Jump to content

speedwaystar

Members
  • Posts

    195
  • Joined

  • Last visited

Everything posted by speedwaystar

  1. it's probably a 64-bit problem then, since i am (or was) running ksp x64 at the time of the bug report.
  2. thanks for that talk, @pjf. as a long-time major depression sufferer, i initially researched the condition thoroughly, but after trying every SSRI in existence (pretty much) with only bare maintenance levels of success, i have simply lost interest/motivation/become burned out on keeping up with current literature on the subject, your brief update on recent genetic research is really valuable. very interesting and a huge thumbs up for your public stance. respect.
  3. fairly sure i tried that, but i'll double check next spacewalk. thanks.
  4. another question: how can i put a floating SC-62 container into my kerbal's inventory during orbital EVA? to put it another way, is it possible to return an item to the kerbal's inventory once it has been taken out and placed in the world?
  5. sorry, that's what i meant -- the contents, not the folder. if CKAN can't find any of the zip files which were used to install active mods, it crashes.
  6. the annoying thing is that if i simply delete the entire /downloads folder, instead of as one might expect simply reacquiring the missing cached items, CKAN throws a hissy fit and dies with an exception. it'd be great if that behaviour was addressed.
  7. the shuttle has a ISC-6k in its cargo bay containing the ports (which take up about 350L space each). there is a SC-62 container in there as well. i can put the ports in the SC-62 container. how do i get it onto the kerbal's back?
  8. i'm trying to use KIS to replace some incorrect ports on a space station. i have the replacement ports in a container on my space shuttle, but they're too big to fit in a kerbal's inventory. i was hoping there was some way for the kerbal to simply heft the item onto his back and jetpack across to the station (the ports are under 1ton in weight, which is the limit for carrying items on the ground), but i'm not having much luck. if i drop the object in space and try to grab it, it simply becomes attachable to nearby objects, but not to me, so i can't ferry it across to its destination. is there something i'm doing wrong or is this simply not possible with KIS?
  9. sorry if this has been asked before. is there a recommended way to clear out old versions of mods from the ckan/downloads folder without accidentally deleting the most recent version? alternatively, is there a way to force ckan to reacquire missing downloads rather than dying with an exception if it can't find the cached version?
  10. 97.8% distance, 10.3% speed reads at first glance if you're 97.8% of the maximum distance away, at 10.3% of the maximum speed. that was the root of my misunderstanding.
  11. did i say 85-95km? i meant 4.13km... all of the recovered parts were scrapped this happened for both boosters -- they were recovered <5km away from KSC, took 90% damage and were scrapped.
  12. suggestion: make the patches in /KerbalAtomics/Patches/NTR optional to prevent people discovering that their Jool probe has a tank with tons of LiquidFuel but a nuclear engine which suddenly needs LqdHydrogen without prior notice.
  13. hmmm. from memory, the distances are around the 85-95km mark. i have a fully upgraded tracking station. i'll double check and get back to you.
  14. my stages usually survive descent (by parachute, because i haven't figured out how to add enough fuel to them to do a powered landing and still lazily use MechJeb autoascent with autostaging), but then are invariably comprehensively wrekt by landing too far from mission control. it occurred to me that some kind of Muskesque landing barge placed some distance east from KSC would be the solution to this problem. are there any plans to support alternate landing locations which would simply change the position(s) from which StageRecovery calculates damage by landing distance, hopefully by picking the closest?
  15. what was issue 3838? i ask because i'm having problems with double keybounce in EditorExtensionsRedux and i'm wondering if WASD is involved in any way.
  16. a couple of your parts have TechRequired = largeControl, which as far as i can discover, doesn't exist anymore or possibly has been renamed to specialzedControl. to fix this i've done: @PART[*]:HAS[#TechRequired[largeControl]] { @TechRequired = specializedControl } which also fixes some parts in another mod which weren't showing up in the VAB for the same reason. the SXT parts affected are LSmallSvcMod, MEMLander, SXTRCSRack, RCSBoonExt, SXTLander and LSVCM3.
  17. found the problem. @PART[FuelCell] { @MODULE[ModuleResourceConverter] { @name = ModuleFuelCell } } @PART[FuelCellArray] { @MODULE[ModuleResourceConverter] { @name = ModuleFuelCell } } @PART[NBfuelCell1m] { @MODULE[ModuleResourceConverter] { @name = ModuleFuelCell } } @PART[RLA_mp_small_fuelcell] { @MODULE[ModuleResourceConverter] { @name = ModuleFuelCell } } @PART[SDHI_2.5_AvionicsRing] { @MODULE[ModuleResourceConverter] { @name = ModuleFuelCell } } @PART[SDHI_2.5_ServiceModule] { @MODULE[ModuleResourceConverter] { @name = ModuleFuelCell } } @PART[US_1P110_Wedge_Fuelcell] { @MODULE[ModuleResourceConverter] { @name = ModuleFuelCell } } @PART[US_1R330_Wedge_Hydrogen] { @MODULE[ModuleResourceConverter] { @name = ModuleFuelCell } } one of my 50 billion and counting addons renames ModuleResourceConverter to ModuleFuelCell so that it can add a handler which allows them to be toggled with an action group.. which is quite convenient. from memory (i'll check, though) the nuclear part which was presenting problems was one of the Atomic Age engines, which has: MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = -0.3 //less output while burning, Energy goes into propellant } } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.7 } } the negative alternator values might be an edge case for AmpYear.
  18. what are your plans regarding Near Future Technologies and the division into Electrical, Propulsion etc? i guess you've decided to further subdivide Propulsion into Nuclear, Cryo and so forth?
  19. they're support files from the Unity development suite. the only one which should be there is SimpleBoiloff.dll.
  20. simple ModuleManager fix for Bobcat's Proton: @PART[Proton_12_stage_decoupler] { @node_stack_bottom = 0.0, -0.35, 0.0, 0.0, -1.0, 0.0, 2 } @PART[Proton_23_stage_decoupler] { @node_stack_bottom = 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 2 } @PART[Proton_payload] { node_stack_bottom = 0.0, 0.0, 1.6, 0.0, -1.0, 0.0, 1 } @PART[Proton_payload_decoupler] { @node_stack_bottom = 0.0, -0.4, 0.0, 0.0, -1.0, 0.0, 2 } @PART[Proton_Third_Stage] { @node_stack_bottom = 0.0, -1.55, 0.0, 0.0, -1.0, 0.0, 2 } @PART[Proton_Second_Stage] { @node_stack_bottom = 0.0, -1.7, 0.0, 0.0, -1.0, 0.0, 2 }
  21. i just checked CryoEngines-1-0.2.0.zip (the latest from CKAN). it seems to consist of: shouldn't IFS and CRP be metadata dependencies, not actual inclusions in the zip? however, for some reason best known to itself (metadata perhaps?) CKAN is only installing CryoEngines and ignoring the rest of the folders. it may be that in the absence of the correct metadata, CKAN defaults to only installing folders which match the actual mod name. *shrug* for the moment, i've installed them manually. EDIT: CryoTanks/plugins has a bunch of cruft in it that should probably be removed:
  22. it is indeed a tremendously useful mod. there are couple of power sources it doesn't take into account, including (from memory) nuclear engines with always on generators, and some others which i've come across. i'll make a note to report them as they show up in future. EDIT: here's one. the FC-1 Monop Fuel Cell (from RLA Stockalike) is generating power (Power %: on the right is actually ticking up), but Power Prod: shows 0.000 and the Fuel Cell isn't listed in the AmpYear Parts List.
×
×
  • Create New...