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Vas

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Everything posted by Vas

  1. I've removed Real Fuels myself, its unplayable. I use almost all Near Future things though, maybe even all. Good quick response though, I thought it'd be a day or two before any response with forums usually being slow. xD
  2. I've been ignoring the urgent error in B9PartSwitch because it wasn't a problem till now. I went to creative mode to test a RealFuel's issue I'm having and the game crashed when I placed a tank. [EXC 19:17:08.744] Exception: Conflict found between ModuleB9PartSwitch (moduleID='fuelSwitch') on part fueltank-75-1 and ModuleFuelTanks - cannot both manage resources on the same part B9PartSwitch.ModuleB9PartSwitch.CheckOtherModules () B9PartSwitch.ModuleB9PartSwitch.Start () Full Log: https://pastebin.com/a7Mx3sfG That happens upon mod loading, I've been ignoring it though. Forgot to add, I'm on latest version of KSP, latest version of CKAN, Latest version of the mod available on CKAN which appears to be 2.4.5 with around 80 mods. I'm not uploading a save because its not save related. I started a new save just now and it crashed the game.
  3. Shame this doesn't fully work with 1.5.1, engine flames are invisible. Also a shame this is unrealistic in terms of Engines, as each engine type gets a max of one ignition which makes them unplayable except as an initial launch. No multiple maneuvers once you get to space, its all one shot one go and then you have to throw away your engine. Real engines don't do that, so it can't be called Real. This just needlessly complicates the game in my opinion, I can't figure out what to use and what to do because every engine has multiple configs and every tank has multiple configs and it confuses the crap out of me having 30 different types of fuels... Just thought I'd provide my thoughts. Just as a point of proof, the engine limitations you impose that are very very very wrong I'll link some things below with a bit of explanation. The ISS has to reboost its altitude many times a year, 10-12 times a year, and from what I heard from a friend is that the ship that docks for a while has 20-30 ignitions for this. This graph will show you that the ISS does in fact lift its altitude nearly once a month. First stage engines only have one ignition, while second stage engines require the rocket to be in acceleration to ignite. But thats just for engines that send you off into orbit, every single engine in your mod has one ignition, a max of 2 is what I've seen. That makes it totally unusable and worthless. How do you perform a maneuver once you get to space? You can't shut down your engine or it permanently dies. You can't time warp to the other side of the planet to boost your PE either because that'd also shut your engine down. A worthless engine. Even my propane heater can self ignite, and does so 2-5 times a day during winter, thats up to 600 times a year, its many years old so thats at least 6,000 times. Sure, its not a ship thruster but it is an ignition. Unfortunately, I can't exactly find nasa grade information here to prove my point on the realism aspect of this but from what I can see with almost everything researched for the level 2 science facility, all engines in your mod max at 1 to 2 ignitions making them unusable. I will likely only see posts that mention me or quote me.
  4. The great and powerful Taniwha has spoken! I'll see if this is on CKAN and try it out, however I'll still have the issue of K&K structures not being able to reach each other cause of all the offsets. xD
  5. CKAN allows me to see suggested mods and required mods and such. I don't need to download 90 zips that all have 38 different versions of Module Manager included in them.
  6. Heya, I noticed that your modules don't quite match up in length with each other which makes building a base thats connected together in cube form and such impossible. I used docking ports to make the base fully connected even in a way to try and fill some gaps but it doesn't always work. Is there anything you can do about this? I'll show some examples below. The above shows that your 4 way stops won't meet up with the habitats because the central node is a different size and offsets them a little. The above, I managed to actually fix with docking ports, kinda... Buuuttttt... You can see here that the docking ports were a perfect fit, but very slightly off set. Now this is just something I don't understand at all... Its literally the same exact structure. I placed it, it worked, I deleted it, and placed it again in the same spot, and it changed to something else. I tried 10 more times, same issue, I tried placing elsewhere, same flat ass thing. Nothing I did could get the original back and I couldn't figure out why. I wish KSP used a different system, not some tree ship method that has one parent per item instead of forcing me to use docking ports or struts to connect a base together in a specific shape.
  7. I'll wait till the author replies and updates the mod. I don't like manually installing things, I use CKAN only. If a mod doesn't use CKAN, it doesn't exist as far as I'm concerned. I used to do things manually way back, never again will I return to that.
  8. Looks duplicated to me.
  9. Why not remove the useless old batteries? I don't like my menu being spammed up with duplicates of everything so I may end up uninstalling this but I figured I'd ask first if you have plans for adding an option for removing the duplicates and such.
  10. I've heard of rad far more often than I've heard of "gray". I've never even heard of "gray" till today. In fact, I think even Take on Mars uses Rad or Sv. Actually it uses Sv now that I think about it, but anyway.
  11. Any chance you can make it so that this can default to active when you launch? I forget all the time to click it and it doesn't really make a noticeable sound or anything among-st the many other buttons I have over there in the side bar. Also, can you add a setting to not ask me for those one time experiments? I really don't want to be stuck clicking through multiple prompts each time I have a cluster of experiments that are all run once types. A global setting for all science would be nice too, your right click screen was full of like, 100 science possibilities and each one had its own, perhaps instead you have a global setting at the top, then each one below is a list with a single tggle on it "Ue global setting", if false it displays its own options like it does now, if true, it just shows it as a list item. Compact and clean. I hope these thoughts and suggestions are helpful.
  12. If I had seen that in the OP, I wouldn't have posted/asked. I just wanted to find out what the delay was and I didn't see anything in the OP suggesting why it wasn't updated yet. I didn't want to post to ask, but I also didn't want to go through 30+ pages of comments to find if it was already answered.
  13. I had a thought for your mod's settings page on the advanced tab with Living Temp. You should (at the very least) put "k" after the temperature number to indicate Kelvin. But I was hoping you might add conversion units in as well so instead of saying "Survival Temperature: 295" it would say "Survival Temperature: 295k (21.85C | 71.33F)" allowing those of us who don't know K off the top of our heads to get a guess at this setting's range and whatnot. Same for the "range", with the displaying of C and F after it. Reason I suggest both is that Americans use F, and I have to go to google to convert everything from C to F to figure out how hot something is. All my laptop's monitoring stuff is even set to F.
  14. Well, you could put in the OP that "We can't update RO until (linkmod) has been updated, please be patient with us while we wait for them to update their mod." It would help eliminate some of the questions after all.
  15. I didn't quite see if there was an official post here about if Realism Overhaul intends to ever update past 1.3. I don't intend to downgrade my game to play this after all, and I just installed RSS today for the first time to try it out but a friend told me that RO will not work past 1.3 at all. If you have intentions of updating, or even have no intention of updating, could you add that to the primary post here so that people don't need to find the reply among-st all the many many pages of replies to the thread? I understand its a really big mod after all and updating may be hard, I just wish to know if its intended at some point, in progress, or not planned.
  16. I know this is a thread revival, but I've been trying to find a mod that either revives the Structural Hub set or makes their own thats real nice like this one's. I miss the Universal Docking Ports of this mod and the Structural Hub set. Also, its rather odd that the URLs were disabled somehow and they still work if you go to the media fire pages and manually use the URLs. http://www.mediafire.com/file/cqbqcebnc5x5aq8/NonAndrogynousDockingPorts.zip http://www.mediafire.com/file/0q4hgb5qchc404r/UniversalDockingPorts.zip http://www.mediafire.com/file/45y05ocve9vz2ic/LowProfileHubs.zip Anyhow, if someone knows where I can get a new Structure set for a space station and such, that'd be great. I dunno what happened to the mod creator but he is missed! These mods were great.
  17. I'd rather wait for the author to update it but, I'm not sure if this will happen.
  18. Do you ever plan to add these things to CKAN? I checked and none of them are there.
  19. Doesn't work with Kerbal Construction Time "Simulations". It claims I had 4 kerbal accidents and two vessel crashes. All of the accidents and deaths were in a simulator round before an actual launch. Therefor, I can not use this mod till this particular issue is fixed, as it is decreasing my funds and my reputation based on simulations to ensure no game glitches screw up my launches. I'm gonna cheat my money back in for now but I hope to see this fixed soon. # Review for Quarter: 1 Funding: -16400 Public Opinion: 16 State Confidence: 24 Public Opinion After Modifiers & Decay: -64 State Confidence After Modifiers & Decay: 23 Active Kerbals: 0 Satellite Coverage: 0% Active Mining Rigs: 0 Rovers: 0 Obital Science Stations: 0 Planetary Science Stations: 0 Govt. Contracts Completed: 0 Govt. Contracts Failed: 0 Kerbal "Accidents": 4 Stranded Kerbals: 0 Vessels Destroyed: 2
  20. I don't believe I saw this in it, I'll look again... *looking* Nope, no "adapti" anywhere. 5 "Docking", none of them this mod. 1 "Node", precise node. Oh... There it is, in the incompatible uninstallable area. Can't be installed if it's marked incompatible.
  21. Why no science? It takes a lot of skill and precise accurate measurements to land on all planets in the game with a single ship. Which is what I assume the grand tour is supposed to be. You should get plenty of science for that. I'd say a minimum of 500 but closer to 1000. Reason? It's a huge accomplishment. Also, by the time you can do this, you pretty much have all your nodes unlocked anyway. Reputation should be huge too. EDIT: Forgot to mention. I have remote tech installed, and have not unlocked a single node for remote technology and already have the grand tours showing up. They show up at the beginning of the game before I've even orbited Kerbin once. Just as soon as I touch space for the first time. Shouldn't they show up only after I manage to make it to another planet?
  22. Just a thought but.... (Grand Tour) 2 trillion credits reward. 14 science... 4 reputation...? Why would I only get 4 reputation but 2 trillion credits? Did the public not actually like me landing everywhere for them? Did they hate me for doing such a large grand tour of the most insane difficulty imaginable? What about the science? Did I not do enough scientific calculations and maneuvering and construction and such to get a better science reward than 14? I'm just saying. You might increase those other rewards as well, not just cash. I don't want to do a grand tour if I don't get properly rewarded and cash is the only reward here. The other rewards, I can get walking outside, bringing a blade of grass inside and getting praise for it. >.>
  23. Is this going to be CKAN compatible at some point so I can stop manually installing it? EDIT: It appears this doesn't work in 1.0, the bottom can not connect to anything. So it is an end point connection only, no longer "in line" because even if you flip it, that means only the top (now bottom) can connect and the other side is useless. I'm not sure what's causing this.
  24. Is this going to be CKAN compatible at some point so I can stop manually installing it? I mean all of them. The Docking Ports is pretty much my most required mod.
  25. Is this going to be CKAN compatible at some point so I can stop manually installing it?
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