voicey99
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Posts posted by voicey99
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On 7/5/2020 at 5:04 PM, Stone Blue said:
Heh... if so, thats sad, since DuoDex is still listed as an active forum moderator. :O
Cretainly doesnt seem to be very much serious activity from them on the forums in almost *two* yearsbut if you also look again, they seemed to have last logged into the forums less than two days ago.
Snake that is, dunno about DD. Looks like Olympic1 has been really managing the mod for quite a while and I suppose if it still works fine and nobody has submitted anything then no updates would have been needed. Still, a large amount of content I made for it shortly after its last update a year ago is still pending release.
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4 hours ago, nanowinner said:
Have you heard anything since? Has @TriggeredSnake worked on this mod?
Not a peep, and they haven't been seen for a year. Looks like they might have flaked to me.
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2 minutes ago, goldenpsp said:
Did the community supported EL config file get deleted?
Going back to check the EL stuff is still there and the patches add functionality back to the pts (my bad in that case), but curiously they don't restore them to view as well.
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Just now, nickicool said:
This means now for build ships on orbit need use only parts and all the mechanics from Ground Construction?
Yes. If you edit the files you could port across functionality to them, but otherwise they are bricks.
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18 minutes ago, nickicool said:
1. If not used "Filter Extention" mod, than Orbital Shipyard and Mobile Launch Platform modules are not in the parts lists anywhere.
2. I'm trying to build my first shipyard station. Used the following parts:
- Orbital Shipyard
- Tundra Pioneer Logistics Module
- MKS 'Tundra' Assembly Plant
- MKS 'Tundra' Mobile Workshop (2.5m)
In VAB, before start, I fill them full of all resources and engeners. After launch of the mission in window "Workshops" i see string "No operation workshops" (screenshot https://imgur.com/cOmT9mJ). What am I doing wrong?
There's a reason the Orbital Shipyard and Mobile Launch Platform aren't visible unless you dig for them, and that's because they were stripped of their functionality (which was with ExtraPlanetary Launchpads) and depreciated years ago. The shells of the parts are only around for compatibility.
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8 hours ago, Jedilucas said:
I'm new to most of this but I took a look in his source code and did a little bit of testing, and it looks like all that the .dll file does is add asterisks to the end of the report names so that the game actually randomly picks one instead of always taking the first one. I tested it by going into the .cfg and adding asterisks onto the end of all of one type of report (crew report from the launchpad) and removed the plugin, and it correctly randomly chose a report, otherwise you always get the same one. I'm going to work on writing a quick program that will go through and add asterisks to all the lines across all the .cfg files and I'd be happy to share. (Btw this would make it 100% compatible with any KSP version as long as the biome location names don't change)
Edit: Looks like my janky MATLAB script worked Just tested a few different scenarios and all of them were giving different custom science messages, with no need for the plugin or anything but ModuleManager! Seeing as how giving you all this change would basically mean uploading the entire mod minus a few parts, I'm not 100% sure if I'm allowed to post it, but here's the fixed mod, plug and play!
I presume you are using Linux or some other UNIX-like system, because the config structure is now a wall of horror
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13 hours ago, Dr. Jet said:
You did not understand the question. Also you are wrong about "cannot". Abovementioned Ship Manifest was the most obvious answer, but I found another one already. Portrait Stats adds a button to start stock crew transfer from ANY part that holds the kerbal to the connnected parts (with hatches).
Oh, you mean between the parts on the same vessel? Any part that has crew in it will have a button in its rightclick UI to initiate crew transfer to another part, mod or not, though you've got to find them first.
Not a fan of your tone btw
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4 hours ago, Dr. Jet said:
Silly question... How can I transfer crew to and from Tundra parts (Colonization, Medicine, etc.) without Ship Manifest addon, which is severely bugged in 1.7.x? There are no hatches to click.
You can't. You'd need to transfer them through a part that has one (The Tundra and Ranger series both contain a couple of airlock parts). If you've got kerbals stuck in them for rescue contracts, use RPV:
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17 hours ago, Terwin said:
I have not had any problems playing with both.
Everything MKS seems to show up in the right places in CTT
CTT keeps all the stock tech tree nodes (but changes their display names and moves them around), so even if a mod doesn't have CTT support (which MKS does) the parts would still show up in the tech tree just fine.
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It's now been two months since the mod was apparently handed over - is @TriggeredSnake going to be making a new thread?
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5 minutes ago, tsaven said:
JEEBUS FUDGE HE UPDATED THE THREAD TITLE
My God. I never thought the day would come. Prepare your asses, because anything could happen now.
Spoiler -
7 hours ago, Jagzeplin said:
what does the "governor" do on the kerbitat living module?
Governor sliders will just reduce the activity of the module. So the kerbitat governor slider will reduce how many kerbal-months it provides (or the hab multiplier or recycle percentage, if you have that set up) while reducing its EC consumption e.g. if you don't have enough EC production to support it running at full capacity.
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5 minutes ago, DStaal said:
First off, you need more battery storage for catch-up, which is done in six-hour chunks. That won't be needed for just watching it in place however.
Resource catchup doesn't simulate EC for simplicity's sake.
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Just now, Paadwyn said:
Ok, I think I understand... it would go through 6 hours worth of mining, basically, then dump half of the contents of the storage (If it was full). With the most efficient process having 12 hours worth of storage so none is wasted.
Too big of a storage and it will take too many 6 hour chunks to fill it up.
Too small of storage and you're wasting resources.
Yep, you got it. With a large storage you still don't lose anything, it's just a lot of unused space (though production will ramp up significantly later so you'll need a large amount of slack).
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Just now, Paadwyn said:
So then it's best to have a large amount of storage or you will need to go back sooner to let it empty?
No. If you'd left it alone for a long time and had sufficient (i.e. over 12h) worth of storage for its production, then in each 6h-long catchup chunk it would add 6h worth of production to its storage, shunt enough of that off to PL to empty down to half full and then move onto the next 6h-long chunk. Repeat until caught up. In essence, catchup is processed as though you had visited every 6h.
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4 minutes ago, Paadwyn said:
1. The catchup will perform, filling the container up to 100, then dump half to the planetary warehouse. Anything mined past that point would be lost. Storage would only be at 50 units.
2. The catchup will perform, calculating how much would have been mined over that year and dump it all to the planetary warehouse minus 50 units (half the volume of the storage). Storage would be at 950 units.
Neither, but closest to 1. Catchup (vanilla mechanic btw) is processed in 6h chunks, so you'd need 12h worth of storage.
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21 hours ago, 123nick said:
also, on the github wiki, theres a dead link:
<schnip>
the hyperlink i mouse over leads too a "sorry, we could not find the item you are trying too view" page.That link refers to something in the old thread, which was lost a couple of years ago in the 2017 Mod Thread Disaster. I'll see if I can have a dig in the Wayback Machine for it (no promises).
EDIT: WB only goes six pages in. Whatever RD said, it's long gone.
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1 hour ago, techgamer16 said:
Hello, does this mod work with the latest version of KSP, or do I have to downgrade to 1.3? Thanks.
See the post right above you.
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On 3/16/2019 at 5:59 PM, Captain Planet said:
Curved would be amazing! Thank you for sharing this and packaging it up for easy installation.
I've added two curved versions of the letter decal (one for writing each way along the curved surface), and an additional set of textures for the rotated version to the download.
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1 minute ago, DoktorKrogg said:
We'll likely start a new thread for this (if that gives you any hint as to how big the "big changes" are )
Will we finally get to see the Atlas parts?
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5 minutes ago, armegeddon said:
I'm building a base, have a 3.75 Agriculture Support Module, an Inflatable Ware house which can store hydrates and water. I set one of the ASM bays for Hydrates, and when I try to start the bay it says "Water full"???? The Inflatable warehouse is 2 connections away and it cannot find it?
This is longstanding bug with KAS connectors - they can't transfer water. Nobody knows why, but this is on KAS' end.
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12 hours ago, DoktorKrogg said:
There is a spreadsheet floating around somewhere that is setup to be a balance calculator for USI-compatible parts (sorry I don't know the link off the top of my head... it might be linked in the wiki or on the forums somewhere though).
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2 minutes ago, dlrk said:
No, machinery and C-Sup is an MKS thing.
Habitation is a USI-LS thing, and the HHSC hab functionality is added by USI-LS.
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17 hours ago, dlrk said:
EDIT: It looks some parts consume machinery, others colony supplies, etc. Is this explained anywhere? I'm trying to write a compatibility CFG for SSPXR. Also, is the default hitchhiker pod being given a multiplier, but not consumption deliberate?
This is the MKS thread - I assume this is about USI-LS? Inflatable habitation parts consume Machinery, fixed ones do not (quite why this is so I've never been certain). Colonisation modules and medbays consume C-Sup, as they work differently to standard habitation parts.
[1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
in KSP1 Mod Releases
Posted
I spent quite a while tracking down and fixing this issue myself today, and on removing the "el", the part appears and functions perfectly normally as it always has done. I don't understand why this change was made, since it doesn't seem to serve a purpose and has no changelog entry in either the folder or the git. Was it intentionally disabled (weird way to do it, and for an unknown reason?), some new syntax that didn't work (exclusively done on this part?) or was it just an error (but being the only edit to the file?) that somehow made it all the way to release and wasn't spotted for over a year (I assume the issue the person from a couple of pages back had with being unable to find the fan was this). Maybe RD could shed some light on this oddity?