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BruteMan

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    thebruteman

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    Bottle Rocketeer
  1. Well hold on a sec i'm not too far into my MKS/USK career playthrough myself but i believe before i even had this mod installed and you could in the base USI pack recycle parts into MK I believe while yes you can recycle into MK the amount you make is nowhere enough to say build anything massive on another planet without using the MKS resource chain so i guess if you wanted to throw money you could launch a pile of trash from kerbin to a planet just to land it and recycle into MK's but long run in career your just wasting a pile of fuel and credits for it. The one thing and maybe i'm a idiot since the new packing / unpacking is implemented i cannot seem to find a option to "UNPACK" engineer on the launchpad external or as part of the ship the option never seems to appear what's needed to unpack a workshop? Edit : NM it somehow just appeared when i relaunched the craft again. not sure what i changed to make that happen lol.
  2. Has the configs been patched? CKAN hasn't had a update for me yet this week... I am also having a converter issue Been trying to go through all the cfg files to fix myself and every time i get back into the game its still not giving me convert options anywhere even trying to do as mentioned above..
  3. so few things with that rover not sure if its a 1.6.1 thing or not the control from on the main body in your craft file is set to up not forward so MJ did work it just spun in circles till i fixed that ( I also do not have RTG currently unlocked so replaced that with some Batt) the other thing i noticed when i loaded your craft its way up in the air in the hanger and when you launch it it drops it on the runway and breaks the wheels.... lowered it set its control from to forward and its working for me .... the other thing to check and it may be just the modpack im running with atm but i don't need to add the actual mechjeb to that rover as the main body has it built in right click on the body to make sure your not getting a doubble MJ conflict on the same rover (even tho i left it on in my test and it works for me) if you RC the main body and it says MJ enabled then you shouldn't need that controler on it but i did have to add an antenna as im running remotetech and couldn't control it till it had one
  4. I also am right now roving on the moon using waypoints and the manual heading speed controller working fine im using dev build as the 2.8.2 is giving my setup issues. possibly send a log or upload a craft file so we can try your rover out if its stock etc.
  5. i don't think you can in career its locked in the tech tree unless there's some other way of doing it i don't know about.
  6. I was just roving around b4 doing that test i just did in dev ver 858 was working fine in there might be the CKAN version is messing up if that's the one you're using. as its certainly giving me some problems with GC etc.
  7. ok this is got me baffled now i'm running 859 and its fine typical murphy's law when you want to capture something going wrong it wont go wrong for you lol. I guess it was just a flub on my install i'll do one more test and try the new ver on CKAN as i did the manual method for both 858 and 859 for this test might be something CKAN did when it installed the newest version.vs my manual method test. Update it is its the 2.8.2 version on CKAN thats doing it just finishing up the test run now will get you the links to the 3 log dumps. Link to logs: https://www.dropbox.com/sh/rf9g0ni4slkujjs/AADl4FuohJVg8GIMe-NmI_nEa?dl=0
  8. putting together a couple of drop box comparisons for you i'll get the link here shortly im currently getting all the logs and screengrabs of the smooth 858 and then will move to the identical setup in 859 back in a bit with what i can get you besides output log and my CKAN installed mods list is there any other logs you want? I see a module manager log etc in the folders....
  9. All the time soon as the game is loaded the GC is red spiking every 0.5s changing to a rover on Mun or going into a empty SPH / VAB the GC is redspiking the same throughout maybe a little worse with the rover on the mun but consistent even after adding 8Gb to the padheap but i reverted to 858 and everything's back to a red spike with 8Gb padheap every 2-4 mins and in the current save i changed nothing between testing the only thing changed was MJ even when i added each MJ i made sure i wiped the folder and reset MJ with the use default settings button etc. I dont think theres much of a log file i can show but i can screen cap my memgraph if that's any help at all?
  10. Not too sure why but with 2.8.1-858 jumping to 859 (also the CKAN 2.8.2 release the GC is going haywire in my games its strong and stable in 858 when i apply a 8Gb memgraph padheap but doing the same in 859 the GC just keeps super stuttering the game.....
  11. Any chance of getting Kas and Kethane back into Fusebox? love the mod but i miss the balance when playing with KAS and Keth.
  12. Lookin forward to the RC cant wait to be playing with Remote tech once more!
  13. the charge is first drained form the part the antenna is on then it has to wait for the standard transfeer rate through the ship to the other parts so your drawing too much current form the part your attached to try putting it directly on your largest energy storage.
  14. just a common sense thought limiting game progression with the higher range antennas at much higher tiers as well as maybe adding more / modifying the current ones to have a more (tiered range to match the science research) start with the old 9mn antenna then onto the 20mn dish up to 50mn dish 100mn ... etc. this would prevent the cluster of dishes all at KSP pointing at everything and have a more spread out network system as you progress in the game. enough communication power to reach the mun and minimus then enough to reach eve etc. it would kind of flow with the research tree. Just my 2c. back to the peanut gallery
  15. Personally if your going for a realistic approach Id go with this in your .cfg
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