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Angelo Kerman

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Everything posted by Angelo Kerman

  1. No problem. BARIS is not one of those mods where you can just install and go, which is why I have the nice big screen at the start that suggests reading the KSPedia. If I knew how KSP displayed the tool tips screen with Gene, Wernher and such, I would use that extensively because I know users don't RTFM. Failures after integration is definitely normal.
  2. The answer to how it works with KCT is in the KSPedia.. You can find a copy of the KSPedia pages on the first page of the wiki as well. The nature of the two lines reflects that more than one thing can break on a single part. I can increase the onscreen time though. You might also want to check the flight log... Failures early on is normal, as they were in the early space program. 5/5 is intended, and is why vehicle integration is needed. The KSPedia also has some tips that will help. The oddities sounds like some issues that need to be sorted, I'll check those out.
  3. Yes, the default is 18 days, but you can change that. That is in the KSPedia..
  4. So, I got finished fixing up the base textures for Pathfinder's Sandcastle parts, and then this happened: This is the new Duna-18, first of my revamped 3.75m fuel tanks. As mentioned before, if you've made any vessels with the existing 2.5m or 3.75m tanks, they're safe. I'm just remastering the artwork. The 3.75m tanks will be called Duna, and the 2.5m tanks will be called Delta. Anyway, the Duna-18 is new and is 0.9375m tall, just like the smallest stock 2.5m tank. I plan to have it texture switch to an orange tank. And how it looks stacked to a couple of D2 science labs: Still working on the textures but it's a start.
  5. Check the original post, I put a link to the tweakscale configs that @panarchist created.
  6. Sadly there isn't much I can do about the random explosions. That is a KSP thing; I've found that the game doesn't like large bases. That's one reason for the resource distribution system that I made for Pathfinder. Best advice I can give is to save often.
  7. No worries, glad we got it sorted. It's a new release and there are bound to be issues. I will look at the reliability calculations for the next update so you don't get the weird numbers.
  8. Oh yeah, ModuleManager is a good thing. That's some seriously bad reliability too! If you haven't hired any workers from the Space Center screen, then the Available Workers is correct.
  9. No, it should be shown when debug is turned off. Sounds like there's something getting stomped on. I'll try to recreate the issue on my end.
  10. Ok, I'll need more info, what mods do you have installed, logs with debug turned on, etc.
  11. That sounds like a KAS issue thing. For standard fuel transfers between tanks, you right-click on a part, then hold alt and right-click the other part. Then you can transfer resources between them. Those tanks don't have any Pathfinder support for automated resource distribution. You'd need something like GPO Fuel Pump for that.
  12. Hm.. Well, I can detect when a vessel first launches with an event from KSP, so I could add that in. Thanks for the suggestion. MTBF reflects operating time. If you run your drills constantly then they'll wear out faster than if you run them sporadically. The same goes for engines. But each time you start or stop your engines and such, there is a chance that they will fail. Fuel tanks are the exception. They have a MTBF since launch. Essentially assumes that their cooling systems and such are always on, or they take micrometer damage over time, etc.
  13. Dang, out of likes! For your first question, I don't see anything out of the ordinary going on with the Wagon, so it's confusing as to why it's not storing resources. I'll have to do more investigation on that. For your second question, not sure what you're asking. Once you hook up the KAS connectors, you can manually transfer fuel between the base and the vessel fuel tanks. Pathfinder's resource distribution only works on Wild Blue fuel tanks that have distribution turned on, and it isn't clear if you have Wild Blue tanks on your rockets.
  14. There seems to be some lingering troubles with setting a Pathfinder mode and the options screens. I'm not sure if it's on my end or Squad's end, but I'll keep investigating. Meanwhile, when changing a Pathfinder mode, it's best to double-check your options afterwards.
  15. Just updated BARIS to 1.0.5 to fix an issue where event cards would occur even with BARIS disabled. I'll roll the update into the latest mod suites as soon as I make some GUI rendering improvements to Wild Blue Tools, but you can download the update here.
  16. @Vaga BARIS 1.0.5 should solve the problem: - Fixed issue where Event Cards would happen even when BARIS is disabled. - Updated "Reliability & MTBF" KSPedia page to show where to find a part's MTBF. - Added new KSPedia pages describing how to enable BARIS.
  17. Fixed the problem, update inbound. Also, a revised KSPedia page, and a new one:
  18. The recreation steps really help, thanks. I found the issue, I'll have a fix later today.
  19. Yeah, that last graphic is a bit out of date. I'm basically going to have a thingy that shows or hide the appropriate mesh depending on what you have attached where.
  20. That should not be happening, are you doing any time warps? You got 4 or 5 event cards, how quickly did that happen?
  21. When I update my mods, I always make sure they are all in sync. Less troubleshooting for me that way. I actually thought of making airship hulls with habitat and lab spaces at one point but focused on the Bison gondola parts instead- the IVA of a 10m would be a pita. The closest I have is the hangar deck.
  22. Here you go, blast from the past circa October 2014: And its modern direction:
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