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KBluey

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Everything posted by KBluey

  1. I found the same thing. I did a test with the Mk1 and Mk2 cockpits, made two vessels with the same amount of fuel and the same mass, tested what altitude they would reach going straight up from the launchpad. The Mk2 cockpit reached a higher max velocity and a higher altitude than the Mk1!! Not by much (28.6k vs. 24.2k), but that's very different than how those parts performed in KSP1.
  2. Okay, second time lucky. I didn't know about Dropbox but that's pretty neat. https://www.dropbox.com/s/i8febxtpuv9npgr/KSP.log?dl=0
  3. There doesn't seem to be a way to upload files in this forum, so here's my log file as a spoiler, which I hope will keep the length of the post down....please let me know if there's a better way to do this. I installed Dang It! using CKAN btw. [Gargantuan browser-destroying log file deleted by moderator]
  4. I'm having trouble using Dang It!....the in-flight GUI offers the "inspect" option for a failed part, but when I click the button nothing happens. It also doesn't offer a "repair" option for the failed battery. As far as I can tell the other functionality of the mod is working...routine maintenance, replace insulation, clean engines etc. And for this failed battery it offered a "replace battery" option, but that didn't fix the battery (it still held zero charge). I have USI-LS installed, and KAS/KIS, along with a handful of other mods that I don't think would affect Dang It!...docking port alignment, EVE, Mechjeb, Trajectories, Chatterer. Any ideas....?
  5. Just checking--I have only USI-LS installed (no MKS etc.) and it looks as if Homesickness is disabled, is that right? The USI-LS "Life Support Setup" GUI in the Space Center view doesn't list a "NoHomeEffect" or any other Homesickness variables. And there's no homesickness value shown in the VAB/SPH. BUT the "Life Support Status" GUI in the Tracking Station view, and the in-flight view both show "Home" durations for each crew member. However, those Home durations don't seem to align with the calculation described in the USI-LS wiki, i.e., 30 days plus the maximum habitation value experienced by the Kerbal... Maybe the calculation changed since the Wiki was last updated? Is there a handy dandy spreadsheet for Homesickness anywhere?
  6. I have the latest build (#88) installed, but I can't see the radiation belts around planets either in map view or at the tracking station. In the tracking station I see a GUI for my vessels, but I don't see any information about the planetary body.
  7. @Zeroroller if you're having the same problem I had (the pop-out menus don't pop out), the solution is to use the latest "Jenkins build" which is here https://jenkins.spaceball.cf/job/Kerbalism/lastStableBuild/
  8. I'm probably doing something stupid, but I can't see any of the "popout windows" in the GUI. When I hover over the in-flight GUI it says "(middle-click to popout in a window)", but I don't have a middle mouse button and I can't find another way to open the window. Also, my mouse scroll wheel freezes the first time I mouse over the Kerbalism in-flight GUI, and won't allow me to zoom my viewpoint toward or away from a vessel.
  9. @cxg2827 Thanks! I used the 1.1.3 release of RescaleZ with the 1.2 release of Kopernicus and everything seems to be just peachy.
  10. Just checking in to see whether you might be intending to release a 1.2 version of RescaleZ? I enjoyed the mod a lot under 1.1.3, so I'd be very happy to see an update. Kopernicus was updated to 1.2 yesterday apparently: [1.2.0] Kopernicus (Release 2) - October 20
  11. I'm probably making a schoolboy error, but my Kerbals keep starving even though there's food in their modules....see screenshot. Three out of four are on the verge of death after ten days sitting on the launchpad. Greenhouses are growing merrily, and I'm running KSP 1.1 with the 1.1 edition of Kerbalism.
  12. I want to say thanks for this mod, KillAshley!! The problem with the stock game is that you can get to any planet and back using a single vessel; with your mod, getting to the surface of Ernus and back with stock vessels and life support requires a multi-vessel mission over many many years. This is a worthwhile challenge!! I think the key differences are that you've made a Kerbin a moon, and you've put several planets (most importantly, Laythe) in tighter orbits than Kerbin/Sonnah, with ludicrous delta-V requirements. Excellent work on the gameplay, as well as on the textures and other stuff.
  13. Any plans to develop landing strips on other planets? I would love to be able to have smooth, long landing strips for large vessels on Laythe and Duna.
  14. I modified the TACLS mining cfg file so that the "biomass" converter produces Nutrients for the SETI greenhouse. I like this compromise for extended exploration or colonization missions, because food will last indefinitely on a planetary surface (as long as you have enough greenhouses and keep mining nutrients), but it won't last indefinitely on a vessel. Does anyone foresee a problem with this? Is it close to the long-term plan for "nutrients" in SETI? I love realistic life support, but Roverdude's MKS/OKS is way more complexity than I want to deal with. I just started using the New Horizons planetary mod, and I'm trying to take a crew to the surface of Ernus, which requires a perfectly insane amount of delta V and many years of travel, so a multi-stage mission with ISRUs and resupply posts seems like the only route.
  15. The j and k adapter plates seem to have disappeared, which breaks my save. I copied the "legacy" parts to Gamedata but that didn't fix it.
  16. Aha! I see the point, but it would be nice to be able to block the crossfeed when I don't want it. Thanks for clarifying....I do vaguely remember reading about the new crossfeed rule but I didn't see it mentioned in any of the wiki articles.
  17. Have the rules for fuel transfer changed? I'm using TT-38K radial decouplers to attach LFO tanks and rocket engines around a central core stage (which contains liquid fuel and turbojet engines). The turbojets in the center stage are pulling fuel from the LFO tanks even though there's a radial decoupler in between and no fuel duct! Maybe I somehow screwed things up by adding mods or something...? The only way I can think of to fix this would be TweakableEverything.
  18. Is anyone else noticing problems with the science bays? I just reinstalled KSP from fresh, installed OPT 1.6.9 as the only mod, and when I add an OPT J science bay in the VAB, I can't right-click the science bay, and I then also can't right-click any of the other parts of the vessel. This happens both in sandbox and career. The same problem occurs after I launch, EXCEPT if I copy the old OPT science bay (from Gamedata/OPT/Parts/J_4m_ science) into gamedata, in which case the new J science bay works perfectly in game. The trouble is I then have two J science bays in the VAB. Anyone...? Bueller...?
  19. I tried to dig into this a little more. With 1.6.9 I couldn't get the science lab to function properly at all...when I right-click on the lab nothing happens, even with a freshly-launched vessel. When I removed 1.6.9 and went back to 1.6, it functioned perfectly again. I added in the new Squad research module text to the OPT science lab config (the one under "j_4m_science", not the one under "Newparts"), and now it seems to function properly with the new research module. So, as far as I can see it's just some kind of bug with the new 1.6.9 science lab. No idea what, though....
  20. Just fyi, I think 1.6.9 broke the save I'd made with 1.6. I have a space station that has the OPT mobile science lab, and when I reload the saved game, everything seems to function correctly until I right-click on the science lab, but after that I can't right-click on any other components, including stock components. I noticed in the save file the lab is called j.4m.lab, whereas in the .cfg it's called j_4m_lab, I have no idea really but maybe that's a potential cause?
  21. Great work, thank you! One item for your list when you have a moment--the new 1.0 science lab has a data processing module that isn't in your lab yet. Here's the module from the Squad .cfg: MODULE { name = ModuleScienceConverter scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 500 //How much science can we store before having to transmit? powerRequirement = 5 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research }
  22. The stock game already has the option of showing part temperatures on right-click; check out the Alt-f12 menu under "physics". It also tells you rate of heat loss and gain from each part via convection/conduction/radiation. I believe this is new for 1.0. What it DOESN'T tell you is how close that part is to its max temperature (it doesn't tell you the max temperature of each part at all). The trouble is, in terms of gameplay, even if you stop burning your engine when the part gets close to its max temp, it might still overheat if the part is being indirectly heated by a chain of conductive parts. I absolutely love the new thermal management issues in KSP, it forces some interesting design choices, i.e., with nuclear engines you more or less have to connect the engine directly to a big fuel tank that provides a lot of thermal mass and conducts heat away from the engine.
  23. Just some feedback on a persistent crash. I successfully reached Pol with one vessel, but the next vessel crashed the game as soon as it left Kerbin's SOI. All my other vessels (including the one on Pol) would operate as normal, but as soon as I switched to this one vessel, the game crashed. It was a manned (Kerballed I guess) vessel, using a lot of Roverdude's OKS/MKS parts but nothing else non-stock. The other (successful) vessel also used OKS/MKS but didn't have a crew. As soon as I removed the Planet Factory Revived folders from gamedata, everything worked perfectly again. Here's the complete list of mods in my gamedata folder in case that helps.
  24. Same here, I followed the steps you set out and still have the same problem....jaw won't melt rock, no mining occurring. I'm using Custom Asteroids btw, which claims it's not updated for 0.90...
  25. I feel you! I've returned to building SSTOs in stock after NEAR/FAR, and you need a ton of wing surface to get lift on take-off. It makes a huge difference at top of climb too. Luckily, because you're not using FAR, you can build big wings that don't break off ;-)
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