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Everything posted by Kardea

  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. 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.
  3. 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...'
  4. 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: **FATAL** Part bluedog.CXA.APAS.P (CADS 0.9375m Docking System (Passive)) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). and then later [LOG 18:26:21.850] [TweakScale] WARNING: **FATAL** Found a showstopper problem on M2X.Endcap (Mk2 Airlock Adapter Endcap). [LOG 18:26:21.850] [TweakScale] ERROR: **FATAL** Part M2X.Endcap (Mk2 Airlock Adapter Endcap) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). One mod affected is obviously Blue Dog Design Bureau, but I don't know what the Mk2 Airlock Adapter Endcap is from... Any idea on a fix? Thanks!
  5. 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.)
  6. 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.
  7. 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 collision physics at all. I'm just bumping the 'bases' of the two parts together at this point with no docking effect, soft or hard.
  8. 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 aren't docked, despite (clearly) being close enough and at a clean approach.
  9. 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...
  10. 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.
  11. Hey, @CobaltWolf... Any plans for an updated BDB Manual .pdf anytime soon? It's really nifty as a quick-reference!
  12. #premiumcontent Edit: what launchpad are you using? I'm guessing a Baikonur equivalent?
  13. 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?
  14. 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 screen with the duplicate-toolbar-button bug that we've seen before. Anyone else encountered this?
  15. I searched the thread for it and couldn't find anything, so I'll post a question: does anyone have 'build instructions' for Hokulani/Skylab? I mean, you can piece together a lot of it from the preview picture on the first page of the thread (plus using pictures of actual Skylab), but easy-to-use instructions would be great. The BDB Manual that the main thread post links to has great instructions for a lot of the BDB craft, but it's outdated at this point (doesn't include Hokulani and quite a few part names have changed, such as Muo becoming Bossart, etc). Thanks in advance!
  16. I noticed that Constellation was claiming the maximum antenna power for each of my satellites was 5K. I removed the mod and lo and behold... the expected ranges all matched up.
  17. @Jso, @JoE Smash, @WuphonsReach So, that guy in the other thread was me, actually. I discovered what the issue was: Antenna Helper was correctly calculating the comms distance, even with the Sienna core's twin-antennae setup. The culprit? The CommNet Constellation mod. For some reason, Constellation wasn't/isn't seeing the second, much larger internal antennae in the Sienna (or any other Bluedog probe core with a built-in antenna).
  18. Hokay, so... Maybe one of you guys have dealt with this issue: all of my satellites are showing a 5k Combined Comm power, no matter what kind of antenna they have on them, and my max range for the CommNet is definitely calculating at a measly 5K.... If I remove the Constellation mod? The problem goes away and ranges all calculate correctly. Anyone know what's going on? EDIT: Alright, I think I've figured out the issue. I'm using a couple of cores from the popular Blue Dog Design Bureau mod. These cores have the standard 5K antenna that everything control part has, but they also have built-in deployable antennae as well. The problem appears to be that Constellation doesn't recognize the deployable antennas, only the 5K one, so, seeing as Constellation overrides the normal antenna behavior, the built-in antennae are simply not functioning. Removing the mod returns everything to it's normal, expected function. Any chance we could add this to the list of things to patch, if that's a feasible fix?
  19. Hey, all... I'm hoping one of you folks might be able to help me with a critical issue that may or may center around this mod. Either there's a bug somewhere or I'm a complete imbecil, so here goes: I'm playing a career mode game and am in the early stages. I've just upgraded my Tracking Station to Level 2, and thus with it comes the 50G DSN base range. I launched a probe into high Kerbin orbit. This probe is the "Sienno" probe core from the Blue Dog Bureau mod. This core has a base antenna power of 62.5K As such, my maximum range from the CommNet to my probe should be the square root of 50,000,000,000 x 62,500, in meters, which is 55,901,699m, which should allow me to easily go to the Mun with massive range to spare. However, when I launched the probe, I completely lose connectivity to the CommNet at around 12,000,000m (and thus lose all control of my probe). For the record, I have remembered to extend the antenna on my probe. So, seeing as something appeared to be up, I went ahead and Cheated a second probe into a far higher orbit. This probe has a 505K antenna, yet, as you can see in the attached screenshot, I *should* be at 46% signal strength from where I am in orbit, and yet the little stock CommNet indicator is showing only a 10% signal strength. If I go much further out, I'll lose probe control, even though I should be able to nearly double my distance from where I am in the screenshot. Is there a bug occurring here or am I doing something utterly wrong? EDIT: I should add that Antenna Helper is calculating the max ranges correctly... a 505k antenna should have a max range of 158,902,485m (with a level 2 Tracking Station) and that's exactly what the mod shows... it's just definitely not what's actually happening...
  20. EDIT: the take spare part button is still there, but only for the Dangit Repair Bay, and only if you're standing 6 inches in front of it. Like... literally 6 inches. Take Spare Part still isn't an option for either the truck cab or the aircraft cockpit, both of which have 10 spare parts available, no matter how close I stand. I *was* able to get the repair option for the aileron to show, but only if I'm physically standing on top of the aileron. The other issues still stand. So I'm having a two-part issue that I'm hoping I can possibly get some resolution for: 1) My "take spare part" button has disappeared, so... kind of critical to the function of this mod. 2) I have an aircraft (the one pictured) that I launched using Kerbal Construction Time. It experienced an aileron failure in flight, at which point i successfully landed it. I then recovered it via KCT (with Scrapyard enabled, on the chance that matters). I then launched the aircraft again at a different runway at a later date. The aileron failure immediately shows back up (no problem there... kinda cool that it was persistant), so I dispatched a repair truck with a Dangit Repair Bay to fix it. Well, I get there and... right-clicking the part doesn't show any "drown in WD40" option like it normally does. You can see in the pic that there's no Dangit-related buttons at all... What's weird is that there aren't any Dangit buttons for *any* part... except for the airplane's cockpit, which still shows a lone "Perform Maintainance" button. All inspects, Take Parts, etc, are all gone. Any help would be greatly appreciated. Output Log found here: https://drive.google.com/open?id=1svsgw9e8B4kv4sZKZpDVSabItfiLsqxK Screenshot here:
  21. @AdmiralTigerclaw So I made it out to Loui's little 'ole island last night. Loved it! Haha. Was not expecting that, but it's a perfect touch. KSP needs more little additions like that. Makes the world feel much more 'lived-in.' Edit: You may also already be aware, but directly spawning there (rather than flying in) spawns you about 350 meters in the air, for a quick and lethal plummet back to the runway. Just an FYI. Haha.
  22. "Loui's"? EDIT: Tropical Floatplane. Got it. I'll check 'er out now.
  23. Hey, @Eskandare... Is Supply and Demand going to include air cargo contracts? Or are you focusing on ground freight contracts/capabilities for the most part? I ask because I was thinking about writing a contract pack for cargo moves between locations on Kerbin (probably using you and @AdmiralTigerclaw's nifty new airports!). If you've already got something that covers this in the works, though, let me know 'cause I don't want to spend time writing redundant contracts. Thanks! EDIT: I re-read the mod description and noticed you do mention airborne/rocketborne freight, so... yeah. I'm guessing a contract pack would be redundant?
  24. FWIW, you can see from the screenshots that this guy has the exact same issue I'm posting about with the textures...
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