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CanisLupus518

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Posts posted by CanisLupus518

  1. On 8/29/2020 at 8:00 AM, darthgently said:

    I'm curious if you found any resolution to this.  I, too, only see CKAN presenting an apparent old version and am not sure if this is because CKAN isn't up to speed or if CKAN hasn't deemed the later versions compatible and the git version is 'beta'.  The forum seems fairly quiet

    I installed the 0.4.8 version of the mod using CKAN after temporarily enabling 1.5 compatibility. It seems to work in KSP 1.10.1. Ihave not tested every API, but so far I am able to get orbital telemetry without an issue

  2. On 8/18/2020 at 10:09 PM, Arrowstar said:

    I believe it's ports 8282 through 8295.  Let me know if you have any trouble.

     

    I got it to work, looks like my real problem was that I didn't notice the whitelist file in the mod, so I have it all working, thanks.

    This is a great tool, I am starting to see the power in it, but I'm struggling to bridge the gap between planning a mission (with MA or LVD) and actually executing it. I tried loading up a sample mission in MA (the EveJoolEeloo mission) as I thought it would help me just learn how to execute a planned mission, but I'm not sure how it is possible to launch into the planned initial state with the precision required to keep the rest of the mission on track. I launch into an orbit that seems reasonably similar, but reoptimizing on the new initial state fails. What am I missing? What should be the process\workflow from event to event while actually flying a mission?

  3.  

    On 10/26/2019 at 10:03 AM, Morse said:

    @Boris-Barboris I guess it'll take some time for squad to fix things. In the meantime you can try the quick-and-dirty fix that I just made. Didn't test it though, but it does seem to at least not make things worse :)

    In the archive are both sources and a compiled dll.

    https://drive.google.com/open?id=1urH693pKZDQhiIQn9Gf5VCE0D7QKqSI0

    Where should I put this dll to try it out?

  4. On 8/11/2019 at 9:08 PM, hab136 said:

    If you want to revert to the old way, just remove ":HAS[#moduleID[fuelSwitch]]" from Patches/FuelSwitch.cfg.

    This worked, thank you very much for the reply. I'd rather have the non-resource parts with the pump module than the opposite, so this works out for now. Your effort is definitely appreciated, this is a great mod

  5. I love this mod, and it comes in really handy for large orbital fuel stations. I noticed that the fuel tanks that come with Near Future Construction are not getting the pump\balance ability. I'm hoping this might just be a module config tweak... anyone have any ideas? (I think it's using B9 Part Switch, and not all of the alts have resources) 

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