KSPanier

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Everything posted by KSPanier

  1. I have that glitch, where a phantom light appears on each solar panel, also illuminating its surroundings. Did anyone else encounter this, or does know, how to get rid of it?
  2. Well, that check engine light just deleted my space station, caused a excrements ton of null.pointer.exceptions and bricks the game everytime I try to load an Ortho part launched from before the update and an Ortho part launched after the update into the same scene.
  3. I think there seems to be a problem with NF Construction: I already reinstalled both B9 Switch and NF Construction, the issue remains. Any idea what's causing this?
  4. Update on my testing: I fully reverted to KAS 1.1 (I previously only copied extracts from 1.1 to 1.2) and the explosions are mostly gone. They can occur occasionally, but with enough quick saving you can manage to avoid them. Update: The exploding SEP-setup seems to be a stock behaviour and is linked to errors in terrain calculations. It also happens with flags and only occurs after reloading within physics distance of a ground-attached object.
  5. That's atleast what I observed yesterday. I'll further investigate the behaviour of the SEP parts today (especially this weird suborbital glitch, maybe some other mod is also acting up), but for now it seems mostly disfunctional.
  6. So replacing the .dll makes the menu dialogue reappear, but all ground-attached parts (including flags) seem to no-longer be able to "land", but are always registered as "suborbital" by the .sfs save file. So timewarp instantly kills your SEP setup. You CAN bypass this by quick saving and savegame editing after leaving the physics range of your landing zone, but it's not how it's supposed to work. Is there already a known way, how to consistently fix this bug?
  7. Does anyone know, how to reference the variable "DeployedCrewCapacity" from the inflatable habitats/centrifuges to use it for scaling with lifesupport? My last try looked like that: Any ideas?
  8. I just noticed, that of all the expandable habitats, only the two 3.75m "try" to add TACLS resources. But the MM script uses the "CrewCapacity" Variable as multiplier for adding the resources, which in turn is zero, as the actual capacity is defined through "DeployedCrewCapacity" from the modules "ModuleDeployableHabitat" or "ModuleDeployableCentrifuge". I tried to extract that value from the respective Module, but I can't figure it out entirely. I also made a script to add the Visual Scan experiment to the 2.5 cupola and some other cupolas from other mods: @PART[cupola]:FOR[zzzzStationParts] { !MODULE[ModuleScienceExperiment],0{} MODULE { name = ModuleScienceExperiment experimentID = sspxVisualObservation experimentActionName = #LOC_SSPX_Science_VisualScan_Action_Name resetActionName = #LOC_SSPX_Science_VisualScan_Action_Reset reviewActionName = #LOC_SSPX_Science_VisualScan_Action_Review useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True usageReqMaskInternal = 5 usageReqMaskExternal = -1 xmitDataScalar = 1.0 } } @PART[KKAOSS_Cupola_g]:FOR[zzzzStationParts] { !MODULE[ModuleScienceExperiment],0{} MODULE { name = ModuleScienceExperiment experimentID = sspxVisualObservation experimentActionName = #LOC_SSPX_Science_VisualScan_Action_Name resetActionName = #LOC_SSPX_Science_VisualScan_Action_Reset reviewActionName = #LOC_SSPX_Science_VisualScan_Action_Review useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True usageReqMaskInternal = 5 usageReqMaskExternal = -1 xmitDataScalar = 1.0 } } @PART[M3X_CyclopsCockpit]:FOR[zzzzStationParts] { !MODULE[ModuleScienceExperiment],0{} MODULE { name = ModuleScienceExperiment experimentID = sspxVisualObservation experimentActionName = #LOC_SSPX_Science_VisualScan_Action_Name resetActionName = #LOC_SSPX_Science_VisualScan_Action_Reset reviewActionName = #LOC_SSPX_Science_VisualScan_Action_Review useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True usageReqMaskInternal = 5 usageReqMaskExternal = -1 xmitDataScalar = 1.0 } } I'd also suggest raising the base value of the Visual Scan to 15, so you don't need to spam the transmission button to get all the science from that (similar to Crew Report).
  9. Could you also please add a 5m heat shield for the large command pod, so we can use it to haul large numbers of Kerbals to orbit and back?
  10. Do you still have this file somewhere? The download link is broken, and I have the described issue of disappearing shrouds.
  11. Flying a research aircraft during an apocalyptic eclipse.
  12. Unless the part has the infernal robotics plugin, as far as I know, this is able to handle such kind of tasks.
  13. Well, I hoped to attach radiators to the orthogonal side of the truss very much like it's done on the ISS.
  14. @Nertea Have you seen this thread, trying to develop a rotatable truss section for your octo-truss System, very much similar to the rotatable truss sections on the ISS? Have you thought about implementing something like that with the Infernal Robotics plugin?
  15. Downloading it later today, it looks amazing. It seems like, as if there were attach nodes on the circular viewports of the Mercury and the Pilgrim centrifuge. Is that already a feature or have you thought about integrating it using the Infernal Robotics plugin?
  16. Please give us an update when you get this to work with infernal robotics. I was searching for such a part to work with the NFC octo-trusses for quite some while and am very excited to see someone work on this idea. Maybe you can get a hand from Nertea or someone working with IR to get this thing rolling.
  17. I think the Airlock Midsection is missing the option for some lighting. It has a window, but no option to toggle the light inside it.
  18. Will you also rework the textures of your near future construction crew tubes to fit the new design? If so, will that break already launched stations, or will it be backwards compatible (including surface attached lights e.g.)? PS: Any chance we'll see a octogonal truss structure with 2.5m pressurised crew tube inside?
  19. Where did you get a functional version of the adjustable landing gear mod from, you're using in the promo screenshots?
  20. Oh my... Are those... Is this... A greenhouse? Yes yes yes, finally. I was looking forward to this for ages.
  21. Universal Storage already has a surplus of features for life-support mods, it's only a question of activating the correct ones, that's why I think Kerbalism should support Universal Storage.
  22. Do you plan on adding support for the Universal Storage mod?