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Sherrif

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Everything posted by Sherrif

  1. This was my favorite launcher in Orbiter, loved this thing, mostly because it could easily get anything into orbit.
  2. Dude... This is epic I freaking love these, but I got a question... I mean if all my Kerbals have "Kerman" for their last name... What am I supposed to do about the second Buzz Kerman?
  3. That's what it's used for in the code, :HAS[!MODULE[ConnectedLivingSpace]]
  4. DStall if you want to double check the pull request for me before he attempts to merge it, I'd appreciate it. Also I added the :HAS and :NEED statements people like to use, HAS is a mostly pointless addition since we know it doesn't have it, but NEED is probably useful to stop the patch from adding the module to their parts when they don't have CLS installed. my bad on the double post, meant to edit the last post with this.
  5. If you hold off on merging I can commit some changes to make the wheel nodes not allow crew transfers. testing changes now on my end.
  6. I was just sitting on the launch pad now double checking, about to change it back to yours to see if maybe I somehow got it bugged when I tested your config the first time. I had all the parts in a line... One thing I did notice is that it seems odd to be able to move people through the service module, as the wall between the two compartments is a bit thin for Kerbals to be passing through, but it didn't bother me too much. As with the part view they just straight said "Passable: NO" and had no indication that there was functional ports, it had not allowed crew transfers with SM.
  7. I've tested it with and without my changes. I need the 'passable' line for the parts to get the rest of the module to actually activate, otherwise the config does not work. I'd consider following the convention of having the "passable" line with the stock config for CLS, they still use it. I didn't want to replace your work when I found it so I simply added the line to solve the issue that I and other users would likely have with the config. I don't know if it's because of the interaction with Ship Manifest using CLS or not, but I'd consider using the 'passable' line. It works fine with it but doesn't work without it, so perhaps my version of CLS (1.2.1.5) requires the legacy convention. Using the config as I've placed it does not undo any of the work to stop surface attached parts from functioning, But it might allow people to transfer crew through the wheel attachment nodes, unless you make them impassible in the config, so it would undo all the "passable" nodes you created, potentially, however I've never used or seen anybody use that convention so I'm not actually sure. I'm not an expert but a change was needed to make the config work.
  8. I did notice a problem with it when I tested it. Added a pull request for consideration at your convenience, I'm aware that you are trying to control 100 canadarms at the same time. I'd salute you but I think that'd be adding too many arms.
  9. I did some digging into the repo and it seems you have a CLS config in the development branch but it's not committed to the master. Is there an issue with it I'm missing?
  10. Is there any compatibility with connected living space? I'm getting CLS saying "Passable: NO" on all parts without any other CLS information. Crews can still sit in each individual space but cannot move from the airlock to crew cabin or driver's cab. They can only EVA over to the other crew hatches for the parts. I knew the Karibou has CLS support so I assumed this one would work too.
  11. Could there be a way for the meta data to have it as a new separate mod, and rename the other version as *legacy* to stop automatic updates for save breaking updates?
  12. Is it a known issue of the Firespitter landing gears explosively launching you into the air, or does this sound like a mod incompatibility?
  13. It seems almost odd to add the German where they did, it seems like a waste considering much of the log is in English. However I noticed something, the reflection plugin on CKAN appears to be for KSP version 1.0.5 and the RN-SovietRockets plugin is 1.1.2 However, I'm an armchair programmer, the kind nobody likes, so my perspective is usually, rightfully, thrown out the window.
  14. Yeah, he was actually responding to my question there, the Module Manager trick kinda works, though I feel like I'm still sending the command module up with a cracked hull like that, I've never really messed with module manager like that before. Both tricks worked, but ultimately I feel a bit better with your trick (simply deleting TweakScale after letting CKAN install it was like drilling a hole in the hull). For my actual question today, or "just to let you know" Cact-Eye switched hands... again. new thread is Here but I'm not sure if he's updated anything, but he has indeed changed the version numbering.
  15. Not to basically be asking the wrong person, but I'm gonna ask it anyway. Is there any chance that support for researchBodies will exist with these telescopes, I'm just curious as I thought that was a goal at one point of one of the hands on the mod. researchBodies is a really cool system that I've been enjoying, and if it was as simple as dropping the TB-75M telescope module in then I'm sure it could be added without messing with too much of the extra features of either mod, but I think that's the main goal of the compatibility with TST.
  16. Silly question, but maybe I'm not understanding, this utterly replaces all current functionality of Crew Manifest, and having TAC Fuel Balancer is pretty much redundant, or am I mis-reading what the mod is capable of?
  17. You know... I just realized. I've been using this mod so long, I have absolutely no idea what the game is like without it. Without this and FAR I don't consider the game worth launching.
  18. I had a strange issue where I bought the launchpad upgrade with the mod not enabled and it didn't upgrade, when I enabled the mod I found it was under construction with a "NaN" ETA. I'd hand over stuff like Log Details but I'd just see if anybody else has experienced the same issue, otherwise it's probably just an issue with one of the other 100 mods installed, and I can't be arsed to figure it out since some save file editing magic fixed the issue (deleting the under construction bit and upgrading the KCT launchpad to 0.5 and the game save launchpad to 0.5). I'd love to hear if this is a common issue with not enabling the mod and upgrading the launchpad, I just didn't want to waste the "Day 1" of the game by warping through it, kinda wanted the UT to be the launch of the first CommSat. As that is my issue with KCT, you pretty much warp through the first few months of the game not actually doing anything but waiting for the building of the rockets.
  19. I find that alot of developers are incredibly hostile towards CKAN Statements like "Not my job" and the like are pretty negative thinking, considering what CKAN does for these mod devs. You'd figure a dev could work with the CKAN team to at least let them index updates for the mod automatically. On to my actual question, is there a way to remove the dependency of TweakScale from KSPIE? The mod is a mess of bugs and problems and is not actually needed to run the mod.
  20. So can I get an answer on why KSPIE has the buggiest mod as a dependency? I can understand people will put up with the issues Tweakscale causes, but I avidly hate the thing.
  21. Every Time. Why is that? It's a RAM crash too, somebody's got a RAM leak, but THIS mod always is the last module to do anything before it crashes, and It runs out of RAM at 3 Gigs, not 3.6, or 4 like it technically should. I have 8 and plenty free RAM for unity to grab it's 4 Gigs, in fact it could easily grab 6 with plenty of overhead if it was a 64 bit game. An explanation as to why it's always this mod on that last line is all I'm asking for.
  22. I just launched about 800km off the surface and dropped strait down at like 3km/s with landing legs attached to the side of a mk1. The only heat failures that happened was that my parachute opened without me telling it to, but the chute stayed in tact and allowed me to land safely.
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