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Posts posted by Tybot
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This is my first playthrough with DR installed, and has been working fine up until I've run into this scenario. I have a capsule returning from munar orbit with a 2.5m heat shield, with enough ablator to make it through the worst of reentry but runs out before landing (400/800). The very moment the Ablator resource hits zero the game crashes. I reloaded and tried again with the same result. Hadn't run my ablator dry in this save before now so hadn't been an issue. Can't find any example of this happening to anyone else. Link to player.log
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I'm hazarding a guess in thinking he's more asking about how the last few weeks have gone, since it was shortly after the latest Constellation build a couple months ago when he streamed last. Hasn't been a lot of radio traffic lately.
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21 minutes ago, protoz said:
How is everyone connecting bases? Is it still through KAS + MKS-Flexotubes? or is there a better alternative?
The best way is to not connect them at all. With proper storage resources will transfer short distances to where they are needed automatically. Helps to prevent attracting the kraken.
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2 hours ago, RoverDude said:
MKS is a gameplay mod. KPBS is a parts mod. So KPBS gives you a different form factor for MKS bases, but the other way around is like comparing ham and hamsters.
Forbidden sandwich?
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1 hour ago, Mossconfig said:
Could we get a building that sells stuff automatically? Funds for reasources? Might be cheaty, but what in this game isn't?
Take that money, and turn it into a payload that gets you those resources. That's how you turn money into resources. Resource chains are kind of the whole point of the mod, so if you're looking for ways to bypass it, then you have to ask yourself if the mod is really for you.
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Das "DVTWR" Kerbin
EJ "154" Kerbin <--- Always wearing sunglasses -
9 hours ago, fragtzack said:
Yeah, expecting JNSQ career mode to be able to be played without extreme rocket designs is asking too much.
Let us assume for a moment that you being the only one with a major problem is not a clear indicator of where main issue lies. You do know that mission payouts, science returns, and reputation gains are all adjustable from within your career save settings if you think you're not getting enough of anything, right?
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Today is a very good day.
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An interesting bug that if I remember right has existed for quite some time but just hit me again. If I edit a recovered vessel but add zero or remove some build points as to give a negative number, such as only filling the fuel tanks or removing cargo from a bay, instead of adding those edits to the build list it simply deletes the vessel entirely. I'm guessing KCT isn't a fan of a vessel having negative build points, and BP calculations are relative to the state the vessel was recovered in. A quick fix may be adding a minimum BP to any edit, chalk it up to cost of hoisting it up in the VAB.
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1 hour ago, dlrk said:
I'm also using SVE and getting a black sky and water. What's recommended to be used with Scatterer now?
I'm taking the approach of just sticking with the last version of Scatterer until SVE is updated.
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53 minutes ago, Atmoz said:
I upgrade (v0.0540) scatterer with ckan, and now all my sky & ocean is black on ksp 1.6.1
Are you by chance using Stock Visual Enhancements? I'm getting the same thing on my end but it's likely if you're using a graphics enhancement mod that uses Scatterer it they need to update things on their end to incorporate the new version.
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Just submitted a bug report about the Illuminators lights always being on while the light textures always being off:
https://github.com/PorktoberRevolution/ReStocked/issues/522But would like to confirm if anyone else sees the same issues in case it's just me.
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3 hours ago, fsbd190504 said:
That is a feature that can be adjusted in difficulty setting.
SONOFA... Of course he hides it in "Editor Settings" and not "Filter Extensions"... That both wasted a bunch of my time trying to get around this and saved me from wasting a ton more. Much appreciated.
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17 hours ago, fsbd190504 said:
This mod fixes the problem for me
I tried using that to get around the issue. Unfortunately it has the issue of not displaying parts that have not been purchased, and I've not seen any way around that. I'd be trading one issue for another.
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On 2/26/2019 at 11:08 PM, fsbd190504 said:
Bug report:
With this mod installed, if I select [Filter by Cross-Section Profile] in VAB, I can no longer switch to other parts category before re-entering the VAB. This happens even if I install only this mod and ModuleManager.
Confirmed. Just did an exhaustive mod search to determine what was the issue, and it was RPM. Both full mod and core version seem to have the issue.
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Sorry, the above "/s" and emote was intended to denote sarcasm. Believe me, you made it clear enough.
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Whoohoo! linuxgurugamer does it again!
Quick question, what release is this and is this safe to use with my current save without backup? /s
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3 hours ago, SmarterThanMe said:
A month since westamastaflash's last post on the forum, 3 months since the last update.. I think he's probably too committed to real life stuff to get work done here
I'm unfortunately inclined to agree.
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I had tried the experimental version but ran into the bug where reselecting the VAB queue shows an empty window. Tried to revert to the stable version but I'm still getting the same bug. Has anyone else run into this, and is there a solution to at least get it back to where it was?
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On 1/6/2019 at 11:13 PM, Skyrunner84 said:
I have been playing a heavily moded career in 1.5 with no issues that i have noticed. Can you give me some stuff to look out for?
I was using the experimental build for 1.5, which I thought (apparently erroneously) would be more functional than the 1.4 build was, even if i was incomplete. I guess I could have stuck with the stable release.
7 hours ago, DC said:Can anyone else using KCT with 1.4.5 or above successfully use 'Recover Active Vessel' ?
That has been hit or miss for a while, something hopefully high on the todo list to overhaul since being taken over by westamastaflash.
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It does not fully work for 1.5 yet, so 1.6 is still a ways off.
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Thanks for the update. Been waiting patiently with quiet anticipation.
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On 10/27/2018 at 8:50 AM, RoverDude said:
Wiki is community editable And yeah, a drill's output can be distributed between multiple converters, but the total is constant.
You are welcome!
Yeah, I think I misunderstood the original question, still thinking in terms of cooling rather than throughput. Thought there was some hidden mechanic I wasn't aware of.
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23 hours ago, Baladain said:
This is how the drills are designed. You can run a single drill converter at max load, or you can run multiple converters at reduced efficiency.
Is there documentation that states this? Does not appear on the wiki in any case.
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
in KSP1 Mod Releases
Posted
@Starwaster Interesting, ok. Thanks for looking into it, appreciate it.