Brimarx 27 Posted June 30, 2020 Share Posted June 30, 2020 On 6/24/2020 at 11:56 AM, panarchist said: You're using Kerbalism *and* BARIS? Did you disable Kerbalism's parts failure functionality, or are you using both? (curiosity - I actually don't know the cause of the RealAntenna issue, but hopefully someone here does) Yes I'm using both. I did disable Kerbalism's part failure. Quote Link to post Share on other sites
alberro+ 581 Posted July 26, 2020 Share Posted July 26, 2020 What exactly is this, and why did is come with DSEV? Can I delete it without causing problems? Quote Link to post Share on other sites
gsamelon 31 Posted August 1, 2020 Share Posted August 1, 2020 Can't seem to assign workers for integration. I click to add and then click load, but when i go back in or to KSC view and check integration, it says 0 workers assigned. Any help appreciated, thanks! Quote Link to post Share on other sites
panarchist 626 Posted August 1, 2020 Share Posted August 1, 2020 (edited) On 7/26/2020 at 4:04 PM, alberro+ said: What exactly is this, and why did is come with DSEV? Can I delete it without causing problems? No you cannot, if you want to use WBI mods. It's the stub of BARIS that prevents WBI mods from breaking if BARIS is not installed. Basically, it doesn't *do* anything, but if it's not there, WBI mods will try to talk to BARIS to announce certain events, and fail - presumably causing NRE spam. Angel-125 has commented on it several times in prior pages of several of the WBI mods. Edited August 1, 2020 by panarchist Quote Link to post Share on other sites
Kerminator K-100 433 Posted August 24, 2020 Share Posted August 24, 2020 Does adding more workers reduce building time in the High Bays? Or is there a setting to reduce building time? Quote Link to post Share on other sites
metalbass_92 6 Posted December 11, 2020 Share Posted December 11, 2020 I wonder what mod set are you guys using with KCT. By following all recommendations from both BARIS and KCT, I endedup with multiple part failure mods (BARIS and OhScrap), which I read on this topic that is a bad idea. Would you recommend BARIS + KCT + ScapYard + StageRecovery? I wonder if they will all play nicely together Quote Link to post Share on other sites
AmateurAstronaut1969 83 Posted January 27 Share Posted January 27 So does it always take time to build Vessels, Or is that only With KCT. I Appreciate that Mod, But I Enjoy just being able to launch a Rocket ( Or Send it to the Launch Pad At Least ) With No Strings Attached, like Having to Timewarp to a Certain in game day just to launch My Rocket KCT Complaining aside, Great Mod! I Plan to use it soon in a JNSQ, Science Mode with Unkerballed Start and A Bunch of other Mods Quote Link to post Share on other sites
SpacedInvader 129 Posted January 31 Share Posted January 31 (edited) On 1/27/2021 at 5:08 AM, Ollz said: So does it always take time to build Vessels, Or is that only With KCT. I Appreciate that Mod, But I Enjoy just being able to launch a Rocket ( Or Send it to the Launch Pad At Least ) With No Strings Attached, like Having to Timewarp to a Certain in game day just to launch My Rocket KCT Complaining aside, Great Mod! I Plan to use it soon in a JNSQ, Science Mode with Unkerballed Start and A Bunch of other Mods I'm only just starting to use the mod myself, but if you want no-strings-attached launches of your rockets, this isn't the mod for that. I've been reading through the thread and the wiki for a couple of days now am pretty comfortable in saying that the whole mod is built around testing and patience to get the highest reliability from your craft. That said, yes, if you don't have KCT installed, I'm pretty sure you can skip vehicle integration completely, just expect lots catastrophic failures during your missions. Edited January 31 by SpacedInvader Quote Link to post Share on other sites
SpacedInvader 129 Posted January 31 Share Posted January 31 Can anyone give me some information on how BARIS handles multi-launch orbital construction as well as mods like Konstruction and Global Construction that allow you to build a ship on site without actually launching it from the surface per-se? I've got Extrasolar and Far Future Technologies installed and I'm expecting to launch several missions that will take months or even years to construct in orbit since I also use KCT. I'm fully aware that MTBF will degrade while in orbit, but I'm curious how that MTBF will interact with things like new parts being welded onto the ship sometime after launch. Quote Link to post Share on other sites
KallangoVerde 16 Posted February 6 Share Posted February 6 On 31/01/2021 at 12:56, SpacedInvader said: Alguém pode me dar algumas informações sobre como o BARIS lida com a construção orbital de multi-lançamento, bem como mods como Konstruction e Global Construction que permitem que você construa um navio no local sem realmente lançá-lo da superfície em si? Tenho o Extrasolar e o Far Future Technologies instaladas e espero lançar várias missões que levarão meses ou mesmo anos para serem construídas em órbita, já que também uso o KCT. Estou totalmente ciente de que o MTBF se degradará enquanto estiver em órbita, mas estou curioso para saber como esse MTBF irá interagir com coisas como novas peças sendo soldadas na nave algum tempo após o lançamento. I would also like to know about it. If I decide to mount a ship in orbit, can the mod get in the way? Another question: BARIS + KERBALISM. Does one mod disable the other's functions to work? for example. MTBF ... parts reliability ... (forgiveness for my english from google translator) Quote Link to post Share on other sites
SpacedInvader 129 Posted February 12 Share Posted February 12 I don't know if this is still being developed at all, but I'd like to make a suggestion that any part that's selected to fail during a staging event should have a secondary failure check against it. I'm finding that my engines tend to fail the most after a staging event even if they are the most reliable part on my whole craft because the staging even only checks against the overall reliability of the whole craft and doesn't care about the individual part reliability. Adding a secondary check would allow for high reliability parts on a lower reliability craft to have more of an impact and would also mean using a reliable engine could save a launch that would otherwise fail. It would also be nice if there was a severity check based on how badly a part failed rather than what appears to be just a random failure. Seeing in the debug that my part missed a reliability check by 2 points and then it fails completely rather than developing a leak or getting something more minor like getting stuck seems off, while adding a severity system would add depth. Just some thoughts. Quote Link to post Share on other sites
Pehvbot 66 Posted March 8 Share Posted March 8 I don't know if anyone has mentioned this, but there may be a conflict between Kerbalism and non-deployable antennas. In my tests I'm not able to transmit science using 'fixed' antenna with both BARIS and Kerbalism installed. Deployable antenna see to work normally. I believe this is coming from the ModuleBreakableTransmitter module, or at least removing this module fixes the problem I was having. Quote Link to post Share on other sites
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