Tonka Crash

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About Tonka Crash

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    Spacecraft Engineer

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  • Location Land of Oz
  • Interests Aerospace engineer with 30 years experience in flight test and aircraft simulation.

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  1. Tonka Crash

    [1.4] Kerbal Attachment System (KAS) v0.6.4

    @infinite_monkey Not that I know of.
  2. Tonka Crash

    [1.4] Kerbal Attachment System (KAS) v0.6.4

    @IgorZ I figured it was safe since they weren't there when I started using KAS 1.0. I just prefer patching instead of editing mods directly, so the next time I update my patch file should automatically deal with any changes I've done instead of needing to remember to go fix the update. Another way to remove the parts and not just hide them would be to include the following in a patch file. -PART[KAS_*]:FINAL
  3. Tonka Crash

    [1.4] Kerbal Attachment System (KAS) v0.6.4

    @Wyzard Good point, I haven't added entry cost yet to a game. Honestly, I'm still relatively new to Kerbal at 6 months and my current save is the first one that's gone longer than a month.
  4. Tonka Crash

    [1.4] Kerbal Attachment System (KAS) v0.6.4

    @Brigadier With KAS 1.0 the old parts are named Legacy - PartName in the editor, so it's pretty easy to tell which ones are new vs old. This is KAS only, so KIS parts like containers and screwdrivers are not affected. Pre-release versions are available at It's not completely bug free, but it's been fairly stable and IgorZ is fixing bugs relatively quickly. I started my current game with KAS 1.0 sometime in July, without 0.6.4 KAS before @IgorZ added the legacy parts in his 1.0 releases. I would have been harsher and not included them at all in the 1.0 releases. Knowing IgorZ had stated the legacy parts were going away I didn't want them in my game at all. My workaround was to hide all the legacy parts with a patch. @PART[KAS_*]:FINAL // KAS_* matches legacy parts. KAS.* matches new parts. { %category = none // hides it in editor %TechHidden = True // hides it in tech tree %tags = // hides it in Comunity Category Kit }
  5. Sad to see the tanks go away. I downloaded 1.5 and looked around before going back to playing my 1.4.5 while I wait on some mod updates. I looked at the new tanks and really prefer the Porkjet models to the rather plain cylinders in the new update.
  6. Tonka Crash

    [1.5] LinuxGuruGamers Mod Updates and Prioritization

    I'd start with Click Through Blocker, Toolbar Controller and Blizzy's Toolbar since many other mods rely on these. Beyond that, do you have any data on the number of downloads on each mod? I'd look at the most popular and work my way down the list.
  7. Tonka Crash

    [1.4+] Kerbal Inventory System (KIS) v1.14

    @IgorZ I'm on the receiving end of bug reports at work for a 30 year old code base. I know how it goes. I don't count on bugs getting fixed at all as I realize the mods are done by volunteers on their free time. It's the way it is, no reason get emotional about it. Most of my "Tests" are just figuring out where the limits are, so I can figure out how to work around them. I'll report bugs when I see them, but keep on playing my game. I look at it as an additional challenge to accomplish what I want on my schedule rather than waiting for bug fixes.
  8. Tonka Crash

    [1.4+] Kerbal Inventory System (KIS) v1.14

    @IgorZ I went back and tested on a stripped install and the problem is there as well. Squad, SquadExpansion and KIS are the only folders in the GameData directory.
  9. Tonka Crash

    [1.4+] Kerbal Inventory System (KIS) v1.14 It was added at 1.4.1, I don't know if that makes it a Making History DLC exclusive part or if it's in the base game. I sent you a Patreon payment to buy it if you don't have it. I do have Tweak Scale installed, but that changes all dimensions, not just the length. One quirk with these parts are they are hollow and the attachment nodes can be attached to from both inside and outside. Kind of like a payload bay without opening doors. I use them to give a more streamlined look while covering batteries, monopropellant tanks, etc. In the case I ran into I was using them to build a pipe to give me a fuel pickup point closer to my landing area to get around the problem I was have with KAS not finding distributed resources. Below I have four of them connected running to the to highlight tank. primarily with KPBS 6-way junctions Every connection is node to node from the tank to the girder where the RTS-1 is attached and the RTS-1 works to transfer fuel into the ship in the foreground. I'd first sent a lander with a bunch of parts to assemble it onsite with KIS, found out I couldn't and then hyperedited the pipe and fuel distribution manifold as a unit and bumped up the single Kerbal weight and distance limits to place it.
  10. Tonka Crash

    [1.4+] Kerbal Inventory System (KIS) v1.14

    @IgorZ I think I have found a KIS bug. I searched this thread for "tube" and didn't get hits, so maybe no one else has seen this. KIS does not seem to recognize the correct length of stock structural tubes. It treats all tubes as the shortest length. In the picture I'm trying to connect two tubes of the longest length end-to-end. Cycling through the nodes using R does not get the tubes connected end to end just different amounts of overlap. Shortest length tubes have no problem, all longer length tubes seem to be recognized as the short length. I only checked shortest, 2nd shortest and longest tubes. I tried a connecting a couple other parts to the end of the tube and none of them worked. They all wanted to connect as if the tube were the shortest length.
  11. Tonka Crash

    I skydived a few days ago!

    I did a few static line jumps. One of the coolest aspects was when you stepped out into the breeze you grabbed the wing strut and worked your way up to the wing. You feel like Superman flying through the air before you let go. The place I went encouraged learning. After 2 jumps they started training how to pack chutes. Getting ready for jump 3 an instructor walked me through packing. Before jump 4, I packed the chute with an instructor observing. He missed that I had the chute wrapped around the riser. I got a full canopy, but the lines were tangled around the riser so I had very little control. They had trained us a full canopy was better than gambling on the reserve, so I rode it out. As I got near the ground the wind blew me way into a cornfield next to the landing zone. Landing was hard as I couldn't really flare with the tangled lines. I landed butt first and moving fast to slide about 20 feet through corn stalks. As I I was laying there trying to figure out if anything was broken I saw the guy out of the plane behind me riding down on his reserve chute. I was able to walk it off and drag the chute back to the hangar. I left, went to a bar and drank the pain away. By the next morning it looked like I had an eggplant growing out of the back of my leg from my knee to my ass.
  12. Tonka Crash

    Food & recyclers

    @Allglad Lifesupport systems are not part of the stock game, so there will be no information related to greenhouses and recyclers in the stock game. You need to search for life support mods and part mods supporting those life support mods. There is a lot of information on the forum about them. @sumghai posted two of about a dozen life support mods that deal with lifesupport. Some parts packs have greenhouses and recyclers like KPBS have greenhouse and recycler parts to support TAC-LS and USI-LS
  13. I guess I've been tripped up with the KAS Transfer GUI because it's the first mod that I've run across that does respect this. It would be nice to have a config file setting to change this, but your mod, your rules. Half the fun of KSP is problem solving, it's just the constraints you have to work with aren't always what you expect. It's my first time using these parts and I rushed a supply drop to the base for testing, so I'll admit I didn't read the descriptions. The pylons are confusing because the JS-1 is used by multiple parts, the socket on the pylon looks like a JS-1, but not all parts that connect to a JS-1 connect to the pylon.
  14. Tonka Crash

    [1.4] KOOSE mini reentry pod aka escape pod

    I did a CKAN update earlier tonight and it seems fine.
  15. First a simple bug. The new ground pylons with integrated port are not recognized as valid connectors for the TJ-1 TJ-2 when they probably should be. Second fuel only seems to flow in only one direction with the RTS-1 or Telescopic joints in docked mode. Same base as last night with the same lander and RTS-1 connection. The only way I could get the Transfer GUI for the RTS-1 attached to the lander to see the fuel in the tank at the left was to have the bases of the Telescopic Joints or the RTS-1 to the left (tank or upstream) and JS-1 to the right (lander or downstream) of each connection. This worked for either RTS-1 or TJ-1 TJ-2 in docked mode. For electricity, USI-LS supplies and ore it doesn't seem to matter if the connections are docked or undocked or which orientation they have. I also had to disconnect the KPBS flex tube for the parallel KAS connection to function. I could reconnected the flex tub and KAS continued to work until I reloaded the base. I also turned off the Obey Crossfeed Rules and restarted with really no change in behavior that I could see.