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bonesbro

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  1. TweakScale now seems to check for duplicate settings and complain loudly about them. It logged this error in my game: [LOG 18:03:48.482] [TweakScale] WARNING: **FATAL** Found a showstopper problem on M2X.Endcap (Mk2 Airlock Adapter Endcap). [LOG 18:03:48.482] [TweakScale] ERROR: **FATAL** Part M2X.Endcap (Mk2 Airlock Adapter Endcap) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). And it looks like M2X_Tweakscale.cfg does indeed duplicate this entry which seems to cause the problem: @PART[M2X_Endcap]:NEEDS[TweakScale] { %MODULE[TweakScale] { type = stack defaultScale = 1.25 } }
  2. Hi ZK - great mod, love it, thanks. Came to the forums today to request that the Here & Now option to stop timewarp would only happen when there's an experiment that can be run. It's annoying when I'm waiting for my orbit to pass over a rare biome and I keep getting stopped over and over again for the same few things, but I can't turn it off because otherwise I'll miss my target. https://github.com/thewebbooth/KSP-X-Science/pull/16/commits/4a2a3b097d5b443b361cec69abc575b7c9fd38e9 looks like it's pretty close though, could you give his pull request a second look?
  3. I ran into the same issue as Perry Apsis: my supplies ticking down by about 70 per second after switching to my orbital station. There are 17 kerbals on board, with 10 greenhouses and habs, and all modules that had recyclers had them active. There were no USI-related entries in KSP.log at all so I can't give you much to go on. Will experiment with it tomorrow when I won't fall asleep while KSP slowwwwwwly loads... but it was working fine before I'd switched away from the statio for about 40 game days.
  4. Some good ideas there Kerbal101. My preferred funds farm is usually Minmus and Mun rescue missions. The Minmus ones can pay 250k each, and of course you get kerbals out of em too.
  5. Yes, the station core docking port is still there in the CTT tree too. I just built a station using it, hoping that it would get the station contracts to wake up and notice me. Haven't been able to get any station or base contracts yet, though I made most of my career progress with scansat installed and before you release your fix last week so maybe it'll just take some time.
  6. Thanks! One suggestion for the tooltips and the life support UI: it's hard to tell how long supplies are going to last with the recyclers and greenhouse in effect. It's also not quite clear how the recyclers work - the stats say they're 75% recyclers or so, but they don't seem to extend my supplies very much. Do they only handle one kerbal each? I have a space camp mission that wants 17 kerbals in a space station for 40 days. It has two inflatable hab modules, two greenhouses, and recyclers in a science lab and cupola. That's six recyclers, but total daily supply use did not drop by very much. At least resupply missions to kerbin orbit are easy
  7. Also looks like the MKS Lite modules still need ReplacementParts and Fertilizer. Both are troublesome because there appears to be no way to generate either. Though I'm only looking at VAB tooltips and maybe the ReplacementPartAmount=0 in USI-LS.cfg overrides that. One other bug - the USI-LS.cfg sets the default No*EffectVets to 1, though the docs say it should be 0. BTW, Nertea has a good Stockalike Station Parts Expansion with a number of dedicated hab modules. Want an MM patch to extend hab time in them?
  8. Hope your gig was good! Looking forward to new version! Will there be a way to produce fertilizer and replacement parts, or are they going away? Just finished launching my presupply missions to Minmus... hope that Bob can put a base together from a pile of KIS parts
  9. @pellinor, the node sizes for the 2.5m and 3.75m Thermal Washers are incorrect. They are all size 1 and should be size 2 and 3 respectively. Change this bit on the 2.5m washer: node_stack_top = 0.0, 0.075, 0.0, 0.0, 1, 0.0, 1 node_stack_bottom = 0.0, -0.075, 0.0, 0.0, -1, 0.0, 1 to make the last number a 2: node_stack_top = 0.0, 0.075, 0.0, 0.0, 1, 0.0, 2 node_stack_bottom = 0.0, -0.075, 0.0, 0.0, -1, 0.0, 2 Same thing with the 3.75m part; make the last number a 3 instead of a 1.
  10. Any good suggestions for mounting the radiator panels for the reactor? The stock radiators are not very aerodynamic. Also, the collider meshes for the reactor and service bay seem a bit buggy. I have a really hard time mounting parts inside the service bay, and the reactor seems to behave like there's an invisible sphere on the top where the nuke symbol is.
  11. There is something weird about the attachment nodes in the docking bays that's messing with the Offset attachment feature. I've been trying to mount a 3.75m reactor in the cargo bays using the internal attachment nodes. They snap fine, but the nodes are placed a little low so that the bottom of the reactor clips through the bottom of the cargo bay. So I tried to use the Offset feature in the editor, and whenever I move the part it jumps all around. I've spent about 30 minutes now swearing at the damn thing and I just can't get it to work. I've tried flipping it, rotating it, detaching the part on the other side of the cargo bay, nothing helps.
  12. Yes, please, I can't upgrade to 1.0.4 because I am using the heat control radiators on some of my stations.
  13. You could simplify the "other bodies" problem if you only allowed non-Kerbin missions to/from a planet that the target station was orbiting. For example, in my .24 playthrough I use EPL to build a shipyard in orbit of Minmus. While building a stupidly large station with the huge B9 parts I had to do something like 15 mining missions from Minmus orbit to the ground and back. It would have been fantastic to automate these steps: 1. Undock from station 2. Land on minmus 3. Mine ore and have the kerbals on board resource convert it to metal then resource convert it to rocket parts. 4. Mine ore and convert it to replace the fuel used 5. Return to orbit and dock with a fresh load of rocket parts. Got pretty boring pretty fast, but it made me a pro at eyeballing docking maneuvers!
  14. Today's 1.4.1 has a bad bug in it. The agency textures were converted from .png to .dds and KSP seems to choke hard on that: [LOG 18:57:30.887] Agent: Found 19 agent mentality types [ERR 18:57:30.888] Agent: Cannot find logo scaled at url 'Mk2Expansion/Agencies/IA_scaled' [EXC 18:57:30.890] UnityException: Texture 'Mk2Expansion/Agencies/IA' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. UnityEngine.Texture2D.GetPixels (Int32 miplevel) UnityEngine.Texture2D.GetPixels () Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) Contracts.Agents.Agent.LoadAgent (.ConfigNode node) Contracts.Agents.AgentList.LoadAgents (.ConfigNode[] nodes) Contracts.Agents.AgentList.Start () Please switch it back to .png! I took the .pngs from the 1.3.1 folder and replaced the .dds files and it unbroke contracts. Props to nightingale for figuring out the issue.
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