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Posts posted by Vive_moi
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Loved this mod. I'm glad someone adopt it.
May help testing if requested.
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@DStaal I tired this at the end of the Construction_port.cfg (just after the NEEDS:[ConnectedLivingSpace])
@PART[KKAOSS_MKSAddon_Construction_Port]:NEEDS[CommunityTechTree] { @TechRequired = advMetalworks } @PART[KKAOSS_MKSAddon_Construction_Port_Habitat]:NEEDS[CommunityTechTree] { @TechRequired = advUnmanned }
Now the construction ports are placed with the KPBS ones.
If that helps. :-)
Vive_moi
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@DStaal There is something strange in my install. In the KPBS cfg, the K&K docking port is under UnmannedTech as it must be. But, in the game it is under advUnmannedTech. However, the K&k Construction Docking port is correctly placed in the UnmannedTech node.
I don't why. Perhaps a mod is modifying the original one but not the inherited one.
Thanks for your answer.
Vive_moi
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19 minutes ago, DStaal said:
Just to be clear: The KPBS form factor docking port is from the base mod. The construction version of it is from the integration pack.
Oh, I had a look to my save. The standard docking port is not visible because not researched yet. But, the construction docking port has been available as soon as installed the pack. That's why I guessed the docking ports were from the pack, just not unlocked by the same tech node.
See you,
Vive_moi
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7 hours ago, Beetlecat said:
In the OP:
Hello
This one is working great with 1.3 and last releases of KPBS and MKS. I'm currently building an münar hybrid base with KPBS and MKS.
But, caution all KPBS modules deployments are now charged as MKS do. Also, one great thing is the docking ports in the KPBS form factor (both standard and construction one) giving my modular base a great looking (sent a vessel with an engineer to change the docking ports).
See you,
Vive_moi
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Just now, DStaal said:
I've got the configs for stage 3 pretty much in place - they just need an intensive balance pass.
Ready to test it when available. :-)
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On 01/06/2017 at 2:18 PM, DStaal said:
So: KPBS has just updated to include the USI-LS fixes we pushed upstream, but I still don't have 1.3. (GOG hasn't updated yet, from what I can see.) Can someone test the latest pre-release to make sure it works? If so, I'll turn it into an 'official' stage-2 release.
Hi,
Just seen your mod. I'm using KPBS and MKS and was looking just for better integration of KPBS. I love the docking ports. I would suggest the normal one should be included in KPBS.
The Stage 2 beta 2 seems running fine on my normal install (1.3.0 with about 75 mods) in an empty sandbox. I will try in my normal save.
Thanks for this work.
Vive_moi
EDIT: Did not find out how to install it. So I installed the beta first then copy/replace with the beta 2.
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Hello,
This ? https://github.com/UmbraSpaceIndustries/USI-LS/wiki or https://github.com/UmbraSpaceIndustries/USI-LS/wiki/Recycler-Mathhttps://github.com/UmbraSpaceIndustries/USI-LS/wiki/Recycler-Math
Or this one with MKS ? https://github.com/UmbraSpaceIndustries/MKS/wiki/Core-Conversions or https://github.com/UmbraSpaceIndustries/MKS/wiki/Life-Support
Also explore the two wiki.
See you,
Vive_moi
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On 19/06/2017 at 11:55 AM, 影之瑒 said:
May I ask when this mod can support Ckan?
This is the dev topic of SCANsat.
The official release of this mod is already on CKAN. Just look for SCANsat (but the current version does not support 1.3.0 yet.)
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Again, thanks for the video, @allista. After looking at it, I have something almost functional. Just some strange things (and different of your video) with engines activation/deactivation/thrust. I think after some tweak, it will work.
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Wow @allista Thank you very much for the video. I will have a close look to it.
Vive_moi
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Hello,
I have a H/VTOL configuration problem with TCA. No problem with VTOL but I cannot HTOL with TCA or use TCA in normal fly with V-engines off.
My question is: how to configure TCA correctly to VTOL then fly horizontal normally with V-engines off and at last re-VTOL on arrival ?
There are some images about my craft : http://imgur.com/a/F4dv3
(1: plane config; 2: vertical take off with only v-engines; 3: horizontal flight but v-engines running; 4: v-engines manually switched off => control lost)
Thanks for any help.
Vive_moi
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19 hours ago, ss8913 said:
My AGExt.dll :: https://www.dropbox.com/s/fbvfdtjyhyr63au/AGExt.dll?dl=0
Just install the 1.2.2 version, then replace the AGExt.dll file with the downloaded one.
Hello,
Seems functionnal on my save (60-70 mods). (AG config save by vessel, no UI glitch...)
Thanks for the recompile.
Vive_moi
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Interesting mod.
20 hours ago, severedsolo said:It bothers me a little bit that Jeb, Bob, Bill and Val get "veteran status" without really doing anything, whereas my Kerbals who have been halfway around the galaxy don't get anything for their troubles.
I second this ^.
If I understand correctly, the kerbals gain their stripes when validating the x th flight and y th flight hour when returning home. Wouldn't be an idea/way to gain the stripes also in a lab (just as stars/level up)?
See you,
Vive_moi
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1 hour ago, AdmiralSirJohn said:
Works for me. Now I just need some station parts...
Stockalike station parts 1.2.2 works fine for me in 1.3 even if not released yet.
Also KJR 1.3 unofficial works great for me. Thanks for the recompile.
See you,
Vive_moi
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@Blouup, I loaded my 1.2.2 save with space stations using this mod parts without any problem. So, yes, I guess if it worked for me it must be ok for others. But, be careful and backup your save before the first loading.
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Hello,
Despite a "unsupported version" warning, it run normally on 1.3.0, MM 2.8.0
See you,
Vive_moi
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Hello,
Seems to be ok under 1.3.0.
See you.
Vive_moi
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Hello,
Fresh 1.3.0 x64, MM 2.8.0, Firespitter 7.6, KAX 2.6.4
1 pod, 1 tank, 1 intake, 1 rotor : Running normally expect lots of NRE just after start (staging) the engine.
[ERR 22:20:28.981] Module FSplanePropellerSpinner threw during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at Firespitter.engine.FSplanePropellerSpinner.OnUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0
craft/log on demand if needed
See you,
Vive_moi
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17 hours ago, Streetwind said:
It wouldn't, no. Stock antennas make no distinction between omnis and dishes; none of them require pointing. Furthermore, the ranges of the individual antennas are very different - both on a part stats level, as well as how range between two antennas is calculated. For example: using a HG-5 in a 700 km orbit would let you talk to geostationary orbit spacecraft, but not much further. Unless your spacecraft around the Mun are using much stronger antennas, but that kinda leads the concept of having commsats ad absurdum.
Thanks for this information. Did not know that.
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Hello,
I use RemoteTech but I guess the CommNet structure I use would also work with stock comm system.
For almost full coverage of the Kerbin system, I place 4 CommSat around Kerbin on a 700km height equatorial orbit with multiple (2-3) Comm16 and a dish (HG-5 ? Check the distance). Two opposite sats have their dish pointed to Mun, the other two to Minmus. Then I place 3 stats at also 700km height equatorial orbit around Mun and Minmus with Comm16 and a dish (all dish to Kerbin).
This way, except for the pole at low altitude or landed, you have full and permanent coverage.
All mission vessels will only have omni antennas. So you will lose transmission during transfert. But, I usually don't have to do any maneuver during it and you will recover control before entering Mun/Minmus SOI.
See you,
Vive_moi
EDIT: oups did not see the previous answer. Post not usefull...
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2 hours ago, Bit Fiddler said:
no remote tech. using the stock comnet. how did you "re-enable them by hand?" this may still be the case with the mod list I am using. one of them may have done something similar to RT.
Save file editing (RT adds a part in it with the location of the ground station. Don't know about the stock system.)
I added these ones : https://pastebin.com/8nvYQ34C
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Hello,
Remotech ? It overrides the whole comm system AND the extra ground stations. Using RemoteTech my self, I had re-inserted the stations by hand.
See you,
Vive_moi
[KISv2] [ALPHA] Testing of the new KIS
in KSP1 Mod Releases
Posted
I'm returning to KSP and can have a clean install to test if further help needed.