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    Bottle Rocketeer
  1. Ahhh.... my bad. Too many mods. I'm used to seeing the "SKH" from Ground Construction and my brain was thinking "SP" from EL. Too many mods... too many acronyms. *heh*
  2. You mentioned "Matkits, Electric Charge", but not "SpecializedParts". Do you have a container with "SP" in it?
  3. I have over 1200 hours logged in KSP and really like the concept behind Strategia. However, I've run into a bug early on. Please keep in mind that I am using the Portrait Stats mod to verify this, so it is possible that the bug is in that mod. However, since the issue is actually affecting my ability to use SAS, I suspect that Portrait Stats is simply showing me that Strategia is not able to effectively modify the Pilot's level. In this career game, I have landed probes on the Mun and am funding myself by doing orbital tourist flights around Kerbin. I have selected the Stratagia st
  4. I will write up something a bit more cohesive and add it to the github issue. Thanks for the direction. :-)
  5. I think it would be neat if there was a USI series of Contracts that lead the player through the steps necessary to build a base. The first contracts would involve landing the parts on Mun/Minmus (perhaps unmanned at first) and detecting that they are within the necessary range to activate the USI features. A next series of missions would involve manning the outpost and having a certain amount of food/fuel stored there. Then, have the player build a ship/probe capable of returning to Kerbin. Finally there would be a mission to recover the Mun/Minmus built ship/p
  6. It was not a mission to retrieve a part... it was a mission to Rescue a Kerbal. In the screenshot I linked, it is referred to as "Dable's Heap". I had performed 5 similar missions before the Fairing Hangar showed up, and completed 4 more missions afterwards. The Fairing Hangar only appeared in 1 of 10 similar missions. I used the 'cheat' command menu to cancel the mission. Since there is no way to know which ship model that quest picks until you actually fly up there, it makes for a rude awakening when you close in and realize it is a model with no doors for EVA. I do not have the cl
  7. I would like to start out by saying Thank You for your contributions to KSP and I look forward to your collaborations with RoverDude. (I added you to my Patreon list) Okay, onto the 'issue' at hand. I started a new game using the Galileo Planets pack as well as your Hangars mod and most of RoverDude's mods. I took a mission to "Rescue a Kerbal" in low Gael orbit (the Galileo equivalent to Kerbin). Since my tech level is low, I do not have access to the Claw yet. However, I have been able to rescue a few Kerbals so far (I prefer to rescue them from my 'competitors' instead of hire them)
  8. All I really want is to be able to click on a menu and not have it click the planet/ship/waypoint/etc behind the menu (especially windows like the ScanSat Big Map). If your UI mod stops click-throughs... I'm sold. :-)
  9. I would like to start out by saying "Thank You" for an alternative way to play career mode. I've leveled up Pilots, Engineers and Scientists in my current career game, however, I have run into a 'little' issue. My game is still new, so I have only been to the Mun (numerous times) and sent probes out to Minmus. I made most of my cash transporting tourists for Mun landings and spent most of my cash doing training missions. Now, Jebediah is level 5 Pilot (all missions to fly around the Mun), yet, I still keep getting missions to train him up. I also trained up another pilot using the 'fly
  10. Ahhh... I guess that is why I did not get credit when I sent Hitchhiker Containers. I had been using RoverDude's mods and had lots of his little escape pods situated around a large heat shield that would allow me to take dozens of Kerbals around using very little Mass. However, it seems that KSP 1.2 has a fit in the VAB anytime I have too many mod Parts added. I've re-installed numerous times with different mods and it seems that each time I hit a certain Parts limit, my VAB starts flickering like a X-mas tree which makes it a pain to see the toolbar, contracts or the engineering in
  11. This is a nice set of parts, Thank You!. When I saw the Adobe, I thought, "Woohoo, easy way to haul 10 tourists to a planet and land them for phat monies and prizes!" So, I made a Mun lander with the Adobe as the center of mass and a MK1-2 Command Pod on top. Landed on the moon, had the the Pilot, Scientist and Engineer hop out to get their 'Plant Flag' credit, but did not get any "Landed" credit for the 10 tourists sitting in the Adobe. :-( Since it says tourists can not EVA, I am guessing that the Command Pods and Crew Cabins have a code flag that allows a tourist to
  12. Since KAS is responsible for attaching two objects and separating two objects, it seems to me that it would be very much related to KAS. I doubt a separate mod could compensate quickly for the changes that KAS makes... that being, keeping track of how many parts are in an object and which parts were separated from that object. Of course, I am not a modder so I do not understand the voodoo that you do to make the magic happen, I am just thinking in terms of what 'should' be logical. My apologies if logic does not apply here. Also, any cheat that affects all joints would likely just ma
  13. Is it possible to set any object set to "Base" (not Ship/Probe/etc) to ignore physics? I just keep thinking that if I build a house on the ground, the rebar, concrete and pillars are going to make it pretty unlikely that anything short of a hurricane or earthquake is going to affect the building. The idea that the physics engine suddenly affects those buildings on load seems like a silly issue to keep fighting. If there are cheat codes that allow you to ignore physics, could that be applied to a single building/structure/root_part when a name change occurs?
  14. As stated before, it is a known issue. That said, I have a large base on the Mun (20+ buildings and ships) connected together with KAS and I have a rule of thumb that I use: ... always connect and disconnect along the linear 'chain'. In other words, the last thing you connected should be the first thing you disconnect. Like a 'stack' of plates. If you disconnect or connect somewhere in the middle, it is much more likely to send everything flying into the air for a fireworks show. It also seems to depend which direction you attach to. The larger section is situated on the
  15. I posted this to the KIS GitHub but thought that it might be useful to RoverDude as well since this is the forum where I initially posted my findings. ________________________ I spent a few hours testing this and what I found is very interesting. It either points to bad pointers (lack of memory clean-up) in the core code or possibly a way to access data that people are unaware can still be accessed in the save files. In other words, if there is invisible mass from KIS items, it may be possible that there is invisible mass from other KSP items and mods that cause un-reproducible bugs t
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