rottielover
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Everything posted by rottielover
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So I've been reading up on Hab and Home and I guess I'm still missing something in the concepts. Back on page 92 or 93 RoverDude said this: So the timers make sense to me, but what I don't still understand in reading 100 pages is HOW do I build bases / ships that alter those numbers?? IE, How would I build said transit vessel above and know that I'm going to get 2 years of Hab and Home out of it?
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How do you feel about the balance of the parts in the tech tree nodes? I ask because I'm about 1000 science from unlocking the KU-Band Ant which is over in the automation node of the tree... But here's the thing, in this career play-through, I've assembled the "KSS" up thru but not the Z1 truss. Kinda feels off to me that I can't put that Antenna on yet. Yes I suppose I could just launch a minmus science sucker and unlock the node I need, but that would mean skipping lower value nodes.... I don't know maybe I'm way off-base here.... What do you guys think?
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Just curious as to methods folks use with the Submersible Oceanography and Bathymetry part... Thoughts that came to mind were any of the various submarine mods (USI's looks pretty nice) . Has anyone put one on the end of a KAS winch and lowered it? I'm getting back into KSP after a long absence and just wanted to see what people have come up with.
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
rottielover replied to RoverDude's topic in KSP1 Mod Releases
Quick question. This mod used to be in the ckan list, but I don't see it listed now. Has something changed or is my ckan messed up? -
I have a couple of contract packs so I apologize if I picked the wrong one. I got a contract to send an Engineer to my base due to communications problems. Seemed simple enough, send engineer within 500m of the base on EVA and wait 2 minutes. But looking at the contract window all the conditions except for "near kerbin base" are met and the countdown timer never starts.... I'm not even sure where to start on troubleshooting something like this. Sure I could alt+12 and force complete it, but I'm feeling determined at the moment.... LOL
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
rottielover replied to Orionkermin's topic in KSP1 Mod Releases
That's awesome!!! thanks!!!! -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
rottielover replied to Orionkermin's topic in KSP1 Mod Releases
Just a comment / suggestion : Life Support mod support? Wondering if there shouldn't be a patch to detect a LS mod and add an appropriately small amount of supplies to the various modules in the pack? I currently use USI LS, but I used to be a religious TAC LS user as well. It's a thought, I think some of the LS mods look for any part that can hold kerbals and then add some amount of supplies to that part, so most likely covered there... But it can't hurt to put it on the radar right? Another question I have would be around the retro rockets we used to have if you had another mod installed (forgive me I'm getting old and suffering from CRS syndrome , can't remember ish )... I'm not sure if that's possible to fix with MM configs. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
rottielover replied to Angelo Kerman's topic in KSP1 Mod Releases
Woo Hoo, thanks for the update!- 3,509 replies
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Any plans for a new line ala Zenith ? Or a new line of modular base modules?
I just loved both of those "craft packs" and I still try and update and keep my own versions even now. Thanks!!
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I have some new designs for launch vehicles:
http://forum.kerbalspaceprogram.com/index.php?/topic/128674-stock-105-hurricane-launch-vehicle-family/
http://forum.kerbalspaceprogram.com/index.php?/topic/127835-stock-105-honest-jeb-low-cost-45-tons-to-lko/
http://forum.kerbalspaceprogram.com/index.php?/topic/131105-stock-105-nova-iib-230-tons-to-lko/For bases I'm waiting on 1.1, as bases need a lot of parts and it's not very practical with parts limit in the current version.
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
rottielover replied to Orionkermin's topic in KSP1 Mod Releases
Thanks so much! working great -
hey just wanted to stop back by and say how much I'm enjoying this mod!!! I absolutely love it!
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
rottielover replied to Orionkermin's topic in KSP1 Mod Releases
So looking back over the last 2 pages I'm seeing a lot of MM config's to keep this going, but I'm confused as to which one's I need to be using... If I'm installing this mod fresh, is it OK to take all the various MM configs above and put them into 1 fix.cfg file (I really like your suggestion of a "zzz_unofficialfixes" folder, I'm going to steal that idea ) -
And my apologies... This appears to be a ckan failure. On a hunch I manually updated TarsierSpaceTech , and volia, all is working fine again.
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If you need the full logs please let me know, but I was able to find a couple of these: [LOG 20:22:29.532] 1/27/2016 8:22:29 PM,ResearchBodies-TSTWrapper,Attempting to Grab TST Types... [LOG 20:22:29.534] 1/27/2016 8:22:29 PM,ResearchBodies-TSTWrapper,TarsierSpaceTech Version:5.6.0.0 [LOG 20:22:29.535] 1/27/2016 8:22:29 PM,ResearchBodies-TSTWrapper,Got Assembly Types, grabbing Instances [LOG 20:22:29.535] 1/27/2016 8:22:29 PM,ResearchBodies-TSTWrapper,Got Instance, Creating Wrapper Objects [LOG 20:22:29.536] 1/27/2016 8:22:29 PM,ResearchBodies-TSTWrapper,Getting CBGalaxies field [EXC 20:22:29.537] NullReferenceException: Object reference not set to an instance of an object ResearchBodies.TSTWrapper+TSTAPI..ctor (System.Object a) ResearchBodies.TSTWrapper.InitTSTWrapper () ResearchBodies.ResearchBodies.Start () [LOG 20:22:29.541] StockBugFixPlusController.Start(): v00.12 [LOG 20:22:29.568] 1/27/2016 8:22:29 PM,KerbalAlarmClock,Searching for KER [LOG 20:22:29.568] 1/27/2016 8:22:29 PM,KerbalAlarmClock-KERWrapper,Attempting to Grab KER Types... [LOG 20:22:29.571] 1/27/2016 8:22:29 PM,KerbalAlarmClock,Searching for VOID [LOG 20:22:29.571] 1/27/2016 8:22:29 PM,KerbalAlarmClock-VOIDWrapper,Attempting to Grab VOID Types... [LOG 20:22:29.575] WaypointManager 2.4.3 loading... [WRN 20:22:50.171] [HighLogic]: =========================== Scene Change : From SPACECENTER to MAINMENU (Async) ===================== [LOG 20:22:50.172] 1/27/2016 8:22:50 PM,KerbalAlarmClock,Scene Change from 'SPACECENTER' to 'MAINMENU' [LOG 20:22:50.765] 1/27/2016 8:22:50 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue [LOG 20:22:51.040] Parsing string [LOG 20:22:51.040] Parsing vector2 [LOG 20:22:51.041] Parsing double [LOG 20:22:51.041] 1/27/2016 8:22:51 PM,KerbalAlarmClock,Destroying the KerbalAlarmClock-KACSpaceCenter [LOG 20:22:51.042] 1/27/2016 8:22:51 PM,KerbalAlarmClock,API Cleaned up [LOG 20:22:51.043] CactEye 2: Debug: Application Launcher Button destroyed! [EXC 20:22:51.043] NullReferenceException: Object reference not set to an instance of an object ApplicationLauncher.RemoveModApplication (.ApplicationLauncherButton button) ResearchBodies.ResearchBodies.OnDisable () [LOG 20:22:51.568] AddonLoader: Instantiating addon 'Loader' from assembly 'DynamicTextureLoader' [LOG 20:22:51.570] AddonLoader: Instantiating addon 'KISAddonCursor' from assembly 'KIS' [LOG 20:22:51.570] AddonLoader: Instantiating addon 'KISAddonPickup' from assembly 'KIS' [LOG 20:22:51.572] AddonLoader: Instantiating addon 'SMAddon' from assembly 'ShipManifest' [LOG 20:22:51.573] AddonLoader: Instantiating addon 'StageRecovery' from assembly 'StageRecovery' [LOG 20:22:51.575] AddonLoader: Instantiating addon 'StockBugFixPlusController' from assembly 'StockBugFixPlusController' [LOG 20:22:51.576] AddonLoader: Instantiating addon 'TSTMstStgs' from assembly 'TarsierSpaceTech'
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I just installed with CKAN, and started a fresh game, but all the planets are showing up in the tracking station (* started new Custom Career with lots of funds and science to test this mod), and no mod icon in top right. Next step is to uninstall with CKAN and install it by hand, but I was wondering if anyone else was having this issue? Edit: Manual install same result, are there any known incompatible mods?
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
rottielover replied to Angelo Kerman's topic in KSP1 Mod Releases
Got another minor one, bucket boards and similar don't show the mount option when placed on muncrete slabs that have been "attached". However you can hold H and attach and it seemed to be ok, though I did not try time warp. Ran out of time for that session. I do have to say that was the smoothest session of ksp in memory. Usually I'd have to quick save after just about each operation due to explosions or other kraken events. This time I drove a buffalo out of a plane cargo hold, went 30ish m/s with it for a sustained time, then setup two modules along with a solar tower and some lampposts.- 3,509 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
rottielover replied to Angelo Kerman's topic in KSP1 Mod Releases
Same, but for me the overlay works, it's just the "on-going" part. No biggie, things break every update Thanks for all the work you do.- 3,509 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
rottielover replied to Angelo Kerman's topic in KSP1 Mod Releases
I've got a minor bug report for you (didn't take logs I should have thought about that, but I'm not sure they would be useful anyway)... I installed latest version on a FRESHLY installed KSP (fresh from steam). TERRAIN scanner works for the initial scan, but the on-going monitoring doesn't seem to be working.- 3,509 replies
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There's one thing I've never really understood how to do, ever since starting to follow SCANsat from back in the day when it was the new competitor to ISA MapSat ... How do I determine on my maps where the smoothest flattest places are for landings / bases ? I've looked at the Slope map, I even exported it and blew it up bigger so my old eyes could see it... Could anyone offer a screenshot drawing of how to pick out the flat spots on the slope map? (or another view if that's easier?)