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reducing

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Everything posted by reducing

  1. I don't believe it works like that. You can only send missions to vessels that are in orbit and you have already done the recorded mission. I believe Roverdudes mods allow you to transfer stuff for the surface to a vessel in orbit.
  2. Do you have any interest in bringing the BARIS feature of buying part quality? After playing with this mod for many hours I think its just too difficult to get part quality on multiple different pieces. Buying the part reliability in BARIS removed having to do things over and over, plus added a strategic element of having to commit to certain part decisions. In BARIS I would spend 100s of millions on end games parts and it really made the progression worth while.
  3. I edit the original Pwings and use them structurally. Just edit everything in the cfg file and you are good to go.
  4. @linuxgurugamer I'm interested in getting background tracking and payload capabilities into RMM so I'll try and figure out why KSTS spawns things so oddly. Thanks once again!
  5. @Stone Blue I'm well aware that Baris is discontinued. A question was asked what conflicts this mod has and I was giving an example. I'm not talking about this specific release, but of problems I've had with this mod in the past. I tested this mod last night with EVA repairs, procedural parts, USI-LS and it still has the conflict is has always had. No one else is bringing up these problems and people seem to be happily using this mod so it's not a problem. If people have conflicts they can use Routine Mission Manager, which does a lot of the same stuff.
  6. Is there any mods that offer a small single seat pod? I've been using the one in DeepFreeze, but the Kerbal has to enter in the side which makes design difficult. Thanks!
  7. @linuxgurugamer I understand that. You just wanted to know why it was incompatible with certain mods and I was giving an example. I'm pretty sure the problem with Baris is the same problem with other mods. When I have time maybe I'll try LS with the mod.
  8. With this mod the game doesn't seem to recognize the ship as coming from the VAB(I'm not sure this is the exact reason, just an example). With RMM the spawned ship works exactly like one would if you launched it from the VAB . I've never tried USI-LS because of the warning on the OP, but this is what happens with you use KSTS with Baris. Baris requires that parts have a certain reliability. If you launch the ship from the VAB, those parts work as the mod intended. If you launch those parts as a payload with KSTS, the ship explodes because the parts have no reliability. This mod doesn't treat the launched ship like a normal ship.
  9. Kerbal Space Transit System conflicts with a few mods because the ship doesn't seem to be classified as coming from the VAB (if that makes sense). RMM has less conflicts because the game treats the ship if it was launched from the VAB. Mods like Baris/USI-LS wouldn't work with KSTS.
  10. Nevermind, I miss understood the mod features!
  11. The two mods are fundamentally different. KSTS allows you to put a payload into orbit. RMM allows you to order logistical missions to different stations. I find RMM works much better with different mods, KSTS seems to have some conflicts because of the way vessels spawn. KSTS is good if it works with your mod set. It allows you to launch a rocket once and it cuts down having to constantly relaunch. RMM is best if you want complicated logistics and don't mind running everything from a station. I send everything up to my Kerbin station and then use transfer vehicles to send it out. You can also add missions to any planet and it has the ability for re-usable rockets. I'm thankful linuxgurugamer maintains this mod even if its not popular.
  12. You could try Ground Construction. Last time I checked Baris worked with it.
  13. That's not good. Maybe Blue Origin could work on a pod design because I don't see how SL is ever going to go to the moon at this rate.
  14. Does this version have the ability to go to the moon and then re-enter? Or is this Starliner just a test of the overall design? I was searching for the information but couldn't find a good answer.
  15. The search function works well on this forum as well, clicking "this topic" on options and typing "RO" gives you the information.
  16. @Dewar if you have that patch handy that would be amazing. Thanks!
  17. Try using this, I think it was added as a dependency but never got updated. https://spacedock.info/mod/2210/SpaceTux Library
  18. I was incorrect it was a different mod causing an issue that has been fixed. Yea playing with the save and load order might fix the problem. You can always do the problem, upload your log and see if it can be fixed.
  19. Did you turn off automatic recovery and recover it yourself? Also I don't think the mod supports missions like this, it works best for launching on Kerbin. I'm sure you could use it for other stuff but if you're using a complex mod like Kerbalism and trying to use this could cause problems. I've noticed some weird things happen when you use it on different planets.
  20. You tagged the wrong person. I've seen this claimed by multiple people who have overloaded their system. The game seems to work for a bit before it starts having problems.
  21. You have too many mods for your computer. It says you have 3918 ram, the game + DLC uses close to 4gbs of ram. I have 32gb of ram and I don't even use that many mods. You should at least get rid of Scansat and see if that helps.
  22. My ship has none of the mod parts when it crashes.
  23. After reinstalling this mod to test it, I occasionally get a CTD. I've played for 2 months straight without a single CTD or any issues with my game. It leaves no info in the log and it's a nasty crash that 100%s my system. No one else has this problem?
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