tmbomber
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
tmbomber replied to IgorZ's topic in KSP1 Mod Releases
I'm running into the same problems that seem to lace this thread. I'm in the process of building a base on Munmus and everything is jumping up on physics load. I can live with that. I've linked four rather heavy landers together using hoses. On physics load everything jumps up. I've noticed that the landers twist on the way up and move around a lot when they settle. The direction of twist looks like the hoses are all have tension on them that tries to balance out. I'd record a video, but I think I can show it with two pictures. https://imgur.com/a/SrwoEMr In the first you can see I have a hose connected to a JS-1 and docked. Normally, if you click "detach" the hose end will fall straight to the ground. In this case, after clicking detach, the second picture shows where the hose end landed. It's pulled away from the JS-1. When using a winch you have the ability to specify how much cable to pay out and control how much tension on it. I note there is no such control on the RTS-1. Now my questions: Is there a way to add that type of control to the RTS-1? If not, is there something in the .sfs that could be edited to zero out (or greatly lessen) the tension on the hose? -
Brave and tenacious??? probably not, more like determined and masochistic... So I was running into the same "launch pad select window not opening" problem everyone else is, then I saw that the (in need of testing) fixes were on github I dove in. I downloaded the master branch and replaced my GameData\ExtraplanetaryLaunchpads with Extraplanetary-Launchpads-master.zip\Extraplanetary-Launchpads-master\GameData\ExtraplanetaryLaunchpads and gave it a shot. The smelter, workshop, and recycler aren't showing up in the VAB and my craft that have those parts aren't loading. Ok, I notice the quote says "building EL..." so I'm figuring what's in the GameData folder in the zip file isn't current and needs rebuilding. (maybe???) I have Unity 2019 loaded (from helping my CS major daughter with her game development class) I expanded the zip file and loaded it up and.... oh dear... I need a lot more learning before I tackle that curve. Should what's in the .zip files GameData folder be playable? Or is that wishful thinking on my part.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
tmbomber replied to FreeThinker's topic in KSP1 Mod Releases
Not trying to be troublesome, but... The update included old versions of CommunityResourcePack, PatchManager, and TweakScale.- 1,187 replies
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- fuel switching
- mesh switching
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KSP Interstellar Extended Support Thread
tmbomber replied to FreeThinker's topic in KSP1 Mods Discussions
I just got up to building my beamed power network and ran into this same issue. I tried replacing my WarpPlugin directory in gamedata with the one from 1.20.5, but my relays are still not relaying. bratimm, did you revert the WarpPlugin directory alone? or did you remove and install everything that's in the 1.20.5 zip file? -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
tmbomber replied to JPLRepo's topic in KSP1 Mod Releases
O_o Dev build you say.... <furiously mousing to download page> -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
tmbomber replied to JPLRepo's topic in KSP1 Mod Releases
Glad to hear you're working on this. As a short term fix, could you split out background EC processing and have that disable-able in the difficulty screen? (That way everything else would still function and you'd only be disabling the function that's at issue) -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
tmbomber replied to JPLRepo's topic in KSP1 Mod Releases
Still trying to work around this issue. I've been using TAC LS since Scott Manley did his video on Explode-o-Matic staging. It's one of the first mods I add when I re-do my build. I specifically use it in conjunction with things like Remote Tech & Scan Sat to increase difficulty. Unfortunately, KSPIE is also one of those. Although it'll work, I'd really rather not just disable background processing. That disables food, water, oxygen & waste processing as well. Having the mod just for the parts and making it look like it's working seems kind of pointless. The vessels I'm having trouble with are equipped with a two gigawatt reactors. Power shouldn't be a problem, but with the thermal generators being ignored, it turns out to be. Is there some way to shut off background processing of EC without effecting the rest. Short of enough solar panels and batteries to run the vessel, is there something that could be added? (I'd need *a lot* of panels and batteries) Is there something that could be edited in the .pst file to satisfy background EC processing? I'm kinda grasping at straws here. I don't want to delete TAC LS or render it useless, but I'm far enough along in my career game that it's become an issue. Is there something that can be done? -
KSP Interstellar Extended Continued Development Thread
tmbomber replied to FreeThinker's topic in KSP1 Mod Development
Answering my own questions... Still no idea on what's going on with the 3 hour reset of absorbtion percentage and moisture modifier. It doesn't seem to effect anything, so I'm ignoring it. After some experimentation I can confirm that I'm getting a 50% improvement overall by having seven times as many radiators and what's needed. The numbers shown in the pics I posted show the results. It may look funky, but they're not that costly, so I'll be putting extra radiators on everything. Actinides... I forgot about Actinides. Or, more accurately, I never realized the huge effect they have. After a month Wall to Beam power dropped by 50%. I was down 75% by the end of the first year. Then I remembered you could use a science bay to reprocess Actinides. You can see my new ground station below. I have the science bay with a couple kerbals to run it. In testing I found that the station pictured would generate 770MW Wall to Beam power for six years before running out of fuel. (That's why there's six years worth of TAC supplies listed in the upper left. I'm sure Karelyn & Erbus will find *something* to do to pass the time) I've deployed four of these stations at the West end of the runway, and have a set of four orbital relays to send power around to where it's needed. (still having trouble getting pics to work here) Here's a simple vessel showing my beamed power network in use. Not much more than a probe core, fuel tank, thermal receiver, and engine. -
KSP Interstellar Extended Continued Development Thread
tmbomber replied to FreeThinker's topic in KSP1 Mod Development
How about an explanation of what you were trying to do and what you were seeing? In your first two pics the only difference I see between the things you could adjust is the electric priority. (set to 4 in the first, giving reasonable source temperatures, and 3 in the second, giving an astronomical value.) What did you do between the two pictures? Was is showing what we see in the first pic, then change to the second when you changed electric priority? Did it change on it's own. Did you exit the VAB/game/reboot system between the two pictures? Pictures alone are not sufficient information. -
KSP Interstellar Extended Support Thread
tmbomber replied to FreeThinker's topic in KSP1 Mods Discussions
Gotya... I see there are some larger replacement tanks that'll fit the bill. I went looking for them because I'm just getting back to being far along enough to use them and went looking. I use to like the look of the HexCans and used them often. Like this: -
KSP Interstellar Extended Support Thread
tmbomber replied to FreeThinker's topic in KSP1 Mods Discussions
I was noticing that HexCans are still in the parts folder. I'm running a carer game and haven't stumbled across them yet. When I went to check the part.cfg file C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\WarpPlugin\Parts\FuelTank\RVUranium2\part.cfg it indicated: name = HexCanUraniumN module = Part author = Vaporlynx & Fractal (snip) TechRequired = none entryCost = 20000 cost = 20000 category = none subcategory = 0 title = RV Uranium Nitride Tank manufacturer = Geomax Plc. description = A resource canister containing a supply of Uranium Nitride pellets sealed up in Pyrolytic Carbon and Zirconium Carbide fuel casings. So, tech required = none. That had me looking at other parts and I found that "tech required=none" is present in most parts. How are parts placed in the tech tree? I went digging through source code and couldn't find how it's happening. I ask because it appears HexCans are not there any more and I wanted to check. Were HexCans deleted, but the parts left in the fueltank sub-directory to avoid killing existing save games? -
KSP Interstellar Extended Continued Development Thread
tmbomber replied to FreeThinker's topic in KSP1 Mod Development
Hello @FreeThinker, I've been working on my issue with power drop off on my ground based beamed power reactors. Items noted: On my phased array transmitter, absorbtion percentage and moisture modifier seem to gradually climb over a three hour period, resetting to a lower value at 0:00:00 and 3:00:00 every day. Any idea why? Extra radiators seem to provide a greater differential for hot/cold baths in my thermal generators, resulting in greater power output. I that as intended? (I don't mind coughing up extra kerbucks for more radiators resulting in greater output ) Reactor thermal power dropped off rapidly over time. (50% reduction in the first month) Is that as intended? Is there something I should or could be doing that I'm not that would keep that from happening? In years gone by, my usual MO was to deploy a half dozen ground based reactor/transmitters when I started having beamed power available to me. Seeing these reactors are based right at KSP I can easily recover and re-deploy with out loosing much cash. But that doesn't seem to be as intended. Any thoughts??? Here's a photo essay of what I've been doing: https://imgur.com/a/qCLz3 (sorry about the link, I've yet to figure out the Imgur imbed button) -
KSP Interstellar Extended Support Thread
tmbomber replied to FreeThinker's topic in KSP1 Mods Discussions
Hi Everybody, Some time ago I posted that I finally got beamed power figured out enough to actually start using it. I took a break from that and did an asteroid encounter for some tourists (needed the cash) When I came back, the output on my reactors was way down. Then the upgrade hit and it took a while to get everything working again. Is there something I'm not seeing that's messing with my system? (I noticed the xenon tanks were full. So I dumped them, just in case. Doing that didn't help) https://imgur.com/a/2Y0Xd For the record, I'm running KSP 1.3.1 with KSPIE 1.16.1 and about 60 other mods. That being said, this problem developed before the last KSP upgrade and the last several versions of KSPIE -
KSP Interstellar Extended Support Thread
tmbomber replied to FreeThinker's topic in KSP1 Mods Discussions
Hi Everybody, I *finally* figured out beamed power enough to get something that's at least usable. Pics can be seen Here. I've included my tech tree to show what I had available at the time. I selected long IR in an attempt to maximize the range I could broadcast to from a ground base. Any suggestions would be greatly appreciated. I wanna make things as good as possible before expanding the system beyond Kerbin/Mun/Minmus. @Maelstrom Vortex, I'd lake to thank you in particular. Your video showed me the way Tags: thermal infrared microwave beamed power phased array relay -
KSP Interstellar Extended Support Thread
tmbomber replied to FreeThinker's topic in KSP1 Mods Discussions
Hi Everybody, I've been playing KSP since just before career mode was added, and running KSPI & KSPIE for ages. (probably since it's inception) I've watched the tutorials multiple times and the one thing I find lacking is examples of actual ships. I've developed a several vessels and come up with some designs that I've used over and over. In my present run through I've reached the point that I'm exhausting the science available from Kerbin and it's moons, and have the tech tree up to having most of the 1000 tier completed. (I'm about to unlock fusion reactors) There have been several improvements since I last reached this point, and I'm a little uncertain as to how to put the parts together. I've been looking, but haven't found a good collection of KSPI example ships. I suspect there's something out there that I just haven't found yet. If there is, could someone post a link? Otherwise, could some of you post examples of the mid to late game ships you've come up with? (I'll try and find some of my old work and post them here tonight) Thanks in advance! -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
tmbomber replied to JPLRepo's topic in KSP1 Mod Releases
Update... It turns out adjusting difficulty settings wouldn't help. They're saved in the save game. When I disabled them and reloaded my save, it restored background processing and killed everybody again. I had to go into my save and change things like so: TAC_SettingsParms { enabled = False backgroundresources = False UseAppLToolbar = True EditorFilter = True hibernate = Die respawnDelay = 300 vesselUpdateList = 5 } backgroundresources were not enough. I had to disable TAC completely. I'll finish out the mission, then see what I have to do to re-enable TAC. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
tmbomber replied to JPLRepo's topic in KSP1 Mod Releases
"From version 0.13.2 TAC LS will consume and produce EC for unloaded vessels. EC Production currently only includes Solar Panels and Generators. You can turn off background resource processing in the Difficulty Settings for TAC LS." Ummmm... Ouch... I just got bit by this rather hard. I use MKS/OKS, Karbonite, and KSP Interstellar Extended . I build an 8 kerbal lander with a nuke reactor and sent it off to Minmus. With their own pet reactor I didn't think they'd need solar panels. That worked fine until I left them there for a while, saved, and exited. I'm unsure if it was a time warp that did it or not, but the next time I loaded the game I lost all four orange suits, plus four more. (good thing I have a resent save game) Aside from turning of EC use for unloaded vessels, is there any other way to add to add other EC sources? TAC LS is one of the mods I always use and It'd be difficult to just remove it. (all my kerbaled vessels and stations have TAC LS modules installed) Edit: I'm running 0.13.5.0, btw. -
<---------------------Giggles and claps!!! e-dog commented 14 hours ago @rsparkyc Go ahead, I don't think I'll have time for it anytime soon. Feel free to ask me anything about the code.
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I was going to do a little research before responding, but that's exactly what I was going to say. I have about 60 mods, totaling over 15000 patches. MM 2.8.0 seems to work fine for all of them. So, what's the story here?7
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Is anyone still supporting this? (It's crashing after the 1.3 update)
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A plethora of rescue missions?
tmbomber replied to eddiew's topic in KSP1 Gameplay Questions and Tutorials
Well, I have T2 Astronaut Complex , T2 Tracking station & done Mun & Minmus flybys. So I guess it'll be the hard way... (I hate this process) -
A plethora of rescue missions?
tmbomber replied to eddiew's topic in KSP1 Gameplay Questions and Tutorials
I've run into a problem where I haven't been offered a single rescue mission. I have the tech tree complete through the 90 point nodes along with a few of the 160's. When I go to mission control and select "all" I don't even see rescue missions as a possibility. I'm about to create a new career game and remove the mods that might effect things, but that's going to be a pain I'd rather avoid. I have coherent contracts, contract configurator, and contract pacs: Bases & stations, kerbal academy, remote tech, scansat, & tourism plus as well as several mods that bring contracts along for the ride. Anybody ever see this behavior? -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
tmbomber replied to nightingale's topic in KSP1 Mod Releases
Running into an issue with the first communications contract. I have four satellites up with their orbits perfectly set. (hand edited the .sfs file) The "x is directly connected to y" part of the contract isn't being satisfied. (even though the tracking station shows that they're linked) I'm just going to use the debug screen to mark the contract as finished, but I was wondering if anybody else ran into this problem. http://imgur.com/4UFUR0f- 557 replies
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- contract configurator
- remotetech
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KSP Interstellar Extended Continued Development Thread
tmbomber replied to FreeThinker's topic in KSP1 Mod Development
Howdy Folks... I've been working on finishing out my current career save before the next KSP version comes out. I've all but a couple nodes left to do in the science tree. I've ran into an issue with reactor embrittlement. In just about every career game I come to the point that I get Microwave transceivers and set up a couple nuke ground transmitters. Here's my current pair: Nuke Ground Stations... I set these up broadcasting 3.5 GW each and leave them there. I just went back to check them and grabbed that screen shot. Please notice a mission elapsed time over seven years, and an embrittlement of 0.029%. Here's my super-collider expedition to Jool. This is just after I've done a mid-course correction to clean up the approach... Jool mission... Please notice the mission elapsed time of 151 days and an embrittlement of 37%. The difference between the two is that for the ground station I set them up and never went back to them. The Jool mission I stayed with and time warped to the course correction. I went to the tracking station and warped time from there. Here we are arriving at Jool... Orbiting Jool... Please notice the mission elapsed time of one year 236 days and an embrittlement remaining at 37%.What prompted me to post this is that I had reached Jool with my reactor putting out barely enough power to keep it running. I had hit F5 just after the course correction so I could re-run the mission and grab the screen shots. So, reactor embrittlement changes while your flying the vessel, but it doesn't if time passes and you're elsewhere. Here's my question... How long should a 10GW internal convinement fusion reactor last? Should it be good for a trip out to Jool? Should I be sending a crew out with it to do maintenance? -
KSP Interstellar Extended Continued Development Thread
tmbomber replied to FreeThinker's topic in KSP1 Mod Development
I just updated and started this morning after a week of not playing. After loading my save it gave me a notice that a few of my vessels weren't loaded because it couldn't find a "small molten salt reactor". I went looking and couldn't find it's removal in the recent changes. I went to the VAB and saw that there's a "molten salt reactor", but not a small one. My issue is that I was using this reactor on my long range TDRS array and not having those vessels cause me to loose contact with pretty much everything beyond LKO. (I'm running Remote Tech which makes this an issue) This save is the one I've been playing since 1.0.4. I've nearly completed the science tree. (just need warp drive to finish it.) I saved a copy of my save game before launching. Is there an easy way to put a "small molten salt reactor" back in? Or do I need to modify and relaunch my TDRS array?