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FrontLineFodder

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Everything posted by FrontLineFodder

  1. Hi @zer0Kerbal. Always loved the Solar panels in this mod. Just getting back into KSP, Love that you have picked this up. it looks like you've done a release on CurseForge, version 0.11.2. Will this run on the latest KSP release ?
  2. Hello @Blaarkies Great looking tool. do you think RemoteTech support could be added in the future ? Looking at the Signal Check function, when placing craft, the advanced placement function is handy, though they loose their settings once placed. Can this info be preserved and tweaked later ?
  3. i have the mod loaded, but not using any parts from the pack at the moment (i think) any specific parts you have loaded ?
  4. Good to hear, I feel like i'm clinging onto the past with some of the parts mods. Excellent thank you, Looking at the parts the resource is in the base part, as opposed to being a patch if the Engine Ignitor mod is installed (which i see you have Re-ignited). would updating MRS engines moving the HypergolicFluid and ModuleEngineIgnitor module into a MM patch with NEEDS[EngineIgnitor] be the right thing to do ?
  5. @linuxgurugamer can you recommend a MM patch I can create to blacklist parts from being processed ? I still use an old mod 'Modular Rocket Systems' that hasnt been updated in a long time, (I like the cargo bays). these engine parts from the mod are causing KSP_PartVolumes to fail to generate the partVolumes.cfg file. NB0mLFOengine1 NB2mNuclearEngine NB3mHoundEngine if you would like to look further I'm happy to collect all the logs, all I'd like to do is blacklist the parts (in case I restore the parts from the mod download)
  6. I can not say i've reviewed the code, I did find an old post by the second maintainer @AndyMt the the second thread for the GravityTurn mod
  7. The bleeding edge page on the MKS wiki says to look for the construction function in the original docking ports. Is this a 1.12 function or in the next USI update?
  8. As I recall, The Bathymetry science changes the biome to Water Shallow and Water Deep, similar to the way the Reconnaissance Telescope's do Northern and Southern hemispheres, this doesn't play well with Hear and now, and also the Archives in the stock game. not sure if anything can be tweaked with H&N to support / ignore these science results.
  9. I've had issues with A.S.S. and the DMagic science modules for some time, some modules like the micro goo and science micro modules would become broken is A.S.S. reset them. I found a way to patch them in M.M. to allow A.S.S. to collect science from them and reset the modules: @PART[dmRoverGoo,dmRoverMat] { @MODULE[DMRoverGooMat] { @experimentLimit = 1 } } This is a hack workaround but it works for me.
  10. What was the target orbit ? Was it a Significant contract ? from how i read the contract code, the target orbit might be outside the SOI. orbitRadius = @planet.Radius() * 4 * orbitRadiusMultiplier orbitRadiusMultiplier is 3 or 4 by random 3,200,000 = 200,000 * 4 * 4 Mun's SOI is less.
  11. AVC version points to 5.2.1 as the latest, 5.2.1 download says it is 5.2.0.
  12. Recommend this when playing with part packs &/or MKS. I personally like to disassemble the stranded pod after going EVA and then spacewalking over to the rescue vehicle. takes care of the debris issue.
  13. ooh that would be interesting, I like. I assume it would exclude the minor World first achievements (land speed, height, distance records, etc) and be for all crew in that mission. That would make an interesting twist. The number of veterans would still be limited. Keep the veterans safe, you cant be the first to encounter Eve a second time.
  14. @severedsolo Thank you, I love the idea for this mod. I've gone and set the default to 25 missions and 100 hours, I'd go higher if that was an option. do you think you could set a minimum duration for a mission to count ? eg Val could do a dozen missions early in the game testing parts < 1 hour each. I'd love the option to require a mission (or multiple) to another SOI in order to earn the veteran status. Or possibly instead, Veteran status is only achieved after the Kerbal reaches experience level 3-5. I wonder if @RoverDude could implement something like this for giving the MKS Kolonists some progression. hmm private thoughts, Kerbals come in as Kolonists, need to get to XP level 2, then you can choose a specialty for them. once they reach veteran status, they could become one of the three Grand veterans (Pilot Engineer Scientist)
  15. Sorry Mr @RoverDude , can you please clarify something on Ground Construction... the version included in the MKS releases, is that modified at all from the official version release by @allista should we use the Official version from Allista if he updates the official release newer than the MKS release ?
  16. Cheers, I recall I have done this to a save twice before. it worked once i'm sure. I'll install 1.3 this week and give it a go. I'll use a Regex replace....and probably fail
  17. Thank You. Q) Unified mod part IDs, is this for all parts, or some ? I have recently started a new save and have ships with your solar panels out there. Is a save file hack edit to fix reality an option ?
  18. if I wasn't so lazy I'd write my own script to detect new versions, download them and install them thankfully big updates are not too often, so I just start fresh games when big releases come out with fresh gamedata folders
  19. I'm still waiting for a few other mods to update before I jump to 1.3. I cant yet say if there are issues. I've just started a new career, and will be accepting as many rescues as I can manage. I need crew <evil grin>
  20. Love your work I only know English, I cant help with translations, So my hat off to you for contributing Love your work, Keep it up. My collection of mods are almost all updated, not long now <evil grin>
  21. Mr RoverDude, If I get the Constellation from your GitHub Repo (I like FTT, Srv pack & Construction) I should also use the updated USI Tools v0.9.2.0 from the USI GitHub repo
  22. Excellent, I was giving it a week before I download 1.3, but it looks like most of the mods have updated. Say YES to not having to manually do a gravity turn !
  23. PAL magnets increase KIS weight limits, I did not know this, that makes things a lot better, I might have have to send one or two to the mun now. I made a MM patch to add the seats into the modules, I am just careful not to put Kerbels into these seats until they are deployed in their destination. I was sick of losing my spanners
  24. installed Ambient light adjustment and took another pic it's not so much power transfer i'm having issues with, I can see that works, EC drops on non connected parts and regularly gets topped up (via PDU). even when the generator is directly connected I'm getting the message, the generator sits there almost idle (don't have anything significant drawing EC) RoverDude, should I take this issue to the GroundConstruction thread ? I don't know if you have modified it in any way update: amusingly, I am able to start work on the second DIY kit without the issue.
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