lunaris69

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About lunaris69

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  1. ok, testing the same mod loadout with your other release, the alternis kerbol rekerjiggered, scansat works in that one, so its just this one for some reason
  2. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at SCANsat.SCAN_Data.SCANdata.get_Anomalies () [0x00000] in <filename unknown>:0 at SCANsat.SCAN_Unity.SCAN_UI_BigMap.mouseOverInfo (Double lon, Double lat) [0x00000] in <filename unknown>:0 at SCANsat.SCAN_Unity.SCAN_UI_BigMap.MapInfo (Vector2 mapPos) [0x00000] in <filename unknown>:0 at SCANsat.Unity.Unity.SCAN_BigMap.Update () [0x00000] in <filename unknown>:0 is this not compatible with SCANsat? i've never seen this error before
  3. so, i found an interesting bug with the drills, the maximum cooling on the larger drills is far less than they need at 100k, at that level only a single separator can be activated at once. coupled with having a higher energy needed for the same amount of extraction as a smaller drill, its completely better in every way to ignore all larger drills and just use multiple small ones
  4. i feel it should be pointed out again, the scout landing module workshop is completely redundant, as the scout cannot have a worker added to it anyway so the workshop inside it cannot be used ever
  5. i just realized, theres no habitat section for the malemute, or a kis section. the long storage tank model seems like it could serve for both, or maybe the geology lab. comparing size, one should have more room than the uks multihub on the karibou
  6. i remember when i was manually updating all the extractors to work with the latest update there were a few things that were also broken that werent based on those two, but i cant remember which now. its been a while since it came out and i didn't expect it to be long before it was fixed properly so i didn't make a list
  7. on an unrelated note, why do the base cradles all cost 20700? thats around the price of a tundra medical bay
  8. i think that local logistics requires vessels to be landed
  9. i actually posted about that issue over in the asteroid recycling thread, i made patches for all the usi mods and have just been playing like that. i was debating posting those here, but i suppose if theres a patch being released tomorrow there wouldn't be much point.
  10. so i've patched what i can of this mod to 1.6, unfortunately it seems like the fuel hatches have something wrong with them related to the fuel switch, so seems like using this mod properly will have to wait for an update, heres the separators though, i got them working https://www.dropbox.com/sh/j7rkfnfbb35zkpw/AACcmajwQb-jqsmkprNxX18ra?dl=0
  11. press alt + f12, go into the cheats submenu and set their orbit to kerbin
  12. i bet you could use the water tank model to store every dry resource in the usi kolonization mod. it looks fairly close to what they use in that mod after all, and it would make these real useful as mini freighters
  13. has the ModuleResourceHarvester_USI module changed? i'm trying to patch the other usi mods up but karbonite has some modules that aren't present in any mks parts. in particular the atmospheric and exospheric collectors https://github.com/BobPalmer/Karbonite/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/Karbonite/Parts/KA_ParticleCollector_250_01.cfg like that one. they seem like they might have changed to USI_Harvester, but in the karbonite mod the drills have USI_Harvester and the ones that arent drills use ModuleResourceHarvester_USI
  14. OH! jesus thank you for that, i was wondering why i kept getting these annoying "grab component" or rescue part contracts instead of the free kerbals i was wanting
  15. this is my favorite rover, by far. its the neatest looking, and just the right size that i can make all kinds of crazy things with them while still being able to transport them to the site. i do with they werent so far up the tech tree though