN.pngcNJI52O.png rMKWvsX.png

     

    Many thanks to @Space-Monkey for pointing out the origin for the focus shift!

    I added a lot of exception handling and debugging to the categories to prevent possible errors that caused the custom properties from other mods to disappear.
    If you still encounter this bug or have the categories from KPBS missing, please send me a log file. Currently this mod only prevents further damange for other mods(the symptoms) but without a log file i will not be able to find the origin of this problem.

    thanks a lot nils (& Space-Monkey), will download and test this evening!

  12. 2 hours ago, Space-Monkey said:

    I have identified the part(s) that are causing the camera to change focus. Any "deployed" module, science, hab 2 or greenhouse. I made some very basic craft and then eliminated possibilities. They can be unmanned and un-mechjebbed, with or without any other modules. As soon as you deploy the module, the camera focus will shift from any new modules that come within 2.5km. I moved a module off the runway at ksp. Launched a new module. Toggled over to the first one, quickly deployed and toggled back. Once the module had fully deployed, camera focus changed. Toggle back to the deployed module, retract, toggle back to the new launched module and focus remains. I tried all these scenarios with and without the hub. The hub makes no difference. Hope this helps! :) 

    thanks Space-Monkey! 

    I also did some testing at the Weekend but did not have the idea to differ between deployed and undeployed modules - very clever!

  13. 1 hour ago, Tex_NL said:

    This sounds very similar to what I experienced.
    When I tried landing near my Mun base the camera moved focus to the base. Very similar to what you say except my also lander vanished.

    What happens when you triy to transmit science or an experiment? For me the procedure started but never finished.

    I did not try so far, i made several tries to narrow the symptom down to the science jr and did not experiment further.

    as nils confirmed that there is a problem with this part, i will just wait for the next update - fortunately it's not the garage or the hub 

    update: it just happened again without the science jr. installed, so i'm afraid i did not pinpoint the problem :-(

  14. Congratulations on the release Nils!

    in the first step i had several plans for the garage in mind, but as soon as you released the first pictures of it i instantly fell in love with the new central hub and am playing around with different deployment methods for an enhanced base at the moment, which is great fun.

    during my tests i noticed some odd behavior i'ld like to report here:

    Having set up a test base 20 km westwards from KSC, i witness an odd behavior of the "camera focus" as soon as the new science jr. module is included in the base - Whenever i am approaching the base with plane, rover or landing rocket, as soon as i reach the physics range distance of 2.3 km the camera moves away from the approaching vessel and towards the base, meaning i am still in control of the approaching vessel but the camera is moving towards the base and stays there.

    switching camera modes or to map view and back does not help - annoying when you are trying to land a plane and all you see is your target, not your vessel :-)

    has anybody witnessed a similar behaviour?

     

     

     

×
×
  • Create New...