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About Kardea

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  1. Well, for what it's worth, I sincerely hope that it turns out to be easy-ish to port your current work into KSP2. BDB is, hands-down, my favorite (and, frankly, most indispensable) mod. I definitely agree that, at least from the trailers, KSP2 seems to look pretty sci-fi focused, but if you ask me, that's all the more reason to introduce a '50s-'90s section of the tree!
  2. Hi. This is a heads up about your issue on TS..

    You need to reach the maintainers of ContractPacks/AnomalySurveyor and Mk2Expansion to check that two erros preventing the creation of the MM ConfigCache. Without the ConfigCache, I'm on the dark and unable to start looking for the problems on TS.

    Fixing these two errors will also make your KSP load faster, as it will be able to use the cache. :)

    (click on the link on the top line for details).



  3. That file doesn't appear anywhere in my GameData folder. I've got: ModuleManager.4.0.2.dll ModuleManager.Physics ModuleManager.TechTree ModuleManagerLicense.md MMREADME.md That's all... No hidden files, either.
  4. Here's a link to the log file: https://drive.google.com/file/d/1NcNxLEMDfrh-r8hleIQr8FtauuEM3pSq/view?usp=sharing I'm a bit of a dunce and don't quite understand what you mean by the Module Manager 'config cache...'
  5. Just patched up and got 3 Fatal errors: [TweakScale] WARNING: **FATAL** Found a showstopper problem on bluedog.CXA.APAS.A.L04F (CADS 0.9375m Docking Port (Active)). [LOG 18:26:21.651] [TweakScale] ERROR: **FATAL** Part bluedog.CXA.APAS.A.L04F (CADS 0.9375m Docking Port (Active)) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). [LOG 18:26:21.651] [TweakScale] WARNING: **FATAL** Found a showstopper problem on bluedog.CXA.APAS.P (CADS 0.9375m Docking System (Passive)). [LOG 18:26:21.651] [TweakScale] ERROR:
  6. So... basically stock Infernal Robotics and stock Surface Experiment Pack? Heck yeah! Solid content, Squad. Bringing popular/loved mods into the 'official' fold (and adding new content to them...) is 100% what I want to see in future DLC. (stock AVP/EVE/Scatterer and stock Outer Planets Mod/Kopernicus in the future, maybe..? And maybe just pay @CobaltWolf some $$$ and straight-up add his BDB parts? They're practically essential at this point.)
  7. Further complication/contradicting good news? I did a second mock test on the ground with the same ports and it worked completely normally. So... now I really don't know what's causing the issue with the two craft in question... Parts used were all Tantares and BDB.
  8. Ah, but that's just it, you see... extending or retracting the probe has no effect. There's no 'magnetic' effect, no docking occurring, extending/retracting the probe seems to have no effect at all (it just pushes a collision-less probe through the target docking port with no mechanical result)... It's like the ports aren't recognized as docking ports at all (except that the right-click context menu definitely still indicates that the game correctly "thinks" it's a docking port). Edit: I should probably clarify: no 'soft' docking is happening at all, either. The probe has no colli
  9. I'm having an issue and am hoping someone might be able to point out where I'm going wrong: I've got two craft in orbit, trying to dock. They're using T-ML1 and T-ML2 docking ports (the small male and female early Tantares ports), respectively. I've got 'em lined up perfect and should be docking without any issue. Yes, the probe is extended on the male port. And yet, no matter how many attempts are made at any speed or angle, docking isn't occurring. Is this a bug or am I doing something incorrectly? Stock docking ports work just fine... Halp! Here's a picture for reference. The two craft
  10. Has anyone else had an issue with getting SAS to work? For some reason, the Belle TRU probe core, which states it has SAS capability (and certainly did last time I used it...) suddenly has no SAS capability on a new saved career campaign. Same with the Obelix probe core, as well. Anyone have an idea of a cause? EDIT: stock probe cores and even other BDB cores like the Sienno and even the humble Narly work just fine...
  11. Nice! Glad to see the work continues. I checked the page out and one thing I noticed is that specific part names are missing... is that going to be added in? I hate to sound like a cretin, but it was very convenient to be be able to look over and go, "Oh, Viklun 1600 tank next, gotcha..." and whatnot.
  12. Hey, @CobaltWolf... Any plans for an updated BDB Manual .pdf anytime soon? It's really nifty as a quick-reference!
  13. #premiumcontent Edit: what launchpad are you using? I'm guessing a Baikonur equivalent?
  14. I admit I'm a bit confused... I'm playing the game on bone stock (system scaling-wise.. I'm using Outer Planets, too) and BDB rockets seem pretty balanced against the normal system... The earliest rockets (Viklun, Etoh, etc) seem to have exactly the DV you'd expect for early low-Earth-orbit rockets... ~4-5K DV, depending on the rocket. 2.5x scale would mean they wouldn't even make it to orbit. Am I missing something?
  15. Is anyone else getting errors when they try to launch from Kerbin Side airports? Yes, I know that you don't use the "normal" launchpad selection, but rather KCT requires that you select the launchsite/runway directly through the KCT interface, and that works absolutely fine for the game's built-in alternate launch sites such as Woomerang and Dessert. However, for open, active Kerbin Side bases such as Cottonmouth, Kojave Sands, and the like, they show as selectable through KCT's UI, but when you attempt to launch, the game hangs for a bit, then flickers and kicks you back to the main KSC scree
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