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nonono

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Everything posted by nonono

  1. I had been using existing craft and loading saved vehicles that pre-dated patch 1.9 when the ballutes would not work. I recall there being a bug with RealChutes on the 1.9 release where none of the parachutes worked. I have no idea why, but ballutes on my existing and saved craft would not deploy, but other parachutes had no issues. Brand new craft work as expected, and when I loaded a saved craft file I made before patch 1.9, removed the ballute, saved the craft, added the ballute back on again and saved again it behaves as it should.
  2. You're right, my bad, I hardly ever make support requests so I just forgot about the log files. I'm using KSP 1.10.1.2939 https://www.dropbox.com/s/wqffmg91sgus3nd/Player.log?dl=0
  3. With the most recent updates this mod no longer works, the ballutes will not deploy at all.
  4. What parts do I need to make uranium nitride? I can't find it on any of the ISRU reactors.
  5. What ever happened to the fissile material fuel storage? I'm not seeing any way to easily transport UF4 or the other resources used by fission reactors.
  6. The reactors do in my game. I opened my game and filtered by resource and under UF4 it has all the USI nuclear reactors. I also have KSPIE installed so dynamic configuration file on the part of USI I guess?
  7. First I must say the USI group of mods is easily in my top two favorite mod packs. Though, I have to ask, why are there no storage containers for UF4?
  8. I use B9 reconfig made by JadeofMaar which modifies the standard B9 engines, that part it references is the engine I'm using. That said, I think the problem was the Orca command pod from USI... I found out it was erasing my Kerbals from existence when they would EVA from it so I took it out. That somehow fixed the problem and I don't have the faintest idea why it was making the KSPIE parts explode... Autostrut and rigid attach has been a mainstay for me for years, it prevents my computer from getting bogged down and making small wobbles go out of control.
  9. Thanks for offering to take a look https://ufile.io/6c22de1f Parts dependencies are: MechJeb KSPIE, naturally B9 aero HX parts B9 aero HX reconfig (by JadeofMaar) Stockalike station parts USI MKS May also need near future solar I think that covers it... When I get time to poke around at it again I'm going to try to find out if it's the craft, or the MHD that's the issue.
  10. @FreeThinker I understand that looking through a log file might take time to figure out what's going on, and you're volunteering your time to us for this, so please don't take this as me trying to push you to make time just for my issue. I just wanted to ask and see if you might have any thoughts on why my ship is exploding? I saw you liked my previous post in the thread, but didn't respond. So I thought you might still be looking through the log file, or maybe just haven't had time yet?
  11. I've got a really odd problem. One of my ships keeps blowing up when it gets moving over about 200m/s. I'm running a stellerator with an MHD generator on it, with 2GW of cooling using the toolbar popup in the VAB. I swapped out the reactor for a spherical tokamak, still blew up. I then removed the reactor entirely and replaced the propulsion setup with a chemical rocket placeholder that I know 100% won't kraken, and I've discovered that the MHD generator, with no reactor attached, has been the culprit summoning the kraken apparently. Even if I hyper edit the craft into orbit without firing the engines the MHD will explode. KSP log file at the link https://ufile.io/1pk9caeo
  12. I would love to see colony features that are as fully developed and scalable to an extent like in Surviving Mars.
  13. Hey gang, I'm a bit stumped on something with MKS so I'm hoping someone can set me straight. I'm trying to set up an automated mining outpost using a Duna logistics module with some drills and storage set to push to planetary inventory. While I am actively managing the vessel it mines and sends resources to the planetary stores just fine, my issue is I was certain that it was possible to have a vessel mining and sending resources to the planetary stores while in the background. Is there something specific I need to do in order to allow for that to happen?
  14. Ok, thanks, I had gotten mixed up on what wavelength to use. I remember there being a chart that had some information on when to use what wavelength, though I haven't seen it in a very long while. Where is that located?
  15. Thank you, there is now another issue. I'm only getting 100 Watts of received power from a power plant at Woomerang using a 3.75m stellerator maintained by a standard fission reactor transmitting using the large folding array composed of hexagons that I forget the name of. I have four relays using the microwave disco-ball set up at 400km orbit equidistance from each other. Power station was transmitting over a GW. Is this a bug, or just an issue with my setup? I'm aware of atmospheric absorption and attenuation of the beam, which is why I chose X-band (which is least affected, right?)
  16. I just had a microwave receiver glitch out on one of my craft. I set up a relay network with a ground based power station using the X-band, and the craft sitting on the mun connected to the network for about 30 seconds before it glitched out and the receiver switched to Ka-band. Is it possible to manually fix this in the craft config file so I don't have to completely relaunch the mission over a glitch?
  17. I have DMagic orbital science installed in addition to KSPIE, and for some reason the DT magnetometer from KSPIE gets hidden when DMagic orbital science is added. I'm positive it's that mod addition, removing the mod makes it show up again. Any idea what's going on?
  18. Any way to have both the magnetometer boom from this mod and the stock magnetometer both available? The stock magnetometer is used in KSP interstellar to look for antimatter.
  19. I went through and updated all my dependencies and problem has still been going on, error message I get is "MissingMethodException: Void UnityEngine.UI.Togglegroup.setalltogglesoff()" ScanSat has been giving me an error when I try to use any of the buttons at the top of the big map to switch celestial bodies, map types, and resource maps. Gives some kind of unity engine error. https://drive.google.com/open?id=18fX9QsRa4U3gZGLrw0srnph9Ar-nOv1x
  20. Lovely! I'm just coming back to the game after a hiatus after the Kraken struck my save game so I didn't know that was there. I respect the amount of effort it takes to make models, I work with SolidWorks as part of my job and sometimes doing seemingly simple things takes a lot of time. As far as a scoop goes, DMagic has made one that I think could work and fit within the art style with some changes to the texturing. Maybe he would let you use the model?
  21. How about some kind of fusion drive using proton-proton, or possibly proton-helium reactions? Could even have a giant deployable magnetic scoop to collect fuel from the solar wind from Kerbol. It's fairly plausible even with current technology, and could provide a means to refuel without sending obscenely huge tankers into orbit (as Jeb as that is our computers do have limits) or landing on low gravity bodies and risking an encounter with the Kraken. Realistic limits could be put on the fuel scoop like you can't use it inside a planetary magnetosphere, and being slow to fill up and would need a huge collector. Something more suited to an HX sized space station orbiting Kerbol that could act like a fuel depot. That would be cool and make a space station useful for more than just sitting there collecting science. A request if the engine power output is being revisited, maybe take a look at the RCS thrusters too? I would also ask about HX sized command bridges and hangar bays that open and close but the mod team needs a modeler still?
  22. Hey I came across an image on Google someone posted that was a SCANsat image of karbonite resource abundance on the Mun. I didn't know SCANsat could display that, I see all the other resources like ore, etc... But what do I do to scan for karbonite? Is it possible to do other MKS implemented resources or even KSPI-E resources as well?
  23. Well then, that's interesting... Thank you for taking the time to check that. I wonder what could possibly be causing my game to behave like that.
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