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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Is this for USI-LS? If so, I though I already had a habitation multiplier set up for the Ponderosa template. Yeah, the amount of Equipment required is steep initially, but a skilled Engineer/Scientist can reduce that amount. Plus, later on you can make your own Equipment.
  2. You might also consider using KSP-AVC to keep your mods up to date: All my mods are compatible with it.
  3. Looks great! Thanks for posting the pics of your base. It's nice to see what others have done. I vaguely recall for some reason turning off the reclaiming of equipment feature. I don't recall why. I think it had to do with some refactoring that I was doing at the time. I'll take a look and see if it can be reinstated.
  4. Thanks, I can take a look at that. What is WBITweaks? It's listed in your mod list. I'm noticing that your logs are chock full of this: [EXC 22:47:06.711] MissingMethodException: Method not found: 'TimeWarp.SetRate'. KerbalAlarmClock.KerbalAlarmClock.Update () [EXC 22:47:06.723] MissingMethodException: Method not found: 'TimeWarp.SetRate'. KerbalAlarmClock.KerbalAlarmClock.UpdateDetails () KerbalAlarmClock.KerbalAlarmClock.RepeatingWorker () KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () Not sure if you're keeping KAC up to date or not. It might also be causing your issues. There also appears to be something going on with Pathfinder trying to load its config file from disk, so that's something I can look at.
  5. Fantastic artwork! You can create your own custom buildings at the KSC? I'm curious about that..
  6. Neat! That is a lot of science! No explosions, hopefully? I have seen bases shift due to collider issues, which is why small bases are better than big ones (and why the distribution system exists). Anyway, really cool to see Sonnah, that is a classy gas giant. Makes me want to put OPM into my next career game.
  7. I'm enjoying the development of your story. Sounds like recycling is just coming into play. What mods are you using? I recognize Nertea's cryogenic engines, are you using Ven's for the revamped capsules?
  8. That sounds like a bug, I'll look into it. Thanks for the report. :)
  9. Nicely done! It also makes me wonder if all those Stuff and Things in space are forgotten because the updates to the game reset Kerbin but leave space intact, so that reality shifts whenever KSP is updated..
  10. Yup that's normal. JetWing's RCS needs engine thrust in order to function.
  11. Thanks, I'll take a look Well, I wanted to retire the Grizzly wheels but got a lot of feedback on that. So you all get to live with the wheels as they are. Maybe KSP 1.2 will fix things. Meanwhile, try building a similar rover using stock wheels and see if you get the same boat-like steering. Also, try disabling steering on all but the front wheels.
  12. Neat to see the JoP reach Laythe and get ready for ground ops.
  13. Yeah probably. But at least there are some possibilities there. Likely this is a project for the future though, gotta stay focused and finish up my core stuff.
  14. More digging: It appears that KIS_ITEM determines doesn't reassess a part's mass after it's been placed into a KISInventory. Maybe @IgorZ can shed some light on how to update the item in the inventory with the new mass. If I can do that then a bouyancy compensator is definitely possible.
  15. Continuing the discussion from @Geschosskopf's Fabulous New Horizons Traveling Circus thread, I needed a break from beating my head on a wall trying to make dynamic IVAs for the MOLE, and played around with submarine tech. Currently, this is what I've got: As you can see, I can make a kerbal drop to the ocean floor using the KIS-enabled Outback. Originally I thought you couldn't jump when you reached the ocean floor, but that's because the KISInventory isn't refreshing its mass after I dumped the Outback's ton of Lead. Rather than bug @IgorZ about it, I did some digging, and I think I can tell KIS to refresh the mass and volume of the kerbal's inventory. If that works then the kerbal should shoot to the surface after dumping lead. Basically, with KIS, I can create a bouyancy compensator and maybe some sort of automatic dive computer (powered by Komodore, heh) to make the kerbal neutrally bouyant. You could then swim around or drop to the ocean floor. Then with some kind of aquatic JetWing for increased mobility, and revival of the "BuffaSub" concept, and the "Sandcastle" printed habs in Pathfinder, I could make underwater bases.
  16. Some of this I can solve today: I filled the Outback with Lead (created a template to do that), strapped it on, and let the kerbal sink to the bottom. Once on the bottom, the kerbal can walk around but not jump. Dumping resources didn't make the kerbal rise, so not sure how to make the kerbal go up just yet. But it's a start. Project Sandcastle (love the name) is ongoing, and will be instrumental in an underwater base.
  17. @Geschosskopf I didn't know about the music videos until you pointed them out, very appropriate! Glad to see things are working again too. Frustrating weekend, and I apologize for the outburst, but glad it's done and the mods are stable again. @Just Jim Funny you should mention that, I've toyed with the idea of making underwater base parts for Pathfinder. It depends upon whether or not I can make a kerbal swim underwater. if I can, Subnautica is coming to KSP, and the Buffalo will get a Buffasub.
  18. Glad to hear that the builds are stable. In case you haven't seen it yet, there is a pre-release of WBT that fixes the symmetry issue when reconfiguring tanks. If that works then I can release another batch of updates. Things should be pretty stable at that point.
  19. Once again, saying "it don't work" does not help. I need logs and possibly saves and craft files. What version of DSEV are you using? The lastest is 1.2.1. I've already verified that all the modules in DSEV are functioning correctly, so you appear to have an installation issue on your end. Are you using CKAN? If so, manually delete all Wild Blue mods and install them manually with the latest from github.
  20. Wild Blue Tools 1.3.12 pre-release for those who want to try it. - You can now change the configration on tanks with symmetrical parts. In the SPH/VAB it will happen automatically when you select a new configuration. After launch, you'll have the option to change symmetrical tanks.
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