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Everything posted by PolecatEZ

  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.
  16. I take it back. The bug returned even with KAS out, it just took longer to pop up in a building session. I'm doing a full mod strip to see if its a stock problem. Updates: Fully stripped the game to pure stock, could not get the bug to trigger. I have 2 more suspects on my list, Dmagic and B9 Part Switcher, also fresh game vs updated save from 1.4.5 to 1.5.1 Update 2: Dmagic eliminated as a cause. Its safe. Ditto for KAS and KIS. B9 Part Switcher will be fun to test. Update 3: Took out B9 part switcher, but it removed all the fuel from my stock tanks. In hunting down the cause for that, I found and eliminated the CryoTanks folder that came from various Nertea mods. Put B9 switcher back in. I can no longer reproduce the bug. I also can no longer switch fuels on the stock tanks, but that's not something I ever really used anyways. I'll keep testing to see if its just that config script or the .dll that's the problem. Update 4: Conclusion CryoTanksFuelTankSwitcher.cfg was the source of my own issues, located in the Cryotanks/Patches folder Its not bad per se, but it basically causes B9 Part Switcher to conflict with Squad's Stock color switcher. I assume anything that overrides Squad stock parts by messing with their fuel may also cause this kind of issue, even if you're not using Cryotanks or Cryoengines from NFT or FFT packs. Since taking out that patch, I've been hitting the VAB pretty hard for about an hour and haven't seen the bug reproduced. All other mods are in and working just fine.
  17. This works just fine in 1.4.5 and 1.5.1. YMMV.
  18. I came here looking for answers to the exact same issue. My mods list is about 20% as long as yours, so it may help to narrow things down. I got: Near Future Everything B9PartSwitch DeployableEngines Mk4 KIS KAS-1.0 Beta10 TextureReplacer Kopernicus Galileo Planets Universal Storage II Dmagic Science Scansat EVE Station Parts Redux MKS with USI and Ground Construction ASET MechJeb2 Kerbal Atomics Astrogator Final Frontier KSTS I can't see anything on my own list that would mess with that find of functionality. KAS maybe...I'll remove it and see what happens. ---- Removed KAS and everything works peachy now. Update 2: Did even more testing. KAS again, for sure, is broken. However, no issue is reported I could find on his Github or his thread. It may be an interaction with another mod, but I couldn't figure out which without breaking my game entirely. The only conflicting mod I know could be MKS that uses the same logic for its strut tubes, but that's not on your list. Short term answer is no more KAS.
  19. You can also just delete the offending part config out of the Gamedata folder.
  20. I found just pairing them with a nuclear reactor and scaling the power output to maximum burn works pretty well for a compact probe. I'm not sure how well this scales up for manned ships though. The issue I run into is that the larger gas tanks for these are pretty far up the tech tree, so I end up spamming the little ones to have enough dV to get anywhere good.
  21. I did figure out how to make Kerbin and Gael a binary system finally - got my answer reading sciency stuff actually, and it basically merges everything else into one nice system...oh well I tried GPP as secondary, but the contract system got stuck wanting my 3rd step in the space program to mine ore on Iota and explore Ciro...at my current tech level it was a 1000 year trip. So I got the idea to move things a little closer, and then realized without some heavy re-arrangement it would get too crowded.
  22. I'll work on it tonight, I got a little side-tracked trying to turn Kerbin-Gael into a binary planetary system. It works, but it basically screws up Kerbin's reference points when you actually launch from there, so I think I'll need to dig into Kopernicus a little deeper for a fix. Shelfing it for now. Add-ons planned for the MKS patch: - Tethering added to cradles and command pods. Just one tether needs to be somewhere in the whole colony, so it doesn't need spammed on everything. - Pioneering function added to all command pods. (Kolony Rewards check) - Logistics control function added to larger command pods (Orbital Logistics). - Empty Machinery/Material Kit resources added where appropriate - Aquaculture will get advanced function for making organics/fertilizer. - Switch between Hab and Living Space function on Kerbitat pods. - I'm balancing based on ball-parking between mass and kerbal crew count. The above will get Kolonies "mid-level functional". If I can figure out how to tack on decal transforms, I can patch in variants for the parts that have appropriate external labeling and full functions for other pods - workshop, medical center, etc. It might require building an entire part file for each though, which is beyond the scope of patching. ------ Proceeding with the conversion. Slapped together 2 parts made from the 3.75 that should replicate the functions of the missing Assembler/Refinery combo. Was going to make the Eclair into an inflatable workshop using Ranger Inflatable values, and discovered the Ranger Workshop was completely OP compared to anything else...so no production for him! Mwahaha. Everything else is done, I'm just doing a balance pass right now and then I'll upload the final version to the Git. If Nertea wants to do some cool models (we discussed transform labels on existing ones also) instead of my hack jobs, that would be a bonus. Current Patch notes for MKS Compatibility (in testing): Aquaculture Unit has Advanced Agroponics Unit functionality - Everything in it requires Farmers (Fish Farmers!) 4 Configurable fish tanks allow it to produce food from Fertilizer and Dirt/Water or Substrate/Water Or produce Organics from Dirt or Substrate Or simply be nice to look at (adds to hab timer) Greenhouse Units have a Composter that increases Aquaculture's efficiency. Requires Biologists. Smaller inflatable rings have composting toilets. Everybody poops better in artificial gravity. The Asylum, Pilgrim, and Mercury have MedBay function - Eats colony supplies at a rapid rate to cure "Tourists", Medics very useful there. The Hostel and Mercury have long term colony functions - Eats ColonySupplies to push back hab timers over the whole colony. Airlocks now let your Engineers or Mechanics perform automatic maintenance if you assign them to it. Ground Tethers lock your base solidly in place on the ground. You only need to click it once for the whole colony. Command Modules can now check for Kolony Rewards and participate in Logistics. Quartermasters helpful. Modules contribute to Kolony rewards and efficiency percentages as appropriate. Two extra parts fill in the gaps for the production chain (Deluxe Refinery and Assembly Plant), you must use the smelters and refineries for other tasks. These are fused together hack jobs and hopefully we can get some better models in the far future. Smaller inflatables got a workshop efficiency module. Highly recommend bringing one because default converter values suck. * You will need to use the MKS processors, drills, and Ranger packs (the side mounts) for some things - fuel, fertilizer, and dirt sifting. * You should not have any need for Pioneer, Tundra, or Caribou basic parts. * Please use Near Future Atomic/Nuclear/Solar/Heat stuff for power distribution needs. From Previous version * Inflatables and Deployables use MaterialKits and (unlike MKS parts) can be deployed internally by anyone. * Station cores can distribute power and resources * Several parts have training academy functionality
  23. I got a whole laundry list of MKS things I added to that patch. Varying degree of colony controls for the command pods and the tether system. Tomorrow I'm going to take a crack at giving the aquaculture pod some MKS function also...that one might be more complicated. I'm trying to figure out a way to eliminate using the Tundra and Pioneer modules entirely and just use the parts from this pack, at least for the station parts.
  24. Did about 10 rescue contracts in the last few hours, so far nobody has popped in with an MKS pod of any kind.
  25. Made a copy of my save to test. It simply won't load any planets you added on and any bases on any planet/moon at all will be poofed. I had a ship in orbit of Kerbin that was fine, but my Mun base was toast.