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Tangle

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Everything posted by Tangle

  1. It seems distinctly unlikely that Nertea will touch this mod again, but I agree that such features as "hilariously compact centrifuges" and "those claw-like parts except they're robotic parts" would be cool.
  2. Is it at all possible to make new Breaking Ground rocks/I-know-they-aren't-scatters-but/whatever they are? I haven't seen anything suggesting it's possible, but I also haven't seen any explicit denials.
  3. As I understand it, the Making History titan rocket engines have not been revamped for Restock yet (who knows if that'll ever happen) and those two engines- the Bobcat and the Cheetah- only have waterfall configs available here.
  4. I know nothing I do will stop "keplace kvery knitial ketter kith khe ketter "K"", but I need to make my statement that THIS IS A BRIDGE TOO FAR.
  5. Tangle

    E.M.U.V

    So what you're saying is we need to invent a laser lift mod and then attach five tons of ice for the lasers to ablate!
  6. Yeah, it's understandable but sometimes annoying that LinuxGuruGamer doesn't bundle dependencies. :shrug:
  7. This appears to have solved the problem!! Thank you so much for coping with my whole thing.
  8. There are adapters between each size provided, but none with integrated docking ports.
  9. Unfortunately, my KSPCommunityFixes install has that setting set to "true"- So I must assume the problem arises elsewhere.
  10. You don't need to delete anything, but note that VSR and Restock are not compatible- if you want both, you'll want to tell one or the other to not replace stock parts (so the other can replace them instead).
  11. Like, just... don't use maneuver nodes? Because that doesn't work- the game still crashes even if the maneuver is done without a node. Right, apologies. I can't tell what combination of my various mods might cause it (I was hoping someone would just know what TransferSimple is and whether it's from a mod or stock and whether it might actually be the cause of my problem), so I'll post a screenshot of my modlist in the hopes that it's obvious what the hell TransferSimple is from. "DesertSite", "LevanaSuits", and "StationPartsModification" are my own personal mods, which only modify some parts and create a KerbalKonstructs launch site. I apologize for not having a more easily parseable mods folder- frankly, I'm more willing to abandon going to this trojan than to puzzle out all of this excrement. I discovered this issue in a different install, with a different modload; unfortunately I'm not actually sure what mods were installed in that one. In the Whirligig World planet pack, there is a moon named Kerbmun; there's a config setting built-in that allows one to start on this moon. It has a co-orbital trojan called Troymin, which is likely to be one's first target when venturing beyond Kerbmun. If one escapes to an orbit around Mesbin that will efficiently get one to Troymin- that is, one that closely resembles the orbit of both moons- once they leave Kerbmun's sphere of influence (or else if they make a maneuver that changes the orbit into this dangerous orbit), the game will proceed normally for ~3 seconds before freezing- time will not progress and the game will not respond, but music and engine sounds will play. Here are the logs- note that TransferSimple only occurs at the very end of the log, making me suspect it's not a routine thing. https://sostrata.neocities.org/Player.txt
  12. I've been having a recurring problem regarding transfer between trojans, where below a certain orbital period (in this case 1 day 14 hours) the game gets mad and permanently freezes, requiring a force restart of the game. To narrow down this issue I've been looking at the KSP logs, which in both cases include a line regarding something called TransferSimple immediately before the crash (so fast that it isn't logged in the other logs). As follows is the most recent one: "[TransferSimple]: startdV:1644.10367810635 enddV:1744.10367810635 initialClosestApproach 4619879337.44145 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)" Do you think this is related to my problem, and if so what does it mean?
  13. ...What about it? This mod has no relation to Kerbal Konstructs, but if I understand correctly should function well with it except for when switching homeworlds.
  14. They're a little heavier than their original counterparts, probably explainable as reinforcement against the shock of parachutes opening.
  15. There should be an option or editing grass color in the ctrl-K menu. I suggest changing the preset to something different and then picking grass color, which tends to get a good color for me.
  16. The compact 1.25m port has a diameter of 0.9375 metres, but can also dock to 1.25m clamp-o-trons. If you're willing to replace all the related ports with those, it's a perfect docking system for that diameter.
  17. There is a restock waterfall effects mod: https://github.com/post-kerbin-mining-corporation/WaterfallRestock
  18. Yeah, I think the 5 metre docking port is in Near Future Launch Vehicles and there's also another in Near Future Construction for trusses.
  19. I believe these exist in Restock+, which if I don't miss my guess this mod is intended as something of a supplement to.
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