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LatiMacciato

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Everything posted by LatiMacciato

  1. unsure if my game somehow "corrupted" tho .. but maybe it could be a snacks issue with my game, snacks sometimes overfill places
  2. indeed really strange, maybe snacks isnt behaving properly because of another mod that pushes sorta infront, unsure .. i dont wanna push a fix, if a fix isnt required or necessary .. i might have to invest that further
  3. im looking forward to this update! yet im trying to reproduce the report i made with the small greenhouse containers imma go try without having any kerbals in them, will post screens asap, btw have a nice holiday!! EDIT: i just reproduced that with a base having ore and snacks containers + 2 small greenhouses (as you can see FULL snacks reservoir 7300/7300) with both greenhouse-containers on (0.16 ore consumption): with both greenhouse-containers off (0 ore consumption): with both greenhouse-containers on (0.13 ore consumption): as i said, ty for keep up the good work .. and plz enjoy your holiday
  4. if i just detach the station falls apart like you see in my screens, imma try the reroot-enabled dll file tho imma keeping the current dll as backup file, so i can use that for rerooting in my special case, then switch back after unlinking didnt break my station EDIT: after trying out that dll i found it was kinda easier to get some kerbal help fixing that one (just counts for my situation cuz i also didnt had much time for some proper testing tho, sorry .. Ubuntu 16.04 upgrade came inbetween etc)
  5. unsure if its already known, but defenetly not normal or wanted, also not intended .. well i delinked 2 conn ports and my station breaks apart it seems somehow 1 of the conn ports had become the root part of the ship without beeing an actual dock or something (yes i have made a backup of my savegame right before i delink them) is there anything i can do to prevent/fix this situation (and my station) here?
  6. yes, and yes (lol) .. well im not entirely satisfied with IR, even built mega-cool transorters that move to open and close around cargo, but docking ports kinda made that useless tho .. hope theres a workaround in future .. and yes im possibly just terrible with handling IR and how its reacting to KSP's docking port handling in general, IR is a wonderful mod that makes things move, flawless!
  7. thats what te first post says .. and thats true .. if you do you might have to face Mr. Kraken .. means your vessel and things connected to that might become awful instable .. i tested that and found that (sadly) going without IR is the best solution for now (of course until its been fixed) and i don't know if its working with Rework_Repack_1.1.2 (got ninja'ed :D) .. generally 1.1.2 mods SHOULD work with 1.1.3 at all .. but some arent basicy through KSP code change as far i seen mods with just parts without any bigger functions, except beeing parts do just fine, otherwise they gotta have to get updated and yes i bring patience to KSP, cant still wait to have IR fixed .. btw yes i will use IR once its working as it should (my very wild guess about the dock thing: its how KSP handles rooting while docking confuses IR)
  8. yup greatfully! .. you have to use them "outside" .. like picking/attaching .. then reattach and basicly link both ends
  9. try this one https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.5 it might work slightly better but .. just dont use any docks if your using IR
  10. if that doesnt work (wich should) try getting the mod manually to check if CKAN somehow borked that .. just trying to help, im no dev of this mod but trying to share... sometimes CKAN doesnt deliver the latest versions correctly, they're forking/cloning rep's .. so i found myself getting the latest versions manually .. just to make sure
  11. hmm strange ..try making sure to have the latest mod version tho (1.1.3 KSP/KPBS) https://github.com/Nils277/KerbalPlanetaryBaseSystems/releases/tag/1.1.3 EDIT: i myself find Snacks! easier to handle than TAC >.< snacks can be everything .. including coffee
  12. maybe check out the Life Support category and no TAC isnt req'ed at all, not using it here myself
  13. @Nils277 ty for at least trying to, i understand and hopefully they fix that issue asap ..but as far i noticed quicksaving right before re-attaching, goto space center, then go back works .. if not --> reloading the game does too i really appreciate your work you bring in .. working on a starbase here with your parts
  14. for me it self-fixes after completely restarting the game, unsure if you tried that already or helps tho
  15. unsure if thats already known or if your already working on @Nils277 .. but i cannot attach things at the 4x and 6x storages if there were already double-module-sized modules in there (basicly the joints/knots/big bubbles doesnt appear to attach) check this screens .. they might explain what i mean more im yet having massive fun building with these parts tho UPDATE: its working again ... after saving/loading and a complete game restart
  16. just an idea (a spendy one tho and a fast unreliable too): get a lab up there and research there .. or wait for anther idea >.<
  17. hmm, strange then .. i remember i had only KR&D as new mod installed, then all my orbital station got borked, inventory didnt got stacked (not properly shown etc) .. first i thaught its an KIS issue .. but right after i uninstalled KR&D everything went back just as it was .. weird https://github.com/mmoench/KRnD/issues/3 https://github.com/KospY/KIS/issues/167 im not sure but .. well .. just reporting what im observing, no complains included! .. just trying to help improving the 12 con ports should show up stack as they do in the info window, as you see they don't .. im using KSP 1.1.3 (latest KIS/KAS) .. maybe this mod isnt quite completely updated tho .. that could be the issue (if im reading the start post right)
  18. as much as i love this idea to spend RnD points anywhere (i might get lost after unlocking the tech tree entirely without this mod idea) .. it still conflicts with KIS, sadly
  19. ever wanted a cool also maybe Star Trek-ish looking shuttle craft/transporter? well, this mod made my day(s) ... and still does! EDIT: found a bug (obviously just graphically) is that supposed to look like this? .. i mean besides the panorama is astonishing in that cupuola >.<
  20. hmm as far i noticed .. IR looks for the root part .. thats why docks are a terrible idea with IR .. maybe thats causing the issue?
  21. it consumed ore when everything was full thats right, might wanna look over it if that not the case .. well im very excited and amazed how cute and perfectly fitting your mod works into KSP at all .. cant think of playing without .. its a must have lol so yes, your support is very much appreciated
  22. I'd love to see a greenhouse or the automated small one that stops producing snacks or at least consuming ores when not producing snacks if every section is loaded up for decades. i mean, i do get the idea that plants dont stop growing immediately .. but think of if plants dont get resources they die .. sorta snacks can be everything .. from coffee to water over strawberry paste well, keeping it simple .. the IRSU unit do stop consuming ores even if activated unsure if its a bug or by design .. but something to consider
  23. i know docks will make my like miserable, as is very first post lol .. but im yet unsure if thats a known bug when i link parts that are docked it unlinks the KIS/KAS linked part (i thaught of docking it at the tail will stenghen them give the load a stability .. at least that was the idea of this rocket)
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