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Posts posted by lunaris69
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On 6/1/2022 at 10:40 AM, N3N said:
Hey @RoverDude and @DoktorKrogg,
Thanks for your great work!
Sorry for the maybe stupid question, but where can I find a full changelog?I have an ongoing JNSQ (+Kerbalism) game and want to check, if it is save to update.
if you find one id like to know too, ive been searching everywhere but no idea what the deal with all these new parts is. good to know my favorite rover is back though
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wait theres no patches doing that, do these just always use that?
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i think i found what you could call a bee, this appears to convert the engines to use lh2 if the atomic engines mod is installed, but if you have the patch to make those atomic engines use liquid fuel and cut out the lh2 storage it doesnt work with it and still uses lh2
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so, does this mod require system heat now? and i saw that something from near future electrical was removed, but im not clear on what near future electrical ntrs is since theres nothing i can see in the near future electrical mod that might match the contraction ntr. that stuff about having to warm up and cool down and manage propellant and reactor somethings sounds like way too much when i already get overwhelmed trying to make rockets that work
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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
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(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>:0is this not compatible with SCANsat? i've never seen this error before
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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
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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
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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
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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
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on an unrelated note, why do the base cradles all cost 20700? thats around the price of a tundra medical bay
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On 2/9/2019 at 4:19 AM, marauder13 said:
Darkherring, thank you for your reply.
I tried what you suggested with the forced transfer, but all I get when I pulled that up on the Dashboard is "No other vessels, or no crew present." This is incorrect on both counts as the space station has a crew of four and the supply vessel a crew of three. Both vessels were once again approximately 75m apart when I got that message. Nothing has changed since my last attempt just prior to posting.
Oh, I am using the 1.6.1 release of KSP, along with the 1.1.0.0 versions of the USI mods. I knew there was something I forgot to add to the original post.
i think that local logistics requires vessels to be landed
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On 2/10/2019 at 4:30 PM, atomicfury said:
@infinite_monkey and @Jvj, I see the same problem with some of the resource harvesters and converters not working with Karbonite. I poked around in the error logs and found errors showing modules ModuleResourceConverter_USI and ModuleResourceHarvester_USI not found. After looking at MKS, it looks like they were renamed to be USI_Converter and USI_Harvester. I did some editing on the .cfg files to test this and that appears to be the problem. I'm going to report this issue over on GitHub but leaving this here if others have this problem.
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.
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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 -
1 hour ago, Moostic said:
Well, that seemed to solve the problem in the long run, but it seems my two kerbals still insist on staying as tourists. I can't change them back.
Is there some way to directly change them back to their roles via cheats or modifying files or something? Or am I doomed to lose them?press alt + f12, go into the cheats submenu and set their orbit to kerbin
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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
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On 2/6/2019 at 8:54 AM, RoverDude said:
FYI - the changes are actually pretty simple.
Some module names have changed:
ModuleLifeSupportRecycler = USILS_LifeSupportRecyclerSwapOption
ModuleResourceConverter_USI = USI_ConverterSwapOption
ModuleHabitation = USILS_HabitationSwapOptionAnd because everything now uses the swappable converter classes, you need to add three extra part modules as shown below (these defaults are fine for the single-mode converters most mods will have):
MODULE
{
name = USI_SwapController
}
MODULE
{
name = USI_SwappableBay
bayName = Bay 1
moduleIndex = 0
}
MODULE
{
name = USI_Converter
UseSpecialistBonus = false
}If you want to add in multi-module support you can use MKS as an example.
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 collectorslike 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
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5 hours ago, Loren Pechtel said:
Thank you! Last night I got to wondering if I could do it with KAS and avoid researching the claw (once you research it many rescue contracts say to bring back the part the guy is in and I do all my recruiting in low Minmus orbit and don't want to have to haul parts home) and it sounds like that's the answer--much easier than clawing, also.
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
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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
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4 hours ago, Loren Pechtel said:
How do I rescue my Kerbal?
I gave him enough supplies and habitation, the homesick timer expired. He's in a rover on Minmus--while the rover can be controlled (he wasn't driving it in the first place) it has no rockets. The booster that brought it is on Minmus but there's no way to reattach the rover and it has no crew capability. It has the fuel to take off but it can't come home.
Landing a rocket next to him doesn't work, he saw it but that didn't do anything about being homesick. (Hey, you're homesick, that's your ride home, you won't go over to it?!)
If I claw him will he change seats into the vehicle that clawed him? And then from that into something sane to make the return voyage? Do I have to make some sort of insane contraption to bring his whole rover back?
Note that his habitation timer will almost certainly expire before anything else can reach him. He's got plenty of power and plenty to eat, though.
I would like to see a change to habitation and homesickness--higher level Kerbals (this guy is a level 5 scientist) should be more tolerant of the conditions of spaceflight.
use kerbal attacment system, grab some of the legacy connector ports, an electric screw driver and bring an engineer along. land beside it and attach one port to your vessel and another to the craft, then link them. you can now transfer crew between them directly. transfer the guy to the craft, unlink, then head home
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how odd, yeah i was doing a colonization mission on tellumo, spent a year at least there, hmm. never had issues with ciros asteroid belt, maybe thats it, too thick
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OH
poop that would have been fun to find, guess i should have been patient. wait how do i spot them? none showed on my flyby, do i need that sentinel thing? also i never saw any in tellumos rings either
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thats dissapointing. tellumo had such a cool thing that i didnt expect at all, so my hopes were real high for nero having something similar
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ok, so i think i have identified the issue. for some reason most of the usi mods are still using the old module system.
i just checked in the github because i thought it was me, but it really is in there. for instance https://github.com/BobPalmer/Karbonite/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/Karbonite/Parts/KA_Distiller_125_01.cfg
the new system is USI_ConverterSwapOption but whats in there isMODULE { name = ModuleResourceConverter_USI ConverterName = H2O Condenser StartActionName = Start H2O StopActionName = Stop H2O INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6 } INPUT_RESOURCE { ResourceName = Karbonite Ratio = 5 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 1 DumpExcess = false } } i suspect theres similar things throughout, though im not good enough at reading the code to figure out what its supposed to look like. the two that seem to have been updated are life support and mks, everything else is still under the old system
[1.12.x] The Malemute Rover
in KSP1 Mod Releases
Posted
found an issue actually, the malemute wheels seem to have almost no friction. youll see it pretty quick scooting around the base, the wheels spin when you accelerate and slide when you brake, and when you try and climb slopes youll usually wind up sliding back down unless you've scooted up enough of a head to ramp it in one shot
packrat rover wheels work perfect when subbed in for them though