PolecatEZ

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About PolecatEZ

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    Sr. Spacecraft Engineer

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  1. My load screen is getting hard-locked. Relevant part of the log below: After it hits that point, the game just locks up loading. I'll take KIS out entirely and see what happens, though I think it will bork some saves. Update: Tried to disable certain parts of KIS with the config file and no dice. Took out the entire KIS folder and game loaded just fine.
  2. The cargo/command plane from the Avengers TV series is on tap (forward flipping jet engines on the wings and a pair on the rear), as well as the swivel engine cargo ship from a sci-fi series whose name escapes me (lower rotating on front, higher set rotating in the rear). Then I'll have the nice challenge of a fully functional Dire Wolf from Battletech lore, because DIRE WOLF! 100 tons of stompy box-like death and destruction.
  3. From what I can tell, the center of mass for the wedges are at the snap point node, so there's not much need to balance them as the COM is mostly center mass anyways when you link it to one of the wedge holder thingamajiggers.
  4. Just the ModuleScienceContainer would be good enough, yes, that's what I edited onto the wedge. I guess if you had TarsierSpaceTech you could also add the TSTScienceHardDrive part. Its shows up in my game because of MJ, but that's a bit redundant because the new MJ release has a patch to add it to all command modules. Giving that cool computery part a new (and useful..and sciency) purpose was the idea.
  5. If you're taking requests, any chance to get a piece (or function added to an existing piece) for science collection and storage? I currently edited the control pod to do this and I think it works great. The regular stock science box also wedges nicely into the thing without too much fuss, but the clipping issues can prevent you from changing out other modules. Also, can we disable detection of the "blockages" on the covers? Sometimes it makes sense, but other times it doesn't - such as when I have primary doors locked (and something else stuck to them or nearby) but the secondary doors still refuse to function.
  6. If you use MechJeb for launches and you have KSP set not to clean up your ejected stages, you will get murdered by debris eventually. I've done it twice now where a random piece of debris smashed into a craft during the circularization burn.
  7. The problem started with the latest B9 plugin version. Here's the relevant part of the log:
  8. From what I can figure out, in order to dirty patch it you'd need to dig into the unity build of the part to see the exact transform names. Its throwing those errors for me also, but I started a fresh career with 1.7 so its not effected anything in game (crosses fingers). I was getting almost double the crazy warnings on load (5 fatal patch errors from MM) but with the solar panel update today it went from 5 to just 1 - assuming that's NF Construction.
  9. Is there a master list somewhere so we can at least get an idea which mods 1.7 broke? I've been wanting to get back in after being gone for nearly a year, but I have no idea what actually works on my standard mod list. I've experimented some, but what works and what doesn't seems completely random. There's this culture of "Don't ask, you're pestering the mod makers!" when you're only asking "if" and not "when".
  10. This happened back in 0.9 or so. I had a pretty busy career save I was working on but never bothered to manually click and cancel/destroy all the various ejected stages and other space debris that was piling up. I don't think I knew or used the setting to auto-clean it either. One of my contracts was to build a space station and I decided to send it all up in one go. I managed to build a stock launcher that could push nearly 1200 tons and a station that was just aerodynamic enough to make it to orbit. I hit the apoapsis and was rotating for the circulization burn and then BOOM. Debris everywhere. I thought it was the kraken killing my monstrosity, but I caught an oddly named "destroyed" note in the log. Basically a lottery-winning 1-in-a-billion shot of space junk came out of nowhere and obliterated the station.
  11. Can confirm that the latest dev build is working well under 1.7, I ran an entire Mun landing and return mission using most of the features today, including a romp around with a rover. It did throw an exception error when I did a crash landing and the box got smashed, but it wasn't game breaking.
  12. I dodged that issue entirely by keeping Kerbin as my starting planet and Gael as a different planet. In the Galileo Planet Pack there's a config for this (Gael as secondary, something like this). There's a lot of hard-coding going on with both the GPP mod and the base game that makes it not play well with a handful of other mods, including MechJeb. As a side note, I just kept going and really tweaked the GPP configs to basically merge the GPP planets with the base game. The solar system got a little crowded, but there was always plenty to run around and explore. If you tweak the parameters right, you can make Kerbin and Gael a binary system that revolves around each other in the course of a year. Hint: Offset the Gael orbit by a few fractions of a point and they'll glide around each other in a circle as they orbit Kerbol.
  13. I seem to have that same issue in my stock game with the grapple unit. For some things but not for others, targeting center mass or targeting with the magnet doesn't make it a real target...the game acts like I have no target. Then, suddenly, it does usually randomly.
  14. Latest B9 Partswitch and 1.5 version of Nertea's Cryotanks seems to have fixed everything now also.
  15. Had one of those missions to stay in orbit of the Mun for 118 days. Decided to do it manned with a full load of scientists to get some benefit from it. The orbit was taking forever on because I couldn't get to fast forward it...so I switch to my Munar ground base I was about to empty out. The only kerbals left were a small engineering team that were scheduled to be redeployed after the orbital mission. Long story very short, drills, heat, and the max fast forward button don't mix. The base turned to dust and ash in less than a second, incinerating Bill and 2 whiteshirts. A reload would have back-tracked me a few months. RIP Bill.