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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Same reason we use Water instead of KSPI's LqdWater. We use the Community Resource Pack (one of my other projects) which includes resources used across multiple mods. One of those that joined on the playground was Near Future Technologies, which uses LiquidHydrogen, EnrichedUranium, etc. - so the USI apps are compatible with the NFT ones (also TAC-LS, Universal Storage, NearFuels, DangIt!, Extraplanetary Launchpads, etc.) The rub with resources in KSP is that due to the total lack of standardization, we had to plunk a stake in the ground as a starting point, and Nertea was pretty awesome (and flexible) to work with. Now, if RealFuels wanted to join in, it would require at this point them to see about aligning with some of the analogues we already have in CRP, and that would include some compromises on things like resource names, densities, etc. and I pretty much always welcome that dialogue. Granted, you can also do what UndercoverYankee did with KSPI when Fractal decided to not continue down the interop path Wave was going down with KSPI-L - just build a MM compatibility pack that syncs everything up (either by changing USI stuff to RF, which I recall someone was already working on), or RF to CRP (especially if you use other USI mods or are considering NFT). Then spin up a release thread
  2. Interesting idea - log something to GitHub. May also do a hi-cap passenger version of a kontainer Yep, fixing in an upcoming release, probably around 11/1
  3. Will check - log a github issue if you don't mind as I hit those first when going through the mods
  4. No changes to Karbonite collection that would impact that are on the books, so you're fine. Granted, other mods that use or extend karbonite (MKS, etc.) may change that, but not the base project. See below In those cases where we have version incompatabilities I do keep the latest stable version for each KSP release. But Karbonite works just fine on 0.24 and up (side note, I don't host on Kerbalstuff, just GitHub).
  5. Correct. Only caveat is that snacks can never be closed loop because there is loss of mass when snacks are consumed, and no waste product that I can toss into a converter that leads back to more snacks.
  6. Excellent - packrat (and every other mod I have) will be taken care of in the next refresh, targeting 11/1 for that
  7. Go ahead and clear out any TGA files in that folder, let me know if that solves your issue please.
  8. No worries, I'm refreshing MM in all of the packs as we speak (we were still on older MM versions when I packaged those).
  9. ExpPack hasn't had it's images converted yet. That being said, show me a screenshot of your GameData/UmbraSpaceIndustries/FTT/Assets folder please
  10. FYI - Karbonite uses a fork of ORS (It's in the ORSX folder), not the same ORS used by KSP-I. Fortunately the two do not conflict.
  11. Kerbitat and Aeroponics if you use Snacks. Bundling it in next release. Note that snacks cannot be close-looped.
  12. Well that's a start at least. So even if the ONLY mod you have is ART, same issues? Again, scratching my head as the most basic bit is a module manager config that adds a resource and part module to an asteroid - so if that bit is not working, there is oddness. (Side note - if you are comfy with config editing, you can edit the potatoroid to be a 'science' part and spawn asteroids - I spawn them in the SPH then fly over from the VAB with hacked gravity for testing... or use HyperEdit to get them in orbit for the same purpose).
  13. You most definitely have some weirdness going on, because there is no way my parts can affect other parts just based on how KSP works. Honestly, it sounds like you need a clean KSP re-install.
  14. Excellent, if you can't do the github thing just send me a PM
  15. Two ways. First, log a Github issue and I'll just add it Or modify the config - it uses Firespitter's FSFuelswitch
  16. Can't replicate it, so my next best guess is Module Manager. Let me know which versions you are using.
  17. If you have TGA's in the FTT\Assets folder get rid of them, they should be PNG only. This is a KSP TGA bug.
  18. It *should* work. If it does, let me know or log an issue and/or pull request. Side note - I'm very slowly going through all of my models and pngs and converting over to the mbm format which should help with texure issues
  19. That's awesome, and so glad you guys like this stuff! Best bit... is that FTT-II was groundwork for the next mod I am working on I had to have this in place first. hmm... could not repro. Though I am getting used to having to buy a new launchpad every time I launch one of these Thanks for that! For the thread in general (and zero to do with this request, but more of a general reminder), I don't ask for github issues to blow off your concerns or be snarky, but do so because I manage a lot of mods and want to make sure your requests don't get lost between the cracks. I usually use pylons or you can make girders KAS-compatible. If someone is nice enough to log in a github issue I'll see about making some wheels appropriate for an MKS base, probably something animated.
  20. Ok - now I know which cargo pods you are using - that helps Can you log a github issue with those screenshots for me please (or maybe someone on the thread can)?
  21. Log file (Dropbox) NOTE: The logging includes additional debug logging that I added to RealChute as part of looking at this problem so far. These lines are denoted by an [ozraven] prefix. My GameData: http://i.imgur.com/AvFntBh.png My GameData\UmbraSpaceIndustries: http://i.imgur.com/es6Jbne.png Checked that all of the settings in SrvPack's RealChutes.cfg are reasonable/comparable to other known working setups. (They are.) Removed RealChutes so that the DERP Propulsion Module would use stock parachutes. (Problem does not occur.) Added debug logging to RealChutes to "trap" the NRE for more information. (Logs show the NRE occurs loading the PARACHUTE material (parachuteName).) Imported the PodEngine.mu in to Blender to verify that "Canopy" is the name of the parachute's transform. (It is - ModuleParachute works with the same value.) I haven't ruled out a problem with RealChute but I also haven't been able to reproduce the problem with anything other than the DERP Propulsion Module. To be perfectly honest, I'll probably be cutting (no pun intended) realchute support as it's been fairly problematic.
  22. Cost balance wise, I'd welcome a pull request Tech tree wise, I put them in the same spot so they all unlock at once..
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