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Everything posted by LatiMacciato
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[1.12] Extraplanetary Launchpads v6.99.3
LatiMacciato replied to taniwha's topic in KSP1 Mod Releases
I managed to figure that. Try to enter the recycler with the root part of that vessel. example: You undock a vessel, try to move with that docking port what was docked to enter the bin. If that also fails, do a quicksave right in a a save spot before entering the bin then load this save and try to enter the bin with that docking port. This always worked for me. -
[1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
@DoktorKrogg I deleted the transfer since it's a failed one and the only one i found. no change -
[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
LatiMacciato replied to Mark Kerbin's topic in KSP1 Mod Releases
Well stupidity and courage are factors in MKS too, also EL. I'd love to see and use such upcoming feature, looking forward to it since it is legal cheating instead of editing the savefile !- 86 replies
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[1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
Using latest versions (KSP 1.4.3 and latest release from GH manually installed) here, I could provide the whole log but it might not show more informations about the issue. If you want it anyways, I'll provide it tho! Playing with lots of mods can cause issues but also bring fun, I'm using a heavy modded game but It does appear to work in a new game of course. Then at some point the gui breaks maybe. Do you think it is wise to "destroy" all PLM modules to see how that behaves if there is no module part but might should show nothing without that issue I'm running in? Also I could send you my persistant savegame and the list of mods I have .. I just want to help a problem or issue I''m running into. Thanks. EDIT: installed mods I noticed MKS provides older versions than newer releases: installed AT_Utils v1.5.2, MKS provides v1.5.0 installed GroundConstruction v1.3.0, MKS provides v1.2.1 installed MM v3.0.7, MKS provides v3.0.4 also the PatchManager contains depreciated EL definitions in the latest stable Any of these possibly cause this issue, or as side effect .. just trying to figure if there are inconsistencies, but how many things I might miss in this list? ... I might just make made a small video (log is included, check the link!) to show off what's the issue, still trying to figure WTH is interfering with the GUI, or the OL functions. Any help is appreciated. This issue is none of my imaginary nightmares nor something I made up! I hope this goes along with KSP's license while just showing off how this issue behaves because my intention is just to help making a sense to this issue. Coming up blank is something I experience here too while tinkering with mod installs/uninstalls etc but at some point starting a game over and over again is very exhausting to me, because I might loose the will to play it. That's just my 2 cents. EDIT (again): does this possibly have to do with it? (found that in the logs) -
[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
LatiMacciato replied to Mark Kerbin's topic in KSP1 Mod Releases
I haz a question! Is there any chance to add some features/contracts for improving stupidity/courage like making a Kerbal less stupid/more couragued? I think since an academy is also something where people (and Kerbals are virtual cute people, little green men!) can actually improve social skills for not just learn a profession, but also decrease stupidity and might just be couragued more in the profession. Thanks!- 86 replies
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
LatiMacciato replied to Nils277's topic in KSP1 Mod Releases
You must be from the future! gimme back the Kelorean!! -
[1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude could it be that my issue I mentioned earlier can be caused by just a single unmanned LM? I managed to exchange all 3 LM's to Tundra's but just have my mun orbital one unmanned (I simply forgot to bring a Pilot there yet). If so then the bug is gamebreaking because I have to switch scenes to have the planetary overview window go back to normal. -
[1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
unsure if this is already reported but I experience some spam while opening the orbital logistics window and the window seems very wrong placed .. like something is not right. (following log I took from the KSP-dev logs) I just can't do any orbital logistics and can't figure how that happened or why so plz any help is appreciated. Thanks! EDIT: seems GH issues seem to be more useful #1413 -
so dropping SC support is upcoming, right? (having in miond SC might just update to use the new EL 6.0 reciepes then, which make a reciepe change obsolete, at least partially) the orbital hangar is none of my concerns in my save, but good to know it's beeing dropped too. I just hope the current WIP parts might change but not that drasticly as introducing them as new parts but for making balance this was necessary, so I understand that aspect. Mostly I use the Launchpads because I love the flavor that they give for EL supplied building, even in orbit.
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i noticed and use it already, first I managed to exchange the depreciated OrbitalPad with the EL-stock blue girder one, then I added this shiny metal one! very true, also I see your point for not changing masses that might just be logical but we are all no vulcans .... and it's simpler this way it is in the pre-version! oh and BTW, are the pre-parts part of the new upcoming release or will there something change like in the beta parts of KIS (or was it KAS?) .. anyways, I hope there will not be much more part change tho. Thanks also on the feedback, I made the config keeping in mind you might just want rudimentary support for SC but then only the EL change might just do it, like this maybe? But please keep in mind adding another key might just add a second or 3rd key, It doesn't edit it. Please correct me if I'm wrong! This way there might be added multiple keys with the same name like having 2 keys like "Metal = 1" or similar (might bring up unseen consequences, or the Kraken) I edited my cfg this way: And yes your completely right (I'm sorry lack of sleep). I forgot about the "%" in MM config files which means edit-or-create. anyways, AWESOME STUFF! I enjoy using it, might never undo that and totally looking forward to it! hehe
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@Eleusis La Arwall I just looked through the pre-release on github. Question: is it save to edit the savefile to switch the depreciated orbital pad with the new lightweight LaunchPad or is it more save to keep the part (also keeping the part config for this one from the latest stable version) and exchange the part manually in situ? note: in my savegame I just use the orbital pad for building things because I love the design and the cool flow it brings rather than the EL-stock blue girder one! EDIT: According to the current EL 6.0 Recipes.cfg EL 6.0 originally recycles stuff only with ScrapMetal = 9 and no Metal output. EL_RecycleRecipe { name = RocketParts Resources { ScrapMetal = 9 loss = 1 } } Question 2: Is KD adding 1 unit Metal in favour of -1 unit ScrapMetal? In mind KD defaults a new EL recipe having 1 Metal, 8 ScrapMetal & 1 loss and the current SC Recipes.cfg defaults the recycle output to Metal = 8 & loss = 2 I suggest this fix for the KeridianDynamics-EL-Recipes.cfg: NOTE: this cfg is for the KD v0.8.9-PRE and SimpleContruction is NOT updated to EL 6.0 yet! Feedback is always welcome! EDIT 2: Unsure if that is already noted but the 3 new LaunchPads (KD-LaunchPad, KD-LaunchPadSide, KD-LaunchPadTop) do not have different weights if form size is switched.
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Manually downloading still works tho. I wonder why this mod is out of hype, it's amazing!
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
LatiMacciato replied to nightingale's topic in KSP1 Mod Releases
Procedural CB scanning, now that seems interesting!- 5,180 replies
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- contract configurator
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
LatiMacciato replied to TriggerAu's topic in KSP1 Mod Releases
speaking of eve ..now i know why my Mun Station looks so EVE-like LMAO // OT -
Voted!
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usually I "abuse" any grapple parts as docking port if I have forgot the right size/part .. of course a docking port that has a grapple node part or a grabbler that can dock everywhere could make sense, but messing with game physics and node definitions gives figuring a +10 difficulty. @allista I'd vote for a multi-use-decoupler for the Space-Crane (unsure if it is already multi-use using KIS/KAS by manually attaching something to the node)
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@Critter79606 I seem to have this issue aswell, I always struggle with myself if this is right or not, but basically the functionality is off, if the option is set off in VAB/SPH. Also the Crane's RCS seem upside down (only cosmetic), but i can remember guys before already posted the RCS issue. Yes I agree the Crane is a H.U.G.E. help!! it combines probe core, reaction wheels, RCS, and is able to hold fuel/ec plus produces some ec! .. I wonder if the decoupole node can be converted into a grapple node so that is is reusable (possibly with a light as an indicator if active or not) .. just my 2 cents after I finally fixed my CPU cooling and back to 30 °C YAY!
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Hi, I want to state that there is already an awesome autopilot-ish like mod out there it's called MechJeb. You might just want to work with @sarbian for improvements etc. Alternately, good luck and much success!
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[1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
I hope this works as supposed: PR #1411 If It doesn't fit, please adjust or tell me how to do. Thanks! -
[1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
Is there any chance for a change of the "DumpExcess = true" to "DumpExcess = false" in the logistics centers? I'm asking because since TC is "hard" to get or keep and basically non-transferable and I think it should not be thrown away that easily. relevant files I noticed: Duna_LogCenter.cfg#L189 Tundra_PioneerLC.cfg#L229 Thanks! -
[Most 1.12.x] Near Future Technologies (August 26)
LatiMacciato replied to Nertea's topic in KSP1 Mod Releases
please read your quoted text again, engines based on electricity ONLY would be rather unconventional but very much useless! Unless you bundle it to create a Star Trek - like Warp-Bubble, but thatfor you might want this mod: Alcubierre Warp Drive (Stand-alone) -
totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
LatiMacciato replied to Nertea's topic in KSP1 Mod Releases
#PR 140 I hope it was correct to make the PR for master instead dev branch, otherwise I have to switch base branch. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
LatiMacciato replied to Nertea's topic in KSP1 Mod Releases
that is what I was hoping to archive before submitting a PR, like getting feedback before applying. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
LatiMacciato replied to Nertea's topic in KSP1 Mod Releases
plz don't die, you do awesome work! What about the plenty unused space I was referring to? I'd just like to know if it is possible to add this to the parts so the inmates .. errr Kerbonauts have lots to do while visiting the stars