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About schlosrat

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  1. Hi does anyone know how to turn off the tooltips? They get stuck on and then get in the way of other information I need on my screen, particularly in map view. Thanks!
  2. Hi Guys, I ran into a problem in my career game that might possibly be related to this mod,. though I tolerated the problem for so long that I have no way to say "do this and that will happen". I'm really kind of guessing about what caused the problem, however I suspect it might be possible to also fix this sort of problem with this mod, so I'm sharing here to. The problem I observed was that at some point in my career if I went into the Astronaut Complex, I was not going to be able to get back out. This led to my creating a bunch of kerbals using Ship Manifest since I couldn't hire any -
  3. Opps, I posted on the old thread. Sorry. I've moved my post to the new thread.
  4. SOLVED! At least in may particular case under 1.9.1 While I'm not sure how this happened, I suspect it could somehow be related to my use of the Ship Manifest mod, which is how I create almost all of my kerbals; though that in part is also due to the very long span of time I've tolerated this issue which has previously meant that my only options for adding crew was to either rescue them or create them on the fly using that mod as entering the Astronaut Complex would always result in my being trapped there. It also might be related to my use of Custom Barn Kit, which allows you to set
  5. I'm having this same problem only for me it only seems to come up if I enter the Astronaut Complex. One in, there's no getting out. Observing the console reveals this error popping up each time I attempt to exit that building. The only way out is to force quit the game and go back to whatever is in the save. I've got no way to go back to a save prior to this since I've got no idea how far back this goes and from time to time I wipe out quick saves to save space. For me, the only option is to edit the persistent.sfs - but I've got no idea what I'm looking for. There are only 6 tourists in the s
  6. Thanks @taniwha! Finally got around to trying this and dang it was easy. Very quick, and I didn't even have to close the game to effect the fix. Thanks!
  7. I've tried both ways. I normally use Kerbo Katz science automator to drop me out of warp and run things. It can be configured to either run or not run single run experiments, collect or not collect the sciance , and reset or not reset the experiments. I've tried having a kerbal on EVA run the experiments with that mod set to not collect or reset and I'm unable to get the parts to reset using a lvl 5 scientist close enough to get the PAW and operate the part So far the only fix I've found a to gut the module code that does the animation etc and drop in the module code from the stock
  8. I've run into a curious annoyance in my career game that's not showing up in a sandbox save I've got in the same instal. I've somehow managed to get things set so that I can't see the el build resources window in the editor. I've tried setting the switch to show it in the editor before going into the vab and I've tried both with an without blizzys toolbar. Nothing I've tried will make it visible now in my career save, but in a sandbox game it's right there. I suspect I've somehow shifted it off screen so that when I toggle it off and on its appearing and disappearing off stage. Is there any wa
  9. Is anyone else having an issue in 1.9.1 where the micro goo pod and the science micro will not allow reset even with a level 5 scientist on EVA? I'm currently unable to get them to clean up from a Science Lab, and sending a scientist on EVA is also not working. I can endlessly run the stock Squad parts using a scientist to reset them, but once I've taken two samples with either of these they are nothing but dead weight on my craft (pretty dead weight, but useless all the same).
  10. I found the completely trivial bug in my previous MM code for swapping in ELExtendingLaunchClamp for LaunchClamp in all launch clamps. I was just missing a "]"... Now the MM fix loads and works fine! // To attempt to fix all launch clamps in the game @PART[*]:HAS[@MODULE[LaunchClamp]]:NEEDS[Launchpad]:Final { %MODULE[LaunchClamp] { %name = ELExtendingLaunchClamp } } Here's a screen shot similar to the previous test, but showing that all of the BDB launch clamps now extend properly (still just building with one LC per design though). This screen shot also shows a 0.625 scale D
  11. Oh, that wasn't the MM code. That's what I placed directly into the .cfg - and you're right. It didn't work. For my attempt to add that code via MM I used this: @PART[DiamondGridTrussNoLaunchClamp*]:NEEDS[Launchpad]:Final { %MODULE[TweakScale] { %name = TweakScale %type = stack %defaultScale = 1.25 } } But now I'm thinking that if I want smaller versions of your part then maybe I need something more like this: +PART[DiamondGridTrussNoLaunchClamp]:NEEDS[Launchpad] { // Give the new part a unique name and title, with an informative description
  12. Hmmm... My MM code is throwing and error (I need to look into that), so I've tried adding some code to your DG LC in an attempt to add tweakscale to those so I can have smaller ones. This is what I tacked in there, but it's not working. MODULE[TweakScale] { name = TweakScale type = stack defaultScale = 1.25 }
  13. OK, further testing on the Bluedog Design Bureau launch clamps shows an interesting result using the MM code above (which, I suspect is flawed) https://drive.google.com/file/d/1W4uozKC5W8llppdO9vh6kmW0JNmTexU8/view?usp=sharing In the screenshot above the first craft launched to the VAB pad is just the Planetary Base Workshop with a few bits and pieces attached. It starts out with Fore and Aft micro pads and has a single 1.25 BDB launch clamp under it. It's also got a big container of rocket parts, and a small nuclear reactor for power. I designed it in the VAB to start more elevated
  14. @taniwha The fix for micro pads is definitely working in my game! As I expected I need to build my modular base designs with their extension micro pad oriented yellow diamond up - a trivial fix at my end! With your new release and that change I'm now able to build my modular bases one unit at a time! That being said, although the micro pads are working, the launch clamps I'm using are not extending fully. The designs I've tested so far each have just one launch clamp under them, so I had hoped that what I would observe is this: 1. The first build goes in with survey stakes and i
  15. @taniwha, I haven't tried the MM fix yet as I was focused on trying out the new launch pads, but I then this just happened. https://drive.google.com/file/d/1R1zpT7DC_4gbR1T531YyOFDpH4VBsb8O/view?usp=sharing So with this module there's only one launch clamp and I shouldn't even need the MM fix, That launch clamp most likely came down right on the origin stake, and what I observed was that the craft appears in the right place then sort of hopped up and settled tilted like this. If you look closely you can see there's a gap between the bottom of the launch clamp and the ground. Is
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