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Tybot

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Posts posted by Tybot

  1. 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

  2. 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.

  3. 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.

  4. 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?

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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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