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ss8913

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    Sr. Spacecraft Engineer

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  1. can you use kerbal konstructs to place these launchpads on other planets/moons?
  2. right click and select link, docked or undocked.
  3. if you combine KAS with quantum struts, however.. as soon as you set the KAS parts to 'docked', then the quantum struts take effect, and they're pretty strong. If you just want general structural reinforcement, KJR is the way to go.
  4. 2 days later, came back to it.. cannot reproduce the issue. Not sure what went on the first time, but I guess sometimes KSP just has a bad day?
  5. @FreeThinker just a heads up, I recently updated MechJeb2 and Tweakscale; not sure which of them has caused the conflict, but right clicking on an alcubierre drive no longer has a functional 'show warp window' - it just says "Warp Window: false" and there is no button. Most of the functionality I can get from the right-click menu itself so it's not critical, and there's absolutely nothing in the logs (did full regex queries against the log to try to find anything relevant, and I cannot).. but wanted to let you know that this mod conflict has cropped up. I'd suspect MechJeb over tweakscale (just a gut feeling), but, there you have it. ... or am I the only one seeing this? anyone else notice this?
  6. in the stock toolbar, look for the all-black-and-gray icon that says KSPIE on it.
  7. the docking ports, even the new ones, work fine on my ship described in #1 above - for a single mission, but there's no need for it to stay out there, that ship can lift a Kontainer or a rover or whatever, fly anywhere and drop it off (or pick something up), then land back at KSC.. so it seems that the main problem is the long-term thing. Hopefully it can be fixed one way or another, I had to stop using IR years ago when the docking port issue was a major thing, since I honestly don't have any use cases for robotic parts outside of manipulating docking ports with them (what else can they do?) - although.. I'm not sure if the KAS connection ports/winches/resource transfer cables count as docking ports here, for purposes of this discussion?
  8. however, some warnings (and this may be because I'm using WorldStabilizer, but maybe not?) 1. If you have an liftatron facing DOWN from your craft, when you launch the craft, whatever decides where to place the craft on the runway/pad/etc calculates the height of the vessel using the maximum extension of the liftatron - may be true for other parts as well. Therefore if your liftatron is completely closed/collapsed, the craft spawns in the ground and summons the kraken, so make to go to full extension before launch 2. None of these parts like being on long-term craft/bases. I have a docking port on my minmus base that can raise/lower on a rail slider.. which worked at first, but every time I reload that base to check on it, the parts get weirder... like moving upward, the connected docking port is now offset 2 meters to the right and 1 above, hanging out in space.. and it gets worse every time I load the base. Might be WS's fault, might not, I'm not sure. Parts all seem to work for single-mission applications however.
  9. empirical example - I applied kcs123's patch, and a large+ liftatron can now deadlift a 5m MKS Kontainer full of just about anything, without sagging or breaking.
  10. Question for everyone.. I remember that this mod used to include an electromagnet part, and indeed there are still references to that part when one googles for "KSP electromagnet" (referencing the HE-3(?) part, from KAS)... anyways, what happened to it? Was it somehow broken? I used it quite a bit back in the day, have been doing other things with KSP lately but wanted to get back to doing things that needed such a part, but I find it to be missing.. is there a KAS+ or something that adds the old part back?
  11. "ran out of fuel for antimatter" is the result of the explosion (ie, your antimatter storage was destroyed before the reactor was, so that message appears). Assuming you're not just landing too hard, I'd suggest looking and seeing if you're using any mods that modify the terrain height.. some mods do that and can cause unpredictable ground handling behavior.. like stock visual terrain i think is the one that I was fighting with for a while in that regard, although it was a while ago. @FreeThinker - separate topic, something I've been meaning to ask for a while - the Winged Edge graphene radiators have a maximum pressure limit before they will dissipate heat - it seems to be the same limit as the folding graphene radiators (which makes sense for those, you can't extend them if there's high dynamic pressure for obvious reasons).. but considering that none of the other fixed graphene radiators have that limit, and considering that it's a "winged edge" radiator, why do the parts not work in the presence of significant dynamic pressure? they don't *break*, they just *don't dissipate heat*. It seems a bit counterintuitive that these particular parts would have that particular limitation? As I recall they didn't always do this, either.
  12. despite those missing textures, those parts still work; I also use them. I'm betting that if one were to roll back to an older KSP on steam and snarf out the texture files from the install, then go back to your regular install, you could drop them into the appropriate folder to put them back... but despite the missing textures, they still function as before
  13. update update: Lisias has released a new 0.2.0.4 version of KSP Recall on all channels, including CKAN, which contains the fix.
  14. most part mods from any version of KSP will work fine in 1.12 .... Mk4 has a few functional bits like the fan engines, but those seem to also work. Really the only incompatibilites I've found on older parts mods (ie, B9 specifically) is that some of their animations stopped working around KSP 1.11 - in most cases, this doesn't break any actual functionality though so it's still usable. I personally use Mk4 parts quite a bit though, and they do not have any animation or other problems with them in 1.12.
  15. It works in 1.12. The only thing is that since .. 1.11 or so, none of the animated parts (like the opening doors on some of the lights, etc), none of that works. Lights still work, just the animations don't. Not sure if that's easy or hard to fix, I suppose someone, maybe me, could try a recompile against 1.12, but I haven't done it yet.
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