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Everything posted by goldenpsp
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I figured I would ask here, as I have asked in the other relevant mod threads and came up dry. I am having an issue where I do not see the toolbar icon at all in the SPH or VAB. I have mods that utilize this toolbar and they are showing up properly in the KSC and flight scenes (extraplanetary launchpads and infernal robotics). But the toolbar icon does not show up at all in the SPH and VAB. It is only annoying as EPL has a build window that pops up when building a ship in the VAB and the toolbar is the only way to turn it off.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
goldenpsp replied to KospY's topic in KSP1 Mod Releases
My understanding from what KospY posted awhile back is that a number of the existing parts are getting model updates, and maybe consolidated into fewer parts. But he also said he would include the legacy parts so we can put them in and our ships won't break. I am actually kind of looking forward to this as I can launch some field upgrade missions to swap out any legacy parts with new ones. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
The blowing up is a KSP thing, and has existed for as long as I've played it at least. Also happened when dropping items on the ground via KAS back in the day. -
Not sure if its a typo but the current version is 0.1.2 Also, buried in this thread is the fact that kerbal's don't consume supplies below 50km on kerbin. (I think its 50km at least. Something around that).
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Yea forget that. too much hassle. I'll just keep using KAS. -
Partially true. If the only mod you use is USI-LS, what part is better than the greenhouses?
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Apologies, but the implication was definitely not clear. I don't know that I'd see the update making it any easier. While KIS is is very cool, it is definitely not as "simple" as the way KAS worked in terms of connecting things. And it has a lot more restrictions with heavy/bulky parts, needing engineers, etc. -
My thoughts/understanding is that the radial greenhouses are not really designed to work in conjunction with MKS/OKS. Rover is generally pretty good about making his mods work together but still work standalone. I envision the radial greenhouses to be used by someone using this LS mod but not MKS, or if they are using MKS they would use them on a non MKS ship.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Sigh. Don't know why people are waiting. I've been enjoying my use of KAS fine in my 1.0.2 game. So has been working fine. Will be even better when it gets updated. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
That is what I am saying. Someone in the KAS thread some pages back from the current recompiled KAS so it not longer gives the warning as well. I have been enjoying my Pipe end points in 1.0.2 -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
goldenpsp replied to KospY's topic in KSP1 Mod Releases
1. KospY has explained numerous times why it is taking longer than normal. 2. KAS works fine as is, if you don't mind clicking past the incompatible warning popup. 3. A few pages back someone recompiled KAS if you don't like the popup from #2 4. Constantly posting Crap like this every 2 pages serves no purpose other than to probably get this thread temp locked by KospY similar to what Ferram had to do with the FAR thread recently. Nobody wants that. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
No, KAS works in its current form aside from the compatibility warning popup. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
So I have 2 questions, that may be related, and both involve a similar type of scenario. Both are things that act differently from KAS. So I don't know if they are a bug, future feature or a deal with it type of thing. Also this has been things I have specifically been testing with inflatable modules from Roverdude's MKS mod, namely the MKS inflatable habitat. First, I liked the idea of having the part carried on the kerbals back, much like in KAS. It is too large to fit in the Kerbal's inventory, which was adressed with the carriable = true in the config. That worked fine. But when I set the variable to Physic it tries to put the item on the kerbal's back, but due to collisions hilarity ensues. Namely the kerbal and the part go flying. But afterwards the part is lying on the ground, while the kerbal's inventory still shows it is being carried. So this option doesn't work too well. I gave up for now and set the part back to "part" for Equipmode and the part can be "carried" and just doesn't show. Second, when these parts are attached, they show up during the process in their inflated form, rather than deflated form. Additionally it seems to take into account the inflated form when figuring out collisions. To explain, when I attach the part it attaches deflated. But if the Kerbal was standing right in front of the part where they would be colliding with the part in its inflated form, it treats it like there was a collisions, causing the craft to go flying. This can be averted by making sure the kerbal is off to the side so he is not colliding with the ghosted model during attachment, but it is easy to forget and cause issues. Like I said, I don't know if these are fixable or even available to be addressed. Either way it isn't the end of the world but I figured I would ask. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
You shouldn't need ModuleKISPickup. You only need ModuleKISItem to set it stackable and potentially adjust the storage size. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Did you scan the thread at all? There is discussion on this topic on the previous page. -
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
First, the picture is pretty old. For example the triple octagonal part no longer exists. I can't recall exactly but the heavy duty legs I believe come from Karbonite. Not sure what you mean by the hull part (the cargo bay part?). It is there in my install. Maybe you mean the part with the grey circular part on top right behind the command pod? that is the nuclear reactor and it looks different now. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Ok I have a question and either a bug found or my own ignorance. I have been playing around with ModuleKISItem, and came across a couple things I'm just not getting. First is the question, as I am not sure what I am doing wrong, is how to get an item carried to go on a kerbal's back. Here is the code I am using MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = true usableFromContainer = true usableFromPod = true usableFromEditor = true stackable = false volumeOverride = 2500 editorItemsCategory = false moveSndPath = KIS/Sounds/itemMove equipable = false equipMode = physic equipSlot = equipSkill = equipRemoveHelmet = false equipMeshName = helmet equipBoneName = helmet01 equipPos = (0, 0, 0) equipDir = (0, 0, 0) carriable = true allowAttachOnStatic = false } The part is obviously too big to fit in a Kerbals inventory but the carriable does let me put it in and it says "carried". But I like the option of "physic" that it sounds like it would put it on their back and disable RCS. But I can't figure out how to make that happen. The second issue I've run into, and I don't know if it is related or a bug. But say for example I have two items with the above settings. I can drag 2 out of inventory and put them on the kerbal, and they both say "carried". I was under the assumption that carried would be restricted to one item at a time. Now if I attach both of those items to a craft, and then remove one, when I go to remove the second it won't let me as I am carrying one already. So the carried thing works in that case. But when pulling from KIS inventory I can pull out what seems to be an unlimited number of items that are set carriable = true. Edit So I figured out the first question, getting an item onto the kerbal's back. But the second seems to be a bug. If I set Equipslot = back for 2 items, I can still pull them both out of inventory and onto the kerbal, as if it isn't checking item slot "back" If I detach one item and put it back on the kerbal and then try to detach the second one, it will tell me the item slot "back" is in use. So basically KIS doesn't seem to check when pulling from inventory. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Have you actually removed the battery, dropped it and picked it up again to re-attach? -
I guess I would need more clarification. For the most part it has seemed like even in Alpha/Beta the updates weren't completely "save breaking" in stock. Yes aero reforms could make your designed not as effective etc, but it doesn't "break the save" . Most save breaking issues I have seen have been modded games.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I'm sorry. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
goldenpsp replied to KospY's topic in KSP1 Mod Releases
While I have been using KAS parts, I have been attaching them with KIS. With that I have not had any issues so far. To be fair I have not used the electromagnet. My main KAS items are pipes which have worked fine. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
IIRC the field size was set for balance reasons. IE, to limit the ships size to begin with. -
Wow SymbolicFrank, I gotta say if you took half the time it took to write all of those replies actually posting ANY details it we wouldn't even be going down this line of replies. First, nobody here has been privy to your moderator situation. I am not a mind reader, so I could only comment on what you wrote here. So given that you are apparently a software developer AND Project manager I have one easy question. Please re-read your post #342 and tell me, if you got that feedback from say, someone on your team would you: 1. Reply with something like "thanks for the great feedback and heads up. I'm sure with all the details you gave me I can certainly figure out the issues and fix the bugs" 2. Reply with something like "Ok, would you please provide some details that would actually help me fix the issues. You state there are missing components, what components are they? You are seeing conflicts with Taurus HCV. What errors are you seeing?" BTW the only one getting emotional is you. All I want is for you to post ANYTHING useful concerning the problems you have encountered so someone might be able to do something useful with it. Heck post the error logs here. I'd love to see the mod try and strike it down so we can all go to town on him.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Question. Do you have tweakscale installed.