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ski23

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Everything posted by ski23

  1. At most software development companies I’ve worked at, the answer to this is a crap ton of automated tests that ensure new changes don’t break existing features. This means that you have hardly any manual/smoke testing that needs done. Do you not have any automated testing in place? It would probably help avoid a lot of regressions and human time spent testing.
  2. I started a career with the beyond home planet pack. At first all other orbits were invisible but now all orbits are visible even with this mod installed. Do you have any advice of things to try to fix this?
  3. What is the difference between the pulse drills and the Automated pulse drills. I've never been able to tell the difference. EDIT: found it in the wiki. Automated drills dont use the specialist bonus so are better for ships with no crew.
  4. I've now spent 2 days doing nothing but trying to understand beamed power. I've made some progress but I can't understand how relays are supposed to work. I can click link for relay on one transceiver and then the other one has an activate relay button appear. However, this relay does not appear to actually be relaying any power. I've reread the wiki dozens of times and it doesn't make sense why it isn't working. I'm now digging into the interstellar code to try to understand this system since it is so poorly documented. If anyone knows how this works, an explanation would be greatly appreciated.
  5. Is there anywhere I can find good info about beamed power? I've read every tutorial and watched every youtube video I could find but they all appear to be very old and it seems that the whole system has been nerfed. I watch videos of people getting TWRs of 0.5-2+ with the plasma thruster and ATTILA but I've tried with similar power networks and the thrust I'm getting from these is horrendous no matter the fuel type.
  6. Can someone explain how the ablative laser nozzle is supposed to work. I've tried putting lasers directly below it with every different wavelength and it always just says flame-out and does not provide any thrust. Also, there isn't any info about it online or on the wiki.
  7. I has assumed from the description that this was the number of stars that would be *added*. My kerbals are all at least lvl 2 already since MKS lets you hire them at up to lvl 2. If it doesn't work like this then is there some config file I could change to make it like this bc this seems to make more sense imo.
  8. I have an orbital station with a Training Akademy and I have a 5 star pilot, engineer, and scientist onboard as well as 2 star mechanics, and scientists. However, when I click the "Conduct Training" button, absolutely nothing happens. I don't get a dialog box or message or anything and all of the kerbals have the same level. What is going wrong here?
  9. Planetary Logistics with MKS does not seem to be working correctly. As you can see here, I have a logistics module, and a container with more than 50% contents but yet none of the contents are being pulled to the planetary logistics warehouse. Has anyone seen this issue or know of a fix? https://imgur.com/a/2iJrjTC
  10. I provided the logs that you asked for. Do you have any other specific information you'd like. I've given you 100% of the information available to me
  11. I'm not new to the game or the forums but just my first time posting. I'm very familiar with logs and information. I write code for a living. This is why I looked into the logs myself and saw that there was no relavant information. Regardless, here are the logs: https://www.mediafire.com/file/duaqd6tw1grvqow/KSP.log/file
  12. The information I have is that this bug is inconsistent. Sometimes it will occur and I can't narrow down how to reproduce it. Also, when it occurs, if I relaunch my game, after about 20 tries or so it works temporarily until I go to the space center and back to the ship and it is broken again. I combed through the save files to try to look for anything that would lock my kerbals inside but I couldn't find anything. Also, usi is the only mod I have equipped that can effect kerbals not being able to leave the command pods. All my other mods are parts packs or visual mods. There doesn't seem to be any useful information in the ksp log file either.
  13. I'm having issues with usi where it will say that my kerbals cannot eva because my astronaut complex is not upgraded however it is a science mode save so my astronaut complex is max level. Also, i tried lowering all of the life support settings to the minimum and switching back to the flight and it still wont work. Also, I can't create manuever nodes so my vessel is essentially stuck currently and my game is not playable. EDIT: Also, sometimes if I reload the game and load into the save it will let me eva but, if i go to the ksc and go back from the tracking center (have to do to time warp), I can no longer eva again.
  14. https://imgur.com/a/GlKdePe The rings are currently spinning in the screenshot. It has a massive solar array with batteries and RTG's. The 2 spinning rings spin in opposite directions to maintain angular equilibrium. It has a massive fuel storage segment capable of storing 42,480 units liquid fuel + oxidizer. Attached to the fuel segment are 3 quad adapters for expansion in different directions as well as 2 processing labs. The plan is to add an asteroid mining setup so that the tanks will remain full. Then for future interplanetary missions, the interplanetary ship can be launched with no fuel in it and then can be refueled in orbit for a more efficient launch. Launched in 2 launches so far.
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