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OldMold

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Everything posted by OldMold

  1. Just upgraded to latest CORE pack (with the USI toolkit) and now I'm getting null reference exceptions on the tracking station screen. Any thoughts on what may be happening? Here is the output log: http://filebin.ca/1hkkhCRXsHi6/output_log.txt Also your previous versions page is only up to 0.8 (and TAC link is broken). Can you by chance host the last pre-USI 0.9 versions of the mods? Thanks!
  2. Hi alexustas, do you have any updates you can share? Still super excited to play with this! Thanks!
  3. Ah yeah - should have specified I meant the generators How about solar panels?
  4. Idea for consideration: When failures happen they pick a RANDOM combination of mechanic and/or electric perk requirements to fix, weighted so that the easier breakages tend to happen more often and the hardest critical failures (require both skilled mechanic AND skilled electric to fix) tend to happen least often? This way not all failures are uniform, and the player can take a chance by bringing along crew that is not completely skilled, making a trade-off of doing an immediate mission with increased risk of critical failure. This would pair super great with something like LS mods and Kerbal Construction Time mod, where a rescue mission might have to be done ASAP even if a crew is not fully trained. Possibility for some nail biting gameplay Clarification: can the player fix one issue with two kerbals? Say I have a skilled mechanical engineer and a skilled electrical engineer as separate kerbals, can I fix an issue with two EVAs? That would be neat. Also - any plans to have TAC LS failures? Would be nice to have to design for life-support redundancies for long voyages. Great stuff, keep up the good work!
  5. If it's possible to create a way to disable certain types of contracts, that would be lovely. I'd disable all the "test blah at blah" contracts in a hurry - this would also leave more room for the more interesting contracts and help reduce the contract overload issue you described.
  6. Ooh ooh - I'd like to request a collapsible counter-weight centrifuge habitat. Not a full ring, but a two arm o---O---o configuration. Example from "Europa Report" at the beginning of this clip: If it's collapsible (using scaffolding and a flexible corridor tube) it would be much easier to launch within a faring than an inflatable ring centrifuge.
  7. Baha, gotta say that you're super talented but I'm personally a little sad that the gunz'n'bombz stuff is your current focus. Not knocking anyone who wants to turn KSP into a shooty game, obviously to each is own - but I'd love to see more neat engineering space exploration things for my kerbs to play with (like the crawler - it's awesome). Just some feedback - keep up the good work. I eagerly await whatever non-violent stuff you come up with next
  8. I think what he is saying is that setting up a comm network is fun, but micromanaging it is not, and I agree. Basically think about what would happen if you remove the targeting mechanics from the game, and assume that the comms computers at KSC and in the probes are smart enough to establish and re-establish links. It would be like making every antenna in the game as an omni antenna just with different ranges. You still need to create a comms network and account for line-of-sight and range issues though. This is something you can actually try already by tweaking the .cfg files to make all antennas omnis but keeping their ranges as they are. Instead of targetting, introduce the concept of "bandwith caps" for each antenna that dictate how many active antennae they can support. You would still want to put a bunch of dishes on your Kerbin comm sats, though not because you have to target each of them, but because a single dish only supports 4 active antennas in it's range (for example). You would want to add more antennas to support more stuff being launched. It would also be neat to integrate with some life support mod (or keep fit) to require comms on manned craft so the crew doesnt go crazy without contact with home
  9. Looking awesome! Gonna build myself a long range ship like in the Europa Report.
  10. Awesome stuff, cant wait! Are you going to use the Alcor IVA prop pack?
  11. Looking good! I agree that the bits kerbals would interact with should be standard stock size, like the hatch and even the ladder rungs. This will help the part look appropriately massive, rather than like a resized part.
  12. Awh Yeah! There goes my saturday... Edit: the "Personal Staff" bags you probably meant "Personal Stuff" A quick humble request for emissive lights on the external model windows if light inside the capsule is turned on Loving all the little details and touches, like the vessel name on the run books, awesome stuff!
  13. Ethernet, quick question. I'm trying to build a lab that will trickle in some science while I'm off doing other things. To balance it out, I want it to require a bunch of kerbal crew (playing with life-support) as well as a bunch of power to keep running. I've managed to get the required crew to work, but I cant seem to get it to have the power demand. Here is the config that I have, can you point me in the right direction on what to do to get it to consume power? MODULE { name = ResearchFacility minimumCrew = 5 sciPerDay = 5.0 RESOURCE { name = ElectricCharge rate = 10.00 } }
  14. Wow that is beautiful! Great work, going to use this for everything!
  15. Getting the same exact bug, using most recent Basic. I recall the previous version I saw this bug as well, but someone posted a tweak to squad.cfg that fixed it. I think it's missing a normal map? Cant find the fix, unfortunately. edit: re-installing and/or deleting the squad cache folder did not fix this.
  16. A request for future core plugin feature - a module for hibernation space. Maybe make a part require crew to operate, and as long as it's crewed, the Kerbals crewing the part consume resources at a much reduced rate. I think someone already was playing with hibernation models in the development thread. Would be a neat addition to long range craft. Good luck with the move!
  17. Coming along great! Only question, with so much awesomeness packed into that IVA, how much of a memory footprint does it have?
  18. This is really awesome. You and alexustas are setting a new bar for IVA design I hope you tackle the B9 MK5 Cockpit next. It's such a nice looking part for interplanetary ships, big shame it has no IVA.
  19. Are there any plans to expand on the life support theme further? How about something around medical supplies and issues? Maybe every time a Kerbal does an EVA there is an x% chance to sonsume some medical supply resource. If there arent any, the Kerbal expires due to an injury. This would add another constraint to consider and add some danger to EVAs. Thoughts?
  20. How about a focus on long duration missions. Sleeping bunks, work station nooks, lockers. Or maybe hibernation pods (with custom heart-beat RPMs). Excellent work so far!
  21. Just gotta say this is a beautiful pod. I love everything about it, and look forward to the additional polish updates. It's not just for landers either, the multitude of screens and info displays make it a perfect station control center as well! I hope once you are done with the ALCOR that you will consider making a 3m cockpit for interplanetary ships. There aren't any suitable 3m command pods for massive planet explorers, and there really needs to be a proper one.
  22. Quick tweak to the InfoDrive - this makes it able to store science reports. You can then send it back to Kerbin in a small probe for full data recovery. Stick this into a .cfg and drop into GameData folder (must have module manager): @PART[B9_Utility_InfoDrive] { MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } }
  23. Is there a known workaround for ships that undock/detach and can not gain connection? I have a long range ship with a live connection to KSC - when I detach a lander that has the dipole and the 2.5m communion active, it does not have a connection.
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