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About nobodyhasthis2

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  1. On another topic. Some thinking about my next playthrough that might amuse people .... Following the brilliant Hard Core playthrough but with more mods. I had a better start using k-OS script from the Achive that runs science on launch pad before and after launch. That elimitates ground testing missions early game. Just make sure there is enough power to transmit of all the data. Brining down the collection to 10 seconds helps too if your trying to catch another biome early on. I got very desperate for science early game. Unlocked early flight and used Airplane Plus to supply a Barns
  2. Fixed by forcing update to latest as it is backward compatible. Orginal install was: Test build for debugging the logic. No othe mods apart from dependancy files. Running KSP 1.6.1 Unkerballed Start 1.0.4 Missing History 1.7.2 ReStock 0.1.3 I am curious. Did you release 1.0.4 twice to Spacedock without a version number change ? Just bumped versions on CKAN and that fixed it. By the way Is the source code up on Git?
  3. Is anyone else seeing a issue with misplaced build nodes on LY10 Spacely ? I am asking to check if it is just a buggy install for only me. I have got nodes way above and below where the are supposed to be. I can easily use the node code from same sized engine to fix but want to know if this a standalone issue or a broken mod. EDIT: Issue is with Missing History. It breaks the connection nodes.
  4. @SpinkAkron Noticed that unlocking aeronautics does not get wing parts with the rest of early plane parts. Wings cost one extra science point and have there own node. Wondered if you got that idea from the SETI tree? There is a reason we did it that way. B9 Procedural wings where used instead if available. If a player did not have that mod installed there was an option to use the stock wings. Yemo did however did not want to "clutter up" the VAB &SPH with parts that he was never going to use. So the compromise he came up with was an extra node just for wings at one extra science
  5. Check a few pages back. Just take out the third conditional statement in each MM patch. Some of us would gladly patch it for you but not under ARR. Sorry if I am not being specific about changes. I am not trying to be rude. I am just in a rush today.
  6. My version runs perfect because I followed the mutiple folders procedure. One for each version release. SETI is fine in KSP 1.3.0. Up to now setting Max KSP version to 1.99.99 did what Yemo needed to do. However now it should really be capped to 1.3.0 to stop people from automatically installing it into the current version of KSP. Installing the correct build used be as simple as selecting KSP version number in CKAN. However the problems with spacedock version numbers (only one number) or poor version control (version locking where required). Will mean at least 15 or so mods will need to be ch
  7. First off all the costs are all over the place in stock KSP but we come to that later. The planned effect is space craft need big battery packs. Or need to carry fuel cells and tanks of fuel. To support the eletrical systems. Then we get solar and problem goes away. Here is the design choices that where being made. At this stage I confess this all happened over a two year period and I am working from memory only. A lot of this dates back to KSP .90 after all. The old forum content is not around anymore. Yemo may remember it diffrently and it that case. I support his version of the followi
  8. The answer is complicated but here goes. Before SETI probe parts the only way to launch unmanned was to put a probe core in the start node. Then we got SETI probe parts as another [optional] addon. Which also moves other probe cores to start. That lets you make more aesthetically pleasing sounding rockets. Especially with procedural parts addon on as well. The probe cores should be giving at most stability assistance. Fancy functions come later with better computer technology. The catch is all of this is a moot point now with some of the other things that changed a long the way. Firs
  9. It does not matter as communications will automatically link up if in range. Exception is when playing with the remote tech mod. More on that if you are. At default settings in career mode. Mech jeb functions are unlocked as part of tech tree progression so you will not see everying at the start of a career game. You will also need to have the mechjeb part attached to your rocket in order to use the interface during flight. In sandbox games. Just add the the mech jeb part as eveything works from the start.
  10. This is not choice between two functions. It is a vote to remove one function. People are being asked if they want the forum choices removed. We currently have two methods. If you just want to have a question answered. A voting forum does that quickley. Putting wrong or irrelevant answers in chronological order does not help anyone. New players would have to read through all the stupid advice to get to the correct answer. Why do we need to read the whole thread just to get one post. When we are asking the community to provide the single best post? Anyone who wants a conversion in chr
  11. We can't have two instances of Nebula. However there is a way two still have two completely different behaviours depending on the data present. This is one instance that changes decals as required. In theory.... Warning "Here be dragons". Test this in a development game first. I may be mistaken. it has been a while since I did mid game changes...... OPTION ONE One possible solution is to pick generic names for both sets of data. Say you have a red text and a blue text option. If both options share the same name, like "NASA". Have each choice in their own sub folders. Remember t
  12. A word of caution here. Sharing from my own experince this is more trouble that it is worth. Simply becuase it is so easy to add in custom graphics. For example putting the letters N A S A into the folder separately. Then onto a ship in game. Takes longer that to just creating the whole NASA acronym as a single resizable flag . It is up to you of course on game preferences. All I am saying is for me personally once I had a good work flow going. I could write decals faster doing them as singe parts. As always your mileage may vary here. Depends on why you are asking.... If you need
  13. Known bug reported a few pages back. Does not normally come into play as you can switch off KER parts in the in game interface. If you want to clear it the error altogether here is the patch. If you don't want to just delete the mistake. As a personal rule of thumb it is better to use a custom config that tweaks SETI. @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[KerbalEngineer]:AFTER[zzzzSETIrebalance] { !MODULE[FlightEngineer]{} %MODULE[FlightEngineerModule]{} } Have not looked into it but a similar patch can set @TechRequired = unresearchable which removes parts. Also n
  14. Worth noting that runways are special KSP biomes. As such landings and takoffs can be recorded during career contracts with the right coding. Although not found in stock contracts the coding potential is there. See the old GAP contract pack for an example of how a mod can detect where your flight start and finish point is. What this means in the future. Is it quite likely that new mission builder will support contacts that require the runway to be used. If it allows specific goals to set by biome detection. If you don't use the runway the you will fail the contact in some missions. Depend
  15. Me too. I even do this on a indivdual mod level sometimes by tweaking the mods. One thing i have to say reading through this weekly update. Is the the modular mission builder is starting sound like it going to save me a ton of work. No more mission script rewrites everytime I want to play to a particular campaign set up. Yay ! Also the possible ability to put game challenges out into the community by creating them as missions. Will also be an awsome thing. That alone sells the DLC for me. Could not care any less about added parts next to this. They are just an added bonus. Any in game too
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