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Orange_Ignition

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Everything posted by Orange_Ignition

  1. Hi there, i have only USI constellation pack installed and I'm getting these sets of errors when ever i add a colony module into the editor. [EXC 15:31:53.244] NullReferenceException: Object reference not set to an instance of an object System.Guid.BaseToString (Boolean h, Boolean p, Boolean b) System.Guid.ToString () LifeSupport.ModuleLifeSupportExtender.PreProcessing () BaseConverter.FixedUpdate ()
  2. i don't think that i installed it wrong... but my attach points do not look anything like the ones in the video you provided...
  3. i can't seem to figure out the spindle... the attach points are quite confusing. there are three, all of which are offset deeply into the spindles center, how should i attach it to other parts? also the hub and counter hubs don't sit well on the provided attach points... i think im missing something... :/
  4. So with the homestead module's description "It is large enough not to require extension modules."; if i set it to kerbitat does that mean i don't need to add habitation modules? (ie. hab ring) same with aeroponics? no more need for an inflatable agricultural module?
  5. something like that, what i've been trying to do is to create(im apparently terrible at making things in 3d) a cargo container that i can either drive something small in and out of, also walk kerbals into... i like to keep KAS containers and attachables in enclosed places like cargo bays. And im assuming that these frames are definitely going to be used off kerbin(would only make sense) so i would imagine putting all your little bits and valuables into a container like that. Translating that into real world examples, on certain construction sites, there are mobile garages/offices based on either repurposed shipping containers or Prefabs to store all sorts of things from spare parts to small vehicles. I think one would make sense if you are making a semi-realistic mining process. Instead of flying or trucking an entire mining operation out onto a remote oilfield in canada, you are flying them in onto a resource patch on duna. and the best way i could think of bringing everything with you is in containers, not in the typical kerbal contraptions we come up with to deliver rovers and what not kinda of an example. these guys are oil contractors, that thing is delivering a prefab office to an oil field in remote canada, but im not looking for a prefab house, just a rectangular box, a basic shipping container with either a ramp or just a section that flaps open so u can store smaller things inside, like a rover, or mining equipment/drills, heck even product, ores and what not. being able to haul in a container like that on the back of that frame of yours would be awesome, then leaving it behind as part of the mining camp and bringing in another if needed. then again it's straying from your mobile frame concept a bit, as it's an add on i guess. I'm trying to make one myself, but the process is a learning curve i wasn't expecting :/ another thought it a section of frame that you could lower. like the tail section with a folded up ramp that u can simply drive onto or off the frame itself.
  6. i think the Kontainers would benefit from having a radially attachable 'KAS BAY' type mount of some sort. right now it's the star lifter bay's or winging it. also are there any plans for a rectangular Kontainer? like a real(stackable) shipping container?
  7. this excites me and i think i know where you are going with this
  8. will the cargo container open? as in are there plans for a ramp?
  9. hello, the firespitter.dll in the current package is causing issues with KAS. Containers wont open in the VAB, using an alternate version packaged with MKS works like it should. just throwing this out there in case anyone else has the issues i did... you will see this in the debug log [Exception]: ArgumentOutOfRangeException: Argument is out of range. Parameter name: index
  10. i usually take breaks to play other games, every time something reminds me of KSP somewhere along the line and i start to feel the urge to play once more. I've found that setting goals really helps in keeping my attention, otherwise ill just sit in the vab making crazy stuff and never actually launching because i have no 'reason' to do so... currently i gave myself the mission to take 40 kerbals out somewhere and set up camp and see how long i can last.
  11. [Exception]: ArgumentOutOfRangeException: Argument is out of range. Parameter name: index This exact thing happened to me when i installed KSOS today, except that message spams the log when i try (and fail) to edit a container in the SPH/VAB... ive had universal storage forever and i know that it isnt the problem... edit:btw not using ATM at all, i convert to .dds removing KSOS does not fix the issue either, starting a new save does nothing as well. it's strange because it worked last night.... I NAILED IT The problem occurs when the Firespitter.dll from ksos is used. Replacing it with the one packaged with Roverdude's MKS works as it should.
  12. What i do like about the current shape is the fact that it looks fluid from the top(the 'edge points'?) like a giant shell, the new one has a break and then pops out a bit. i definitely prefer the old one in that regard. who knows, maybe it will look great in 3d... the interior on the other hand i think is great on the new drawing. much better clearance with the squaring of the lower portion of the bay. If you're redoing the shape, would you consider to create tail cargo ramp sections with different ramp angles at the open position? maybe one more shallow and one a bit more aggressive, just to give us more options on the height and where to place landing gear?
  13. If that's the case wouldn't it just fill all the empty slots in a base that would be linked to it? for instance all MKS lander bases have KAS storage built in, it would be a nightmare hunting down where thee output is if the workshop itself is full, or if you made a change to the base. I wonder if there is a way that you could define the output container... like in.. clicking a button in the rightclick menu that says, Output, then clicking on any part on the same vessel and having that part the output, but by default have it set to the workshop? anyways, still love it.
  14. this is awesome, is it possible to have the workshop output finished products to KAS containers attached to it?
  15. checked out the parts today, everything is looking awesome, one note on the lander. Can the Lander's main engine be a separate part? reason being users with mods like deadly reentry have consequences to heat buildup, seeing as the hull is an engine in this case i basically catch fire by using the main engines in atmosphere. but so far so good! love your work!
  16. this gives a huge amount of possibilities, i'm super excited for what you have coming next
  17. there are some mistakes in the MM configs, you have on multiple occasions double resource entries after adding modules for TACLS. should only have one unique resource entry per part. Example: the bold text is the duplicate @PART[xALCOR_LanderCapsulex]:NEEDS[TACLifeSupport] { @mass = 2.5 RESOURCE { name = Food amount = 103.3 maxAmount = 103.3 } RESOURCE { name = Water amount = 68.3 maxAmount = 68.3 } RESOURCE { name = Oxygen amount = 10511.2 maxAmount = 10511.2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 17233.5 } RESOURCE { name = WasteWater amount = 0 maxAmount = 165.8 } RESOURCE { name = Waste amount = 0 maxAmount = 17.2 } MODULE { name = LifeSupportModule } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 138 } }
  18. are there any plans to make this work better with community tech tree?
  19. I just like to say this release feels a lot more polished than the last(as it should) i wasn't using the previous release because of some issues i had with it, but now some of them were resolved. Visually speaking everything is top notch, couldnt ask for better. what are your plans for the next release if any? Do the plugins packaged with the mod require to be in the folder you've got them in? personally i deleted the ones i've already had in my gamedata structure (firespitter, and procedural fairings) but have left the fustek one in, does your mod look into that folder for the plugins or is it fine if i delete/move them to their respectful mod folders? Anyways, thank you for the effort you've put into to giving us such a wonderful parts pack
  20. I convert all of my textures to .dds and use ddsloader, it saves quite a bit of memory when running large amounts of parts simultaneously(the skylon works out to 9.6mb converted down from 27mb), personally i'd love to see an option for higher res textures, especially for something that is probably never going to leave my gamedata folder... also a quick comment; i love the little sliding doors on the side of the cargo bay. @climberfx i tried it with FAR on for s&g but it can't fly without proper configs. it goes into an immediate flip or side slip a few seconds off the runway, we're testing it stock for a reason
  21. congratulations on your alpha release i'm pleasantly surprised at how light the asset files are, i was expecting 60+mb, i'll be giving it a thorough session
  22. so how is it going? did you decide on the course of action in regards to getting the craft flyable with stock aero?
  23. when splitting it up, how would we handle closing the loop? can a single craft dock with two ports at the same time now? also from what i understood if we undock a single module, the ring gets broken, what would be then done with the engine blocks? does anyone know if the endurance is meant to be cannibalized entirely for colony use or does the ring stay intact? simply removing one part limits travel within endurance, remove two on opposite ends and you've got the ship cut in half, there has to be some sort of provision to keep the ring structure with the engines whole no?
  24. I'm going to try to build something like this tonight, i think this would be great for career mode
  25. the lander texture looks fantastic, although i have a question as to what the blue/grey tiles are on the top.
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