Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by Dal

  1. The issue is persistent in any state (landed, flying, orbiting, etc). The transmitting vessel displays everything normally, any receiving vessels get flickering reception. When watching the computer core on my test craft, it appears to charge and discharge irregularly, but on a separate periodic pattern (a few seconds on, a few seconds off). This pattern is also present in the test craft's power transmitter reported output.
  2. I'm building a standard Ye Old Deathstar xray delivery network around the smaller of the binary pair stars in Beyond Home. Initially the panels weren't getting MW power but updating KSPIE fixed that. After establishing orbit around the star, stabilizing the thermal balance, and transmitting power to Rhode (~Kerbin), I'm able to receive the beam but it's flickering rapidly in the interface. For a frame or two my receiver has the transmitter listed with the power rating correct and everything appearing to function as intended, in the next frame the transmitter is not listed and the power stops. This repeats indefinitely. The orbits are stable and LOS is uninterrupted.
  3. The KRnD ReStock incompatibility is still present and appears to be an issue with duplicate variants confusing KRnD, but it can be corrected with minimal issue. Delete or disable ReStock\PatchesMH\Coupling\restock-mh-engineplates.cfg and ReStock\PatchesMH\Structural\restock-mh-tubes.cfg. It may only be required to delete one of those two, but consider that untested. My copy of KRnD is now working in KSP 1.10.
  4. Hello, I've been enjoying this solar system a lot so far but I've run into a problem with my first attempted landing. I fell through Armstrong's surface at 2 m/s and promptly exploded. I'm running KSP 1.10, Sigma Scaling (x2.4), Kopernicus "Bleeding Edge" r32. The log doesn't indicate anything else amiss. [WRN] [F: 178075]: Vessel Emperor I-B crashed through terrain on Armstrong. [LOG] [KSPI]: Handling Impactor [LOG] etc I had more luck with a second attempt, so it may have been a fluke or location based. The arrow from the X roughly marks where I fell through the surface. ...Third attempt on the highlands near the check also fell through and exploded. Last edit: There are kill planes all over the high altitudes (often above the surface), false ground in most lower altitudes. I'll see if this applies to other bodies and hold out for a fix.
  5. I last used this with KSP 1.3, but eventually found that it was causing significant performance leaks. Were those fixed in the newer version(s)?
  6. Just showing some interest that this gets a 1.1 version.
  7. I can't speak for Ferram, but the updated development version does seem to be functioning. I'm sure he still has something in mind since he hasn't released it, but nothing's exploded so far.
  8. Spectacular work on both sets, Enceos! Eagerly looking forward to using these for... just about everything.
  9. First played in July 2011, and I can barely contain my hype for 1.1. The game is finally going to reach its potential.
  10. Ah, wish someone had PMed me! I did some digging and found my surviving copy. This time I've put it on Kerbalstuff. GPL 3, source in the archive, etc.
  11. My rescue contracts are 9/10 female kerbals. Not that I mind, exactly, it's just weird. Is this a dig at their piloting or something? The ratio is really remarkably skewed. Edit: Looks like it's all generated Kerbals, huh.
  12. Anyone blaming QA is rather shortsighted, as they're at the mercy of their management. Management, I'll say, which seems to be allowing hasty and occasionally sloppy work to be released with concerning frequency. The game definitely feels like a 0.65 on a 0-1 scale right now. There's still a long way to go until it really feels "whole".
  13. Does it let you launch from a given situation around/on any celestial body? Because that's what's really missing.
  14. KSP.log and output_log.txt. Let me see if the pump needs to be "on" to start gunking up. Edit: Appears to be an error in the balance function, multiplied for every tank with Balance active on the craft. Despite the errors, it does work. Pump/Balance On in VAB - Errors on pad Pump/Balance Off in VAB - No errors on pad Pump On on pad - No errors Balance On - Errors <- Culprit Balance Off - Errors cease
  15. I think something's gone wonky. It works, but using it is also spamming my log with "Cannot find module 'GPOSpeedPump' (569403753)".
  16. What I was reporting was that the button doesn't work. I was getting around this on 2014 builds by copying the chute with the correct settings as necessary, which worked... sufficiently. In any case, I've done some fresh testing. One chute: Applies - Yes | Applies to all - N/A | Copies chute - N/A | In game - Passed Symmetric chutes: Applies - Yes | Applies to all - Yes | Copies chute - N/A | In game - Indeterminate. Looks like most settings are correctly saved now, but certain ones like # spare chutes are not. This looks to have improved since 2014 builds. One chute, copied as symmetric: Applies - Yes | Applies to all - N/A | Copies chute - Yes, in editor | In game - Failed, only base chute
  17. Is there a plan to fix the forgetful settings/symmetry? (Linux 64bit) Good chutes are a must, but the mod is sadly unplayable. That is, parachute settings only apply to one chute in a symmetry group, and often don't survive quickloads, in case it hasn't been mentioned in a while. Using a heap of other mods, but relevant ones might include the stock fix modules. Though I recall this was also an issue when using minimal mods.
  18. I had the same problem as above and reverted things until narrowing it down to the new RemoteTech dll. Switching back to RT 1.6.0 and loading an earlier save allowed me to continue the contracts, but with the newer version everything was breaking dramatically. I had a non-replicated instance (didn't reattempt) of my ScanSat contracts following my RT contracts into the void after a reload.
  19. RRRIIIIIIIIIISSSSSEEEeeee I would be surprised if anyone else is still using this old thing, but I always found it convenient and since it broke with 0.90's update to part highlighting I took it on myself to fix it. On the way I used the opportunity to figure out toolbar support and removed the annoying button. Since the actual fix was so easy there's also a toolbar version for 0.25 and earlier if anyone's still using that. It now requires Blizzy's toolbar and is much more convenient. No other changes were made. No warranty, etc etc, source included. http://www.filedropper.com/fsciencerebuilt Obligatory screenshot:
  20. Kerbal Joint Reinforcement and KIDS? Those would be great, I could finally move on to .25.
  21. My suggestion for modular trees supporting many nodes: remove any defined coordinates and instead sort nodes only by what they connect from and to, placing them algorithmically by the program. This would provide a truly universal tree for any number of mods and allow on-the-fly changes for MM-like behavior.
  • Create New...