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Posts posted by Darkherring
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On 10/31/2021 at 10:46 PM, VCamProbe said:
How do I disable the "A producer of (Oxygen, Co2, EC, ETC) Has incoherent behavior unload vessel before time warping) I have it set up to where kerbalism should only be working for science because I have Tac-LS installed. Before I had Kerbalism running the life support but I couldn't time warp anywhere because of this damn message stopping me from going past 1000
You don't disable it as it can cause bugs. Either stop using this certain part (which seem to be not supported) or unload vessel before warping.
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@Spraki go to scatterer window and press "rebuild oceans"
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On 8/30/2021 at 8:52 AM, Lach_01298 said:
Is there anyway to use other resources for radiation shielding other than shielding or is it hardcoded with the shielding resource. Also is there anyway to change the effectiveness and or the amount of shielding? I'm trying to make a long duration mission and it seems the max without active shielding in interplanetary space is 6y 367d, so I'm wondering if I can extend that with the configs somehow.
You can adjust shielding efficiency in the difficulty settings.
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I would also love to know if it is safe to update from release to master. I have quite a late-game career and I wouldn't like to crash it.
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On 8/18/2021 at 5:41 AM, New Horizons said:
What is your best strategy to reach Moho orbit? DeltaVee requirements seem huge.
Here is how I have done it:
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@visssius AFAIK it's not a bug. If a pod doesn't have a scrubber, it will not scrub. Kebralism doesn't care about the suits when inside of a pod.
@cosmickalamity MKS support is not planned. -
It seems that there is a small error in the Freezer/Heater config for Kerbalism:
name__ = Upgrade-Slots
techRequired__ = electronics
slots = 0
it makes the part have no slots. When I have changed to slots = 2 it finally showed me the options to configure -
17 hours ago, stargazer1235 said:
Yep....
Is it the latest version? (3.14)
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1 hour ago, draqsko said:
The other issue I observed was the Rendezvous window disappearing after selecting a body that I technically didn't have orbital information for but could still select from the list
I'm experiencing the same problem, and I don't have Research Bodies installed.
Here's the log: https://we.tl/t-4q4jQofVfw -
2 minutes ago, Caerfinon said:
Better to use a mode like MKS or Simple Logistics that allows transfer of resources between vessels that are close together. Connecting up large bases with KAS, or just plain docking ports, more often than not invites the Kraken for a visit.
Sure, but I don't think it works for habitats with Kerbalism
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Hi, is there any way to prevent my base to dismember itself during connection?
Video:
Kerbal Space Program 2021.05.27 - 18.54.56.16 (streamable.com) -
16 hours ago, king of nowhere said:
i tried disabling the pressure controllers, but the nitrogen is still lost as soon as i reactivate it again, even days later. and i'm pretty sure i lose much more than 5 days of leaks
That is expected. You need to use N2 to replenish the loss of pressure after EVA. Just pack more nitrogen.
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8 hours ago, DJTales said:
Hey guys, I've seen this question asked before but it doesn't look like there is an answer to it.
I just bought the HDD upgrade from Electronics but I don't see any increase in any of my probe cores. Is this normal? I really want to increase the HDD size on my Mariner and Ranger probes from Bluedog Design.
I think BDB probes lack config. Try dropping this one into GameData. I got this config some time ago, but I'm not sure it works with latest version of BDB
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Unfortunately, I still have issues with Kerbalism and RR. I'm unable to choose proper processes in Convert-O-Trons
Here is my LOG if needed: https://we.tl/t-hrikVwu69T
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6 hours ago, KSPNoob said:
I'm not running real plume, at least I don't see it in my folder. Only engine effect mod I have is Smokescreen and Nerteas Waterfall mod.
Or maybe that was a Waterfall issue. Still, the solution stands
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On 2/11/2021 at 8:29 PM, KSPNoob said:
I used to have this problem, too. It was connected with double Real Plume configs. IIRC, solution was to delete one of the configs.
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On 2/10/2021 at 4:41 PM, Ollz said:
So No Sustainable Crewed Stations?
(Also I Tried to Edit the first Post and add the Quote, but accidentally made a new post. Sorry! )Currently you can replenish all the resources, but there will be a problem with food, as greenhouses are terrible, and you would need tons of them to support a couple of kerbals.
But you could just ship 10 years worth of food and forget about it for some time. -
18 hours ago, H0FF1 said:
My Solar Panels on my Satellites always break after fairing deploy. it seems like the SLIGHTEST touch of the fairing against the Solar Panel breaks it. Its really annoying. Is this on purpose? it seems like a bug to be honest.
also in the "Failures" tab the solar panels are shown green. but when i click on them they're "broken".
Any way to fix this?
That's not really Kerbalism fault.
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21 minutes ago, Mr Betelgeuse said:
Thank you so much for this. This actually has solved years of me not understanding what these engines are supposed to be.
Last question, but does this mean I need to get the CryoTanks mod from Nerta as well?
Yep, that is the easiest way.
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There seem to be some problems with latest Rational Resources. I can't make it work with Kerbalism. It seems that something is off.
The processes are missing their definitions in the GUI
The drill options also look strange
I'm also getting bunch of errors:
EXC 11:33:19.562] NullReferenceException: Object reference not set to an instance of an object
KERBALISM.ProcessController.Update () (at <e418deadff324a4a92c68478f3c43f5c>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
Here is the log -
23 hours ago, jlcarneiro said:
Thanks for your effort!
On another note, what are those two buttons near the communication button? Those with what seems to be a pulse sign...
It's from Kerbalism
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1 hour ago, Nertea said:
What KSP version are you using (and the most recent version of the mod, I assume)?
KSP 1.11
CryoEngines 1.2.0
Here is the log
I'm using also Decoupler Shroud mod, which might be messing with shrouds, but I'm getting the same problem when engine is covered by procedural interstage.
EDIT:
After uninstalling Decoupler Shroud issue persists -
16 hours ago, Captain Sierra said:
This sounds on the surface like B9PartSwitch isn't working correctly. Do you have an up-to-date version for your install?
I believe so.
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It seems that most of cryo engines spawn with shroud on despite turning it off. Moreover the shroud just keep on the engine after separation, so the rocket looks a bit strange. Is it a known issue? Is there any workaround?
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
in KSP1 Mod Releases
Posted
You can get the later version from GitHub from July 2021.
But still - sadly the development ended