gunt3rgam3r

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Everything posted by gunt3rgam3r

  1. Just fired up 1.7 for a few hours. I gotta say I'm really impressed with this update. Loving the new Kerbal engineers-esk display, but my happiest surprise so far was flying one of my early airplane designs. There was definitely a lot less 'jitteryness' and more stability in flight, and the runway bouncy was gone! Still early career and lots remains to be tested, but first impression is that this is a fine update.
  2. @gap I do that all the time. If you click the craft in the kct queue (next to the name is a button) select 'edit craft'. This will take you back into the VAB to make adjustments and recalculate your build time. Once your done with the adjustments, in the VAB you want to click 'save edits' button on the kct window rather then the launch button. This will place the craft back in the queue with the new build time, and return you to the space center view.
  3. gunt3rgam3r

    [1.3] - Modular Kolonization System (MKS)

    Gotcha! I thought that might be the case and I just never noticed. Thanks for the great mods!
  4. gunt3rgam3r

    [1.3] - Modular Kolonization System (MKS)

    Thx for the response, nope I don't have kopernicus installed, but that is good to know...some of my other saves do. Dynamic battery storage was my first thought, that's why I tried the clean installs without and still got the bug. So it is a thing, electrical charge catch-up, I didn't remember it wrong?
  5. gunt3rgam3r

    [1.3] - Modular Kolonization System (MKS)

    Hello all, As always thank you so much for this mod, after KER and KIS/KAS the USI suite is always the next one added. I recently made a battery only craft to complete a one week orbit of Kerbin. It has been awhile since I made such a craft and I noticed that the electrics were not 'catching up' like the supplies were. I know that stock does not calculate electrical charge on an unloaded vessel, but I was sure that MKS did add some code to do this, just like the supplies do. Am I mis-remembering? To confirm it was not a mod conflict, I tested on a clean 1.4.4 install and a 1.3.1 install...I could be this was never a feature. It is rare that my craft do not have some form of electrical generation.
  6. gunt3rgam3r

    [1.7.x] Mark One Laboratory Extensions (M.O.L.E.)

    This has happened to me before, I'm fairly certain that it is a mod conflict with one of the other mods I was running. The most likely ones I figured were the USI MKS mods or perhaps station science conflict.... Never did track it down, I would suggest doing mole on a clean install to see if it is actually a mole mod or a mod conflict problem.
  7. gunt3rgam3r

    [1.6.x] Monthly Budgets 4.10 (31/03/2019)

    Going to start a new career save with monthly bugets mod and kct. For any players that have done that are there any suggestions for game settings/ kct settings? Is it pretty well balanced with the kct default settings? Thx for the input...
  8. I installed it yesterday and it seems to be working fine. I am getting more wobble then normal, but that is probably my aircraft design and not the fault of the mod.
  9. gunt3rgam3r

    [1.5.1, 1.4.5, 1.3.1] RemoteTech v1.9.0 [2018-10-29]

    I'm sure this has been asked elsewhere, sorry for the double post. What is the preferred setup for remote tech with regard to comnet? Should you play with comnet selected on, or off? If you change the various settings like there dsn percentage, does that affect remote tech at all? Does remote tech use the comnet ground stations for kerbin? Thx for maintaining this great mod.
  10. gunt3rgam3r

    [1.3.1] OpenTree - v2.5 (25/1/2018)

    Just downloaded your mod and am trying it out for the first time. I love the ability to choose between manned and unmanned from the start! What you were describing above about testing and upgrades sounds alot like the test flight mod implementation in rss/rp0. Looking forward to trying those ideas soon.
  11. gunt3rgam3r

    [1.7.x] Mark One Laboratory Extensions (M.O.L.E.)

    Have u tried a 'prune' using janitors closet...that should do exactly what u need
  12. gunt3rgam3r

    Why are people against mods?

    I generally have two ksp installs that I play, my stock-alike campaign and my heavily modded one. The big downside of the modded campaign is that it is more unstable then the stock one. I do encounter more slowdown, crashes, and save game corruption in those saves, but that is the price of having real fuels, awesome animated parts, and full fledged bases with life support. I am just happy to have a game stock or modded that I still enjoy playing for over two years still getting updates! As a lifetime gamer, I know how very rare that is. Games seldom last that long before the developers abandon them, and then the sad choice is modded or vaperware
  13. gunt3rgam3r

    [1.2.2 / 1.3] Career Evolution Contract Pack

    Pretty sure the devs bundled a rebalanced version of this mod with rp0 I'm sure those are balanced better for rss
  14. gunt3rgam3r

    [1.3] USI Life Support [0.5.0]

    I'm Glad some of your are asking about USI and RSS. I am starting to play around with rescaled systems and I was wondering how USI handles that. For example does the day display on the USI gui reflect a rescaled day, or a standard kerbin day in a modded install? In other words if my kerbal has 1 day of life support is that 6 hours, or 24 hours. Love the mod and thx for all the help
  15. Thanks so much! Just found this mod last week and love its simplicity and usefulness. The <> bracket fix for launch screw ups would be an awesome addition!
  16. Hey All, Thanks for all the work keeping this mod alive. I about to start a new career and wondering if anyone has done any bug testing in 1.3? Any things to avoid when using HGR? Still one of my favorite mods, and would like to add it to my lineup
  17. @Machtech Pretty sure the orbital decay mod still works if that is something you want to manage.
  18. Maybe they forgot to set an alarm in Kerbal Alarm clock...
  19. gunt3rgam3r

    [1.3] - Modular Kolonization System (MKS)

    Well did the docking in pure stock+MKS no supply issue, guess I will keep up the bug hunt. Must be another mod conflicting...
  20. gunt3rgam3r

    [1.3] - Modular Kolonization System (MKS)

    Fellow Kerbalnauts, I may have encountered a bug somewhere in the now constellation update. I am docking two ships in Kerbin LKO one with kerbals the other a drone ship. Both ships have sufficient supplies and at the moment of dock all supplies in both ships goes zero, and both kerbals become tourist. I reverted to the older version of usi-ls and tried to dock again with similar results so the bug is somewhere else. I am running a heavily modded game, so very likely this is caused by another mod, and will run another test and provide logs on a stock + MKS version tomorrow. Has anyone else run in to this with the update?
  21. gunt3rgam3r

    [1.3] USI Life Support [0.5.0]

    So I am adjusting some of the habitation values to better fit my gameplay. I know how to adjust the base habitation value for all parts, and how to boost the habitation values for individual parts, but how do I reduce a base habitation value for a specific part? For example the default habitation rate right now is .25 (basically 7 kerbin days) per seat. How would I reduce that amount to 0.125 (3.5 days) for only one part? Thx in advance for the help :-)
  22. gunt3rgam3r

    [1.3] USI Life Support [0.5.0]

    @RoverDude Thank you so much for this and all the other usi mods. I have enjoyed really enjoyed how habitation has changed now that a full pod only provides 7 days of habitation vs the previous 30 that makes the mun quickly accessible, but minimus much more of a challenge, nice change. quick question, I was looking at the config files and it looks like the hitchhiker can is rated at 21 months...that seems like a lot given what some other pods are rated to. Is that intended? did you mean to set it at 2 months? Just wondering...I see the value of the inflatable mks habitats adding such a large amount of habitation given there size and difficulty. The hitchhiker just seems like such a early tech tree part to add so much habitation. Just some feedback...again thx for sharing all your work :-)
  23. Hello team, This is a great mod I love your parts...quick bug report, I was experiencing crashes in my modded game, so I installed sstu on a clean version of 1.2.1. In the game every time I use the built-in parachutes on the Apollo and Orion reentries pods It creates a null reference...in almost all cases it leads to a full game crash right around touchdown. If I use attached parachutes and not the internal ones there is no issue. Not sure exactly what is the problem, but this should point you in the right direction...FYI it sends a null reference to the log with both the drogue chutes and the main chutes. Using the latest version 0.5.33.128 from github. thx
  24. Yep it is the vostock , it was almost going 1800 at about 3000' it was apparently almost immune to drag
  25. Hello All, Thanks to @Beale and everyone that works on this mod, it is one of my favorites. Just a little feedback on 1.2.1, I have been trying to do reentry with the A-ZH9 capsule, and it seems like one of the changes to the aerodynamic model will not allow it to slow down. Not a problem with the any of the other capsules I use in my heavily modded save. Just something to put on the list to look at in the future : Thx for all the work!