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FrontLineFodder

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Everything posted by FrontLineFodder

  1. So I landed a Tundra PDU, with it landed 50m away from my existing workshops, the workshops are still receiving the same message. connected the Tundra to the workshops via a series of Flex-O-Tubes so it is all one base, and I still receive the same message, not enough energy :-( message appears to be line 466 in the source https://github.com/allista/GroundConstruction/blob/405cd19de7370298b3c7088cacfb2a1cc12768a9/GroundWorkshop.cs#L466
  2. funny thing is, the Karabou rover i'm trying to build, has a 1.25M reactor in the service bay is there a set amount of energy needed for Ground construction ? or is it dependant on the vehicle being built ?
  3. Should I remove the Scout power packs once a nuclear reactor is in place ? (i'm thinking of the PDU logic)
  4. I'm having trouble with the GC packaged with the Constellation. my Workshops keep pausing construction around 31% complete with the error message I have two Scout 200-Power Pack's that is able to provide 2x the energy for the interim colony, how much energy is required for GC ?
  5. I'm not sure how new the DIY construction kit part is, I cant find a great deal of info on it. Is there any way to determine what orientation the part will be deployed as ? the crate after it is deployed seems to stretch to the final size. I've got two parts on a mun base, both were designed in the SPH, but one seems to be correct (thought it could be upside down), the other seems to be on it's end up. It will take a long time to construct, but i'd like to know if I need to do some work to push the crate over before I start to construct it. ( I think I can KAS some RCS onto it to do the job if needed) Update: Image for reference: the DIY container on the left is a Karibou rover, the DIY container on the right is a group of Tundra modules linked together (horizontally) I imagine it should be 90degrees CCW (preferably not smashing the current Ranger modules)
  6. Kobymaru, should I use the latest version (1.6.7) on the current KSP 1.2.2 ?
  7. Sorry, when using the Workshops (with the Workshop module) to boost the output of the 'Tundra' Assembly Plant, is the Ranger inflatable intended to give a larger bonus (or have I misunderstood the Efficiency system)
  8. With Workshop Efficiency, The Wiki Functions (Efficiency) page states the bonus Two workshops giving this tag are the 2.5m Tundra ( base weight of 1442kg )and Ranger inflatable ( base weight of 1864kg, weight of 3864kg when deployed ) With Machinery loaded the weights go to 3332kg and 11314kg The Wiki Kore Design page quotes (wiki typo fixed) The Ranger workshop is 3x heavier than the tundra, is it intended to give a larger Workshop Efficiency bonus ?
  9. Scarey, Cool will it be configurable ? ie how long does a kerbal live ? 60yrs, 90yrs, 120yrs ?
  10. looking at the code, It is a hardcoded blacklist containing "EnrichedUranium", "DepletedFuel", "Construction", "ReplacementParts" & "ElectricCharge". so you could recompile the code ? alternatively, put a feature request in asking for the blacklist to be manually configurable via config file ?
  11. Thanks RoverDude, I noticed you have up to #20 already in the MKS package I'll see if I can do a PR for the part file, though retaining the existing entries would put the total of FSfuelSwitch over 30 I was thinking, can the part model have Multiple overlapping Flag textures ? eg. + = This makes it easier to see at a glance, and would reduce the textures needed otherwise
  12. G'Day I'm doing a MM patch for the Ranger (and Tundra) inflatable storage units in order to align them with Refining / Assembly purposes eg, A *Material Kit* config containing Metals, Polymers, Chemicals & MaterialKits at 2:2:1:5 ratio, So inflated the tank would have 14,000 Metals 14,000 Polymers 7,000 Chemicals 35,000 Material Kits (I was considering putting a % (or other calculated amount) loss of total capacity for each additional item contained) This would mean the Workshop (or refinery/assembly plant) module it is attached to would have the capacity to store all the output from using all of it's input items, before Logistics would be required to move items. Is this a foolish idea ? I've got 20 configs so far (have not done fuel conversions yet) I was thinking of copying the part config and replacing the existing FSfuelSwitch entries. I'd like to replace the textures to colour code the tanks for purpose, eg Orange for Raw, Orange&Blue for Refining, Blue&Green for Assembly. (using the same colours as the MKS wiki flowchart), Am I right in understanding that too many textures slows down the game ? Thoughts ?
  13. Polar orbits have never really worked great. I believe the best approach is 5-10 degrees shy and correcting in space
  14. 'Spolsions when I set the turn angle too high. Definatly get air drag, though I do not use FAR
  15. Thank you, I would like to buy you a beer. Tested it to orbit both manned and un-manned. I'm a happy little kerbal
  16. So source code is GPLv3 , we should be able to recompile fine. From what I see on the guidelines, it is allowed to post patched/recompiled versions (assuming you meet the requirements of the license and don't violate other rules) The code in the master branch (1.4) looks like it was what @Overengineer1 compiled for us. Please can someone provide a recompile. I don't want to go back to my 5000+ delta-v launches
  17. Confirmed Does not take any control, manned or unmanned. debug log shows [Exception]: MissingMethodException: Method not found: 'TimeWarp.SetRate'. this error, assuming it is related to GravityTurn ( does not show when I launch the same ship manually) has been resolved by many other mods by a straight recompile. the method 'TimeWarp.SetRate' has added a new parameter in 1.1.3. The source is in GitHub, can anyone compile it to test (i'm not familiar with unity) if it works, we can ask permission from @Overengineer1 to publish it on the thread. come to think of it, did the 1.1 recompile @Overengineer1 posted get updated in GitHub ?
  18. I'm running 1.1.3, but haven't launched anything yet. I won't be able to until tonight (12 hours)
  19. I just tested it in my Windows Steam install, running 1.1.3 tested only from the runway, resource transfers are all working, LOX, EC, Ore, Xenon, MonoProp. Dumping and enable/disable Flow work. Science transfer (1 crew report) between crew cabins worked (needed to disable realism mode) Crew transfer worked Deploying&Retracting each of the antenna's worked Deploying&Retracting of solar panels worked, the non-retractable panels do not retract.
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