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terrendos

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Posts posted by terrendos

  1. This is embarrassing to ask because I've been playing this game off and on since 2014 or so, and I've done more than my share of interplanetary trips in that time. But it's been a few years since I last tried, and I've hit a stumbling block on this probe I'm sending to Duna.

    https://imgur.com/a/MfM2fdz

    As you'll see in this photo, the planner says it's about time for the transfer window, and the phase angle looks at least approximately correct. But when I plan the burn, I keep getting this. Worse, no amount of fiddling I do with subsequent maneuver nodes, short of creating a brachistochrone trajectory, will get me an intercept. What am I doing wrong here?

  2. I've got a weird issue with SCANSat (running the latest CKAN version on KSP 1.12). I can pull up the SCANSat big map, but I can't change the view at all. It's stuck on the low res altimetry scan of Kerbin, despite my having started scans of Mun and Minmus, both altimetry and biome. Any idea what could be causing this? My particular save isn't super heavily modded, so I'm doubtful it's a mod interaction.

     

    EDIT: Never mind, did a clean install of SCANSat and it seems to have fixed itself. Not sure what happened there, but whatever.

  3. 13 hours ago, allista said:

    No, only that these resources are also put into the kit along with the stuff needed to build parts.

    The UI window of the assembly workshop has the buttons to close assembly spaces. At some point this was also fixed by automatically closing the gates when you press the "create empty kit" button, but I don't remember when exactly.

    Oh, and @terrendos, you can share the logs obtained after you've tried to spawn a container. It'll help in case this is a bug.

    @allista

    Okay, well, that button doesn't seem to do anything for me. When I press it, nothing happens. I can try to build something without the doors closing, but I can't Finalize any build because the doors are open. I attached a screenshot.

    https://imgur.com/a/3ionUcX

    I'd be happy to paste logs, but I don't know where they would be generated. This isn't causing a crash or anything, it's just that nothing happens. This is a station I cheated into orbit for testing, but I don't know how that would be relevant.

     

  4. I'm having an odd issue with this mod. I have a space station in orbit and I want to create a DIY Kit. When I press the button, it says I need to close the assembly space first. The orbital assembly space opens automatically and it has no buttons, so I have no idea how one "closes" it.

    Currently on KSP 1.7.3 and (if I'm reading the mod info correctly) GC 2.4.0. I did a quick Google and it sounds like the problem was with the version that came packaged with MKS (which it is). But when I tried to remove it and reinstall it myself it didn't fix the problem.

    I'd appreciate any help you guys can offer, even if it's "update to the latest version." I'd rather not do that, since 1.7.3 is the latest version that has all the other mods I'm running.

  5. I've hit an odd snag with this mod. I'm playing on KSP 1.7.3 (and version 1.2.0 of MKS, IIRC). It looks like the resource previously called "SpecializedParts" has been renamed just "Sp." At first, I didn't think much of it as a problem, but it looks like EL is still looking for SpecializedParts instead of Sp when it comes to building crafts. Is there a way to fix this without causing a bunch of problems? I assumed the best way was to change the EL config to require Sp instead, but based on the amount of people discussing EL in this thread I assume this must be a pretty common issue, so the fix might be easier to find if I post here.

    EDIT: Huh, for some reason when I reloaded it worked. Never mind then, must have been a glitch on my end.

  6. I'm playing on KSP 1.7.3 with the associated versions of this mod and Modular Kolonization System. I noticed that MKS seems to have swapped over the "SpecializedParts" object to "Sp" for some reason, but this mod still requires the original material. Is there a way to change the config in the settings to use "Sp" instead? I understand it's a mod conflict and I guess technically the fault lies with MKS but it seems like it might be an easier fix on this side, since I assume I'd have to mess with Ground Construction too if I wanted to change "Sp" to "SpecializedParts."

     

    I much prefer this mod to Ground Construction, so I'm really hopeful that there's an easy fix. I'm not very well versed in editing configs.

     

    EDIT: Huh, for some reason when I reloaded it worked. Never mind then, must have been a glitch on my end.

  7. On 1/17/2020 at 5:26 PM, JPLRepo said:

    depends how far away they are from the telescope. They all have ranges. So if it's too far away, you can't see it... so you have to move it further out in the solar system.

    and yes you can change this. it's in the cfg files.

    Yeah, that's what I figured, that the ranges for the base mod didn't account for more distant planets.

    I don't have much experience fiddling with configs, I'm afraid. Would it be GameData/RepoSoftTech/ResearchBodies/ResearchBodiesMMKopernicus.cfg and just add a few zeroes onto each of the values in there? I also see a GameData/TarsierSpaceTech/TSTMMResearchBodies.cfg that looks like it might be relevant.

    If I should be asking in the TST thread instead, I'm sorry, just let me know and I'll ask over there. Thanks for the help.

    EDIT: Oh yeah, went ahead and added a few zeroes onto each of those configs and it seems to have worked. Thanks!

  8. Having somewhat of an odd issue with this mod. For the record, I am on version 1.7.3, and the possibly-relevant mods I've installed (aside from Research Bodies, obviously) are Tarsier Space Tech, Distant Object Enhancement, and Contract Configurator. I don't think they're the problem but I figure you might ask.

    Anyway, the real issue is with Kopernicus and the Extrasolar mod. I'm guessing the default RB configs don't account for planets and bodies farther away than Eeloo, because I can't find them in the space telescopes I have access to. I think I might be able to find Valentine (the star added by Extrasolar) and possibly its planets if I use the "Explore the Sky" Contracts, but it's still very expensive and my budget is tight (in no small part due to the expenses in photographing things for RB). Either RB or the Contract Configurator mod seems to think I have a third mod installed (I have a mission to send up something called a Triple-Z Telescope) which I suppose I could install if I had to. Frankly, I'd rather just modify the configs for RB and/or TST to make them able to see the Extrasolar bodies. Is there an easy way to modify config files to solve this?

  9. 3 minutes ago, Terwin said:

    I think there may have been a miscommunication: DIY kits are here now and you can shoot them off to wherever you would like to build them into bases(or starter basis if you also use OSR Workshop).

    In the future OSR Workshop will not be required for anything beyond spare screwdrivers as you will be able to create new DIY kits at your established bases and them send them off to make new bases(or expansions for existing bases).

    Oh, I can use OSE Workshop (which is what I assume you mean, not OSR) to make custom DIY Kits? Yeah, that sounds like I should be able to do everything I want then. GC to allow creation of DIY Kits, OSE to create them on far-flung worlds, all held together with MKS as the foundation.

    I don't think I ever used OSE; I'll have to give it a look.

  10. 4 minutes ago, Terwin said:

    As the desired functionality is basically Ground Construction + the ability to manufacture DIY kits off Kerbin(which GC is currently working on), I am not aware of any plan for RoverDude to roll his own beyond probably picking up the reins of GC should Allista put them down.

    Ah, okay. I had stopped playing before Ground Construction was a thing. I haven't used it but I do quite like the DIY kits approach based on a few videos I've seen on Twitch. If that's an intended feature for Ground Construction in the future, then I can keep waiting. Thanks!

  11. I stopped playing KSP a year or so ago, so I'm pretty out of the loop. I was thinking of getting back into it, but I was wondering: did this mod ever work out the ability to do the Extraplanetary Launchpads type stuff without Extraplanetary Launchpads? Last I heard was Roverdude had been planning on creating his own version. My dream KSP goal has been to build a base on the Mun or Minmus or whatever and use that base to construct ark ships and put  fully self-sustained colonies on half the KSP solar system. Did that ever get resolved, or do I still need to build those Ground Construction boxes and launch them from Kerbin? I glanced through the past several releases and didn't see it mentioned, but I could have missed it.

  12. I edited my configuration files to stop an exception occurring yes. See this post here:

    post1116712

    Forgive me, but I must not be understanding what to do with that file you linked. I tried merging it with the existing BoulderCo folder in GameData and replacing the contents, I tried taking just the WarpPlugin piece and switching it out, I tried deleting the WarpPlugin cfg from the file, none of it seems to make any difference. If I include just that folder and not the ActiveTextureManagement one, the game crashes when it finishes loading (I presume from an Out of Memory error).

    I hate to impinge upon the thread again, but would anyone mind explaining to me how I'm supposed to use this? I'm not especially familiar with modding.

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