Kaa253

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About Kaa253

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    Sr. Spacecraft Engineer

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  • Location Australia

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  1. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    First I am going to say that I don't really know the answer to your question! I have not yet got around to playing with realism overhaul. However, if I was to give it a try I would go to the Github releases page from the OP and then grab the last version of MKS for your KSP version. For KSP 1.3.1 that looks like MKS v0.53.2.0 or else for KSP 1.3.0 I would try MKS v0.52.2.0.
  2. Kaa253

    [1.5] Kerbal Star Systems [v0.8.2] August 18, 2018

    I am just now updating to version 8.2 from 8.0 and I am re-reading your list of known issues. I think you should add that under Linux with Making History installed you will get a locked out and useless game main menu (I have uninstalled MH until hopefully at some point this issue is fixed).
  3. I am building up the Series A (i.e. Soyuz) and I find that the RD-108A configured with the RD-108 mount seems to be fixed at diameter 1.4375 m. Is that how it should be? Using top 3:4 Short on the centre tank does come very close to standard 1.875 m. I don't see the old Soyuz style nose option for tanks so I presume they are deprecated now.
  4. Kaa253

    [1.5] Kerbal Star Systems [v0.8.2] August 18, 2018

    I have come to the same conclusion. It might be time already to start a new save
  5. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    My experience also so, (a) use the logistics to build a village of small disconnected bases (as designed) and/or (b) use the welding docking ports to construct a single base without any KIS/KAS (You want the Konstruction! mod for this)
  6. Alright. It seems likely there is a conflict of some sort with the GPP planet pack or one of its dependencies. GPP is currently not supported to be run on KSP 1.4.5 so I must apologise sincerely for bothering you and wasting your valuable time. Thanks as always for your help and all your wonderful mods.
  7. @linuxgurugamer Biting the bullet. I have started with a clean stock and I am adding mods back in progressively. Almost everything is back in and as usual the bug has gone away somewhere. Still investigating. I appreciate you need a log file but at the same time I hate to waste your time by submitting an effectively useless log file.
  8. @linuxgurugamer. Sorry about the delay... life. I built a 3 stage rocket with stock parts only all of the 1.25 form factor. (But the game is modded). Stage 1. RC-001S Remote Guidance Unit + FL-T800 tank + Swivel + 4 winglets Stage 2. RC-001S Remote Guidance Unit + FL-T400 tank + Swivel Stage 3. RC-001S Remote Guidance Unit (root) + inline stabilizer + FL-T200 tank + Terrier + Nose Cone Added to each and every stage 2X Z100 batteries and one 16-S antenna. Stages linked by 2X TD-12 decouplers = 26 parts. After several test launches, If I launch without any launch clamp then FMRS works perfectly as expected for both the 2 staging events. If I use any launch clamp/s whatever attached to any stage/position then the "FormatException: Unknown char: F" seems to be occurring every time at the first staging event and it does not recover functionality at the second staging event.
  9. I have been getting the FormatException: Unknown char: F NRE a lot on the first staging. Finding steps to reproduce has been very elusive and frustrating! I need to sleep just now so I can't do anymore testing today but I am under the hopefully not misguided impression at the moment that it occurs for vessels launched with the aid of launch clamps but goes away when launch clamps are not used. Linux KSP v1.4.5 all latest versions of FMRS, click through blocker, toolbar and toolbar controller. I had it in KSP 1.4.3 as well.
  10. Has the option to have action groups always available in career been removed from the advanced settings in version 1.4.5 or maybe 1.4.4? I can actually find it in my game save file but not in the settings tab.
  11. Hi @Nayah-, I have it too. I think probably everyone does. Thanks for reporting it and it looks to me that you are the first to report it here so that's great! I know I always feel reassured when I know I am not the only person whose KSP is bugged in some way. Everybody note: From the Kopernicus thread... The pink, purple, etc., Gael has been seen by the GPP/GEP devs. Please be patient, they are working on it already.
  12. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    You need to deploy the drills in the VAB before you can change the resource on them for free in the VAB.
  13. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    @NoahArnold Once before that happened to me. I edited my save file to delete the record of completed "expired"? TRANSFER entries under "name = ScenarioOrbitalLogistics". Not really knowing what I was doing but somehow it worked. Be careful, i.e. keep a backup copy of your save file/s in case of complete file corruption and because I still don't know what this is doing, good luck!
  14. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    Is this still the correct forum topic to ask Karbonite questions? Does anyone know what the right click context menu slider option on the Torch drives' called "Torch Throttle (0%)" is used for (if anything)?
  15. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    @adgriff2 I am no expert but I will give you my best guess answers to your questions. Perhaps someone else will be able to be a bit more definitive in answering you? Q1. I think the wiki should be saying that ScienceSkill is only a bonus for Crushers and Smelters when they are configured specifically as an efficiency module (i.e. [Smelter] & [Crusher] modes) for use only in assisting a more advanced Crusher/Smelter/s. When they are actually crushing or smelting some resource then it doesn't apply and you need an Engineer (or - not sure now - maybe a Technician?). Q2. I think habitation and efficiency parts work disconnected but not crew skill bonuses. I love the idea however and have long time wished for it. I tend to build small science outposts rather than big efforts at Kolonization. The mod is really aimed at big crews with lots of skills mix available (and more kerbal offspring on the way). Q3. I am guessing a bug but it likely is not an MKS bug. I am going crazy at the moment with a bug that causes a bizarre switching of the local biome identity whenever I reload a save or switch out and back to something outside simulation range, as you describe. Upon loading my Duna base it reports being in the highlands, lowlands, midlands all in very rapid succession until finally it recognises that it is really in the polar region and settles. What?!?! Meanwhile most of my drills seem to be deciding the resource is not present in some biomes or not landed or something and they stop . - I am fairly sure its not MKS and before someone says it, the WorldStabilizer mod doesn't help.