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Everything posted by schlosrat

  1. Hi, Is there's a setting somewhere that can control when/if the rendezvous autopilot does a match planes maneuver? I find that when there's some infinitesimal difference between two orbits it forces me to do this - which wastes a lot of time getting around to the AN/DN point. If I go into the rendezvous planner I can can skip this step for orbits I know to be "close enough" and go strait to planing a Hohmann transfer. Once on that transfer orbit I can enable the rendezvous autopilot and it will take things from there. That's my workaround, which is a bit tedious and eats up screen real es
  2. Thanks @VoidSquid. That sounds like just what I've been observing - and it even includes a handy work around!
  3. Thanks @RoverDude. I made a Karimute like yours and was able to EVA from both ends just like you did, so I went back to my Karibou and discovered that the issue was being caused by the fact I had an OP-E Large Scanning Arm attached to the cab. The scanning arm was attached to the top in the black area between the headlights - so not particularly close to where kerbals appear when on an EVA. When I removed it entirely from the cab I was able to EVA. I also tried attaching it in other locations. I found that no matter where I attached it, the part it was attached to would report it's hatch was b
  4. Is anyone else having an issue with the exit hatches on the Malamute and Karibou cabs being blocked in KSP 1.11? I believe in past versions I've been able to EVA kerbals from these caps and they show up dangling off the front of the cab. Now I can't get them to EVA from the cabs and need to transfer them to another part and EVA from there. Is this the intended behavior now? If so, bummer - kind of tedious to shuffle kerbals around just to be able to EVA and get a soil sample or whatnot.
  5. Thanks @taniwha! If there's some lingering edge of the window still hiding out there I've not been able to find it. Must be my poor eyesight to blame.
  6. @taniwhaI'll be happy to try to help with that. I have a hunch I'll follow up on. I was running without Click Through Blocker until recently so it may be that with the EL window open I clicked on something over it and then inadvertently moved the EL window as well or instead or something like that, but one simple test would be to open the EL window in the VAB and simply attempt to move it off screen. If you can do that, then any fool (myself particularly) can also do that and live to regret it. @kspnerd122 Have you tried using EL in 1.11? I've been using it for a while now and not seen an
  7. Hey sorry to be a pest, but can we get a fix to prevent the EL build resources window from being movable off the screen in the VAB/SPH? It may not come up often for you, but it comes up ridiculously often for me - even when I'm being careful. Yes, I can go in and edit the save game file, but this seems like a pretty poor approach. I see where the MJ window in the VAB literally won't let you move it off the screen. There is apparently some guard code that checks if the window's new position would be off the screen and prevents it. Something like that would be great! Never have to deal wit
  8. I just wanted to follow up and say that the fix works fine in 6.8.3 as well. Sure the button looks funny, but it works just fine. Thanks again!
  9. OK, I was being stupid and resetting the BuildWindow rect when I should have been resetting the ShipInfo rect. Oops, my bad! Rolling back to 6.8.2 does fix the button appearance, but I suspect all that nonsense I posted above about the button not working is incorrect. I'm going to try it again in 6.8.3 - but basically it was me resetting the wrong window rect and not getting why the window didn't reset... Oops.
  10. Hi, Once again I've managed to moved the EL dialog window off the screen in the VAB. Curiously, this time I thought I was being very careful not to do that since I recall it was a hassle to fix last time - requiring manual edit of a save game file. I know you answered how to fix this back in May: I updated to the latest EPL 6.8.3 (I managed to move my build window off screen before I'd updated and I was previously using 6.8.2). I also followed the instructions previously posted to edit a quicksave to set rect to 0,0,0,0 for the BuildWindow in the SCENARIO block. Unfortunately now I
  11. Thanks @RoverDude. I don't think I've got MKS installed - so perhaps that's part of the problem? The USI tools I've got are Akita, FTT, FX, Karibou, Konstruction, Kontainers (which brings in these parts obviously), Malemute, ReactorPack, and WarpDrive. I've avoided MKS mainly because I prefer the simpler EPL build process. I'll go have a look at what I can find about this over there.
  12. Hi Just curious where I can find more info on how to use the planetary and local warehouse capabilities. Not sure when those got added, but they seem to be breaking my use of the parts. Really, I just want to be able to configure a Kontainer to hold RocketParts for use with EPL, but in 1.10.1 they're all setup for use as either Local Warehouse or Planetary Warehouse, with no apparent way I've found to actually put something useful inside them. They're really pretty - and as parts I really like the look of them. I've used them tons in the past; but now they're just wasted mass. No way
  13. 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!
  14. 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 -
  15. Opps, I posted on the old thread. Sorry. I've moved my post to the new thread.
  16. 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
  17. 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
  18. 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!
  19. 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
  20. 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
  21. 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).
  22. 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
  23. 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
  24. 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 }
  25. 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
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