Jump to content

Atlas Gaming

Members
  • Posts

    265
  • Joined

  • Last visited

Everything posted by Atlas Gaming

  1. With all due appreciation for maintaining the mods... this mod is listed as compatible with ANY version not as 1.7.x in CKAN version. Had it not been listed as compatible I'd have not mentioned on here that it isn't with 1.8 .
  2. CKAN showing 1.8 compatibility for USI is a bit of a misnomer since the dependency of Firespitter is definitely broken with 1.8. So till that is fixed all USI mods are no go.
  3. GT seems to work fine in 1.8... any chance of updating the CKAN file to reflect this.
  4. I can confirm that the HLA mod has a bug with 1.8. There is a purple square on top of any rocket with the mod running. You have to click on the mod button a couple of times to get rid of the square. My guess is some initialization with the new unity engine.
  5. I can confirm Tracking Station Evolved does not work with 1.8... It appears to work, but you can no longer double click a ship to jump to it.
  6. I have the same problem but don't have planet shine installed. What else can cause that?
  7. I can validate that KAS and KIS both make the game stall during load. Hopefully minor recompile issues for you
  8. Hey quick question. I see the cargo beds labeled as expandable, but in game I do not see a right click option to expand anything... what am I missing? DO I need to expand before it's built?
  9. Hello - love the mod! thanks! Only strange thing I'm seeing is that the K&K Flexible Corridor ports will only connect with other identical ports but not with normal K&K Docking-Ports. This seems to be backwards of what the descriptions says. I'm running the laterst version of KPBS 2.3.7.1.5 This is ok for me if intended. I use this in combination with MKS, but did spend some time not understanding why it wasn't working the way it should have until I tried connecting 2 corridors together. Or is this a bug with MKS? or am I doing something wrong?
  10. I figured it out... the screwdrivers were going into a different building KIS storage when I had them entering a building that didn't have built in storage, but was connected to another that did have storage. This is using Kerbalism buildings. So nothing disappeared, was just put in a place I didn't look for a long time. EDIT: USI MKS not Kerbalism
  11. Second for B9... Interstellar is buggy and no longer running it.
  12. I apologize if this bug has been discussed, I couldn't find it in search so posting. I noticed that if I have a electric screwdriver on a kerbal used to attach parts then pit them inside a hab, and then leave the area (do another launch usually) when I come back to use the kerbal, the electric screwdriver is gone. I though it was a fluke, but tried it a few more times and realized that this happens every time. It doesn't go into their inventory in the module, it just disappears. My solution was to bring 20 electric screwdrivers up to the moon hab to be sure I always had one, but this seems like a bug not a feature??? FYI my only testing has been on buildings or vehicles from USI Kerbalism... but I can test it on other vehicles if no one else is having this problem.
  13. Has anyone gotten this to work other than the author? I've now spent about 20 hours trying to get fairly easy to control ships which I can fly manually hovering to fly using the mod. It does not crash of anything, but it either takes 15min to fly to a destination I can get to in 3 min manually or it just sits there and hover and never leaves. It keeps checking landing spots, keeps gaining altitude to levels totally unnecessary. I love the idea, but rather than a time saver it seems to be an interesting test. Anyone done a useful automatic flight with this? Got any suggestions what's going on on my tests?
  14. Nope... game just froze with this mob being the only difference and comm net off.
  15. Yes CommNet is installed... never had a problem with both working till about a month ago. Have had this mod uninstalled for 4 days now and no crashes on science. It's getting app unresponsive so guessing some kind of look or out of bounds error. I'll try it again with removed con requirements. Will let you know. BTW thanks for all your mods!
  16. Science Relay is making the game 1.7.9 freeze when doing science experiments. I've used the mod for a long time and love it, but lately I have noticed multiple game freezes - resulting in a crash since the game never becomes responsive and needs to be closed - and have removed all the science related mods. I've added them back one by one until the problem came back. Removing Science Relay got me a 9 hours of play without a freeze. Only other science related mods currently installed are DMagic Orbital Science, Science Lab Info (and 6 crew), Crowd Sourced Science, [x] Science! Continued and Extended information about scientific experiments. Adding Science Relay back in will freeze the game randomly when I do a science. It does not happen every time, but does for sure within 30 minutes. So it may freeze the first time I do science or the 10th time I do science. But never a game longer than 30 min without a crash. Yesterday with the mod disabled, 9 hours of play. Ideas?
  17. I followed the instructions and added the exception lines in KJR config. I can confirm that it does NOT work and makes the Dock part start rotating and fall out of its attachment. <?xml version="1.0" encoding="UTF-8"?> -<config> <bool name="reinforceAttachNodes">1</bool> <bool name="multiPartAttachNodeReinforcement">1</bool> <bool name="reinforceDecouplersFurther">1</bool> <bool name="reinforceLaunchClampsFurther">1</bool> <bool name="clampJointHasInfiniteStrength">1</bool> <bool name="useVolumeNotArea">1</bool> <bool name="debug">0</bool> <float name="angularDriveSpring">5e12</float> <float name="angularDriveDamper">25</float> <float name="angularMaxForceFactor">-1</float> <float name="decouplerAndClampJointStrength">-1</float> <float name="breakForceMultiplier">1</float> <float name="breakTorqueMultiplier">1</float> <float name="breakStrengthPerArea">1500</float> <float name="breakTorquePerMOI">6000</float> <float name="massForAdjustment">0.01</float> <float name="upperMassForLockedJoint">0</float> <string name="exemptPartType0">MuMechToggle</string> <string name="exemptPartType1">MuMechServo</string> <string name="exemptModuleType0">WingManipulator</string> <string name="exemptModuleType1">SingleGroupMan</string> <string name="exemptModuleType2">KerbalEVA</string> <string name="exemptModuleType3">MuMechToggle</string> <string name="exemptModuleType4">ModuleKerbetrotterHitch</string> <string name="exemptModuleType5">ModuleGrappleNode</string> <string name="exemptModuleType6">ModuleDockRotate</string> <string name="decouplerStiffeningExtensionType0">ModuleEngines</string> <string name="decouplerStiffeningExtensionType1">ModuleEnginesFX</string> <string name="decouplerStiffeningExtensionType2">ModuleHybridEngine</string> <string name="decouplerStiffeningExtensionType3">ModuleHybridEngines</string> <string name="decouplerStiffeningExtensionType4">ModuleEngineConfigs</string> <string name="adecouplerStiffeningExtensionType5">ModuleDecouple</string> <string name="adecouplerStiffeningExtensionType6">ModuleAnchoredDecoupler</string> <string name="adecouplerStiffeningExtensionType7">ProceduralFairingBase</string> <float name="stiffeningExtensionMassRatioThreshold">5</float> </config>
  18. Why do all my parachutes now have a cartoon cat? Any way to get rid of that without uninstalling the mod?
  19. Are you sure about this? *** ) DockRotate can be compatible with Kerbal Joint Reinforcement: I had to remove KJR because it broke DockRotate just a week ago. The same truss which was in the video I did above just broke apart with KJR installed.
  20. Sweet! Looking forward to kOS control once they release the patch that makes kOS not work with wind tunnel. Meanwhile... can I suggest a smaller size version (-1) of the motors. For some operations they seem too big vs. real world. Here is an example of unfolding solar arms in orbit. It works fine, but motors are a bit too large - even the smallest ones. Speed is minimal to keep it from shaking. BTW I just got Infernal robotics 3.x to work on 1.7, and while they have more parts, this is a MUCH better motor mod that handles time warp and acceleration.
  21. I love ampyear and it has saved my ass quite a few times! So this is not a support thing, but rather a feature request. The first thing is a minor tweak... I would love to NOT see a modal dialog box pop up when out of power. The problem is that since it's not just text in the main window, nothing on the rocket (i.e. solar panels or caps) can be clicked until OK is clicked on the dialog. This wastes precious time when the need to make changes on the rocket is precious. If that message was on the main window w/o a popup it would be much better IMHO. At the very least having a pref or config file setting to disable it would be great! Secondly, I have seen a bunch of my satellites run out of power with solar not deployed. I initially thought that ampyear would deploy solar panels when it got down to 20%, but have since realized it does not do that. I would be very cool to have an option in settings to autodeploy solar when level 1 2 or 3 gets triggered. If all I had to do was to a satellite that was showing no coms and as soon as I switched to it solar would pop out, then I could go back right away to doing other things. Again great mod, one of the most useful, but these 2 things would make it even better!
  22. I've written mods for 3 games in the last 10 years... I know very well how frustrating it is for both users and devs during that transition which happens when the game code is updated and breaks some mods. For my part I kept the game file, upgraded, and lost 80% of my satellites/rockets/habitats which I'm assuming is a case of 'bad solar flare activity' Most of my stuff had the real shutes on it... all of those vehicles got deleted. But now the space program has gotten back on its feet and with some luck, all the kerbals will be recovered with new vehicles. The only sad part is the 500 days of transit lost to distant planets as a result of this catastrophe. Still, we can't' plan for everything - sometimes the universe aka STEAM throws us a curveball and we just have to run with it. Cheers guys!
×
×
  • Create New...