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About ChrisF0001

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  1. Ah, I see, thanks. I had not fully grasped the MKS side of things. My theory about 1.1 -> 1.2 -> 1.3 was to get the automatic upgrade to happen, since I have a couple of probes far out of reach of any engineers and it seemed perhaps safer than editing the save file directly - but if KAS 1.3 will support KSP 1.7, that might be a viable way forward...
  2. So let me just check to see if I can formulate a plan here... Starting with KSP 1.6.1 / KAS 1.1: Do whatever manual upgrade missions I can to replace legacy parts Disconnect any remaining struts / flex-o-tubes Update KAS to 1.2 and follow the legacy update pipeline sequence Update KSP to 1.7 and KAS to 1.3 Reconnect flex-o-tubes Profit? Sorry for the continuous questions!
  3. Is there any word on the future of MKS Flex-o-tubes? I'm a little confused as to how functional the pre-KAS-1.2 legacy DLL is in KSP 1.7 at all...
  4. I think I worked around it with this MM patch: @PART[AES_RCS] { !MODULE[ModuleRCS] {} EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.02 0.1 volume = 0.5 0.1 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSTransform emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSTransform thrusterPower = 0.25 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } } ...It's been a while though, so I can make no guarantees! ...In fact, since I can't remember which versions of KSP and USI caused this, you may need to do something different. In any case, find the effects module from a thruster that's working, patch it over the affected one like so, and hopefully it will work!
  5. Hmm, that's not ideal - I guess I'll be avoiding 1.7 for a while on that basis at least, then. Thanks for the patch, as well - that might make some sort of update path possible in the end... I don't suppose you happen to know if the upgrade pipeline also processes .craft files?
  6. All I want is the Portable Strut - everything else has more-or-less a drop-in replacement and can be worked around, but nothing replaces that functionality (the hook / cable pair is neither symmetrical nor anywhere near long enough!). I was hoping the KAS.dll in the old LEGACY folder would work, but if that can't work with 1.7... I guess I can't update either KAS or KSP itself unless I start a new game. Which is a shame. (Seriously, I must be using dozens of those things!) Aren't the Flex-O-Tubes in MKS based on the same plugin? Would they stop working with the update?
  7. So, is there any way to *stop* the 'Upgrade from Legacy' sequence from happening? (I still have delusions of keeping the LEGACY files around and preserving some unsupported parts...)
  8. I believe the critical thing is that you must have a Pioneer Module (presumably powered / crewed...). That has a command called 'Check colony rewards', which when used gives you the science / funds / reputation that's been generated since the last time you did it. How that's calculated, though, I have little idea...
  9. I don't have any Ag Support Modules yet, but I have noticed that when making T-Credits the module often can't see LFO that's physically far away, even if it's on the same base / station. It's not clear to me whether specific parts are blocking the flow, but ever since I spotted this I now build logistics modules with little tanks / redi-paks directly stuck to the module itself to sort it out...
  10. I believe it's always been that way, just like it used to be with the stock External Command Seat. In the past those couldn't be launched with crew either. I have been known to put the AES Pod on the front of an Akita-based rover if I *really* needed a Kerbal there at launch - or indeed attach the pod + Kerbal to the back of the rover with a tiny decoupler if I really wanted to test the seat itself...
  11. One is the control point, the other the target, yes. The log is currently full of: [EXC 20:45:28.601] NullReferenceException: Object reference not set to an instance of an object ModuleDockingNode.<SetupFSM>m__13 (.KFSMState st) KerbalFSM.updateFSM (KFSMUpdateMode mode) KerbalFSM.UpdateFSM () ModuleDockingNode.Update () [EXC 20:45:28.623] NullReferenceException: Object reference not set to an instance of an object ModuleDockingNode.<SetupFSM>m__3 () KerbalFSM.FixedUpdateFSM () ModuleDockingNode.FixedUpdate () after page of it. ...Er, what is the procedure for posting an entire log file again?... EDIT - Oh, yes, stock ports appear to work correctly. I'll just try some other construction ports and see what happens... Further Edit: Other construction ports work as expected. I *suspect* the issue is that one half of the pair had just been constructed with GC - completely exiting and reloading the game may be able to clear it, possibly. I've had some success with that before! Further Further Edit: ...I guess that was indeed the issue. Leave the ports touching each other with the snap set as desired, exit the game entirely, start KSP again, reload the scene, and a moment later they connected. At least there's a workaround!
  12. So I have a quick question. Sometimes I have two construction ports, and they just *won't connect*. Snap angle and flag have the same setting, everything is lined up nicely, the ports are pressed hard into each other, and... nothing. I click 'Reset Aquire' madly... nothing. I try turning Port Force all the way up, and... nothing. (Or in fact on one occasion, the ports push *away* from each other, as if an axis is flipped...) Is that normal? Am I being an idiot?
  13. Ah, I see. I do know of fuel priority in Advanced Tweakables that doesn't *seem* to interact with Logistics at all, although in a couple of cases I'd rather like it to... (Orbital transfer of Enriched Uranium? Sure, I'll just pull it out of the reactor core instead of the nearby fuel drum... )
  14. I thought I understood how some of this stuff works, but apparently I have no idea what 'pump level' is in this context... Meanwhile, is the source container 50%+ full yet? Or perhaps try putting a pilot / quartermaster in the pioneer module? (I'm not sure if they're required for scavenging, just throwing around ideas...)
  15. I haven't seen a resolution yet. Based on what has happened since, I think it may have something to do with overcrowding - sometimes Kerbals return to duty if others leave the scene somehow, be it in a rover, or on one memorable occasion that I quick-loaded back from, when I accidentally clicked 'Compress and rotate' instead of just 'Compress' on some construction ports and half the base exploded. The survivors returned to duty promptly. I choose to read nothing sinister into this. Still, it's all a little strange.