mkrco
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Everything posted by mkrco
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This is a crucial mod. Thank you, it makes KSP so much more enjoyable. I'd like to make a recommendation for a future feature (if possible). It'd be great if there was a display for the total amount of science left in the universe. I like to scale my science rate so that I finish once I've researched everything, and this would make doing that much easier.
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@Nansuchao Awesome! Downloading now.
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Hi, this seems like a great mod. I spent the last hour reading about all its different aspects, and decided to dl through ckan, when it turns out it seems to be incompatible with CRP! So I'd have to remove 9 mods (not even counting Life Support, RT, etc. which your mod I expected to supercede). But KSPI and so many other mods require CRP (it's become such a fundamental foundation for so many mods), and I just can't bring myself to get rid of KSPI. Do you have any plans to make your mod CRP-friendly in the future? Or is there a way to make them work together regardless of what CKAN says?
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
mkrco replied to BahamutoD's topic in KSP1 Mod Releases
I can't seem to get alt-P to do anything, and I suspect it's because I'm running KSP 64 under Ubuntu. I've tried all combinations of the special keys I could think of (left and right alt, ctrl, shift, etc.) in full screen and windowed mode. Is there a way to set the vessel mover to respond to a different key, or some other way to activate it? thanks EDIT: Nevermind, I figured out eventually that I could do it with Ctrl-Alt-P. But even that only works if I hold Ctrl first, then Alt, then P. -
Hi taniwha, thanks for the quick response. I did some testing, and I'm pretty sure it's not TS. But PP is the cullprit. If you take just a cylindrical Procedural Liquid Tank with Diam 1.25m and Length 1.0m filled with LFO it'll have: Drymass 133.6 kg Resource Mass: 1.069t Total Mass: 1.203t the EL tool's masses in the VAB agree with the PP masses when you right click the part. And the correct RP estimate is 53.46u. However, when I go to build it it actually requires 400 rocketparts exactly. Seems odd that it'd be exactly 400. EDIT: It seems that no matter what dimensions I use on the procedural tank, or whether it's full of resources or not EL always requires 400 rp for it when it's time to build. However, EL does always estimate the correct rp amount in the VAB.
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Hi, I've noticed a problem with my rocketparts. Specifically, when I design a ship in the VAB the little EL tool will say I need ~200 rocketparts to build it, but then when I go out to actually construct it at my station it needs ~1000 rocketparts. I'm using tweakscale on some of my parts, as well as procedural parts. Could that be the problem?
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Question, I'm using EPL and the EPL part hider for stock ISRU installed from CKAN. It seems to have gotten rid of the old recycle bin. It's removed in the part hider .cfg. I was wondering if there is another part that I'm not seeing which replaces the functionality of the recycle bin?
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KSP Interstellar Extended Continued Development Thread
mkrco replied to FreeThinker's topic in KSP1 Mod Development
I experienced the exact same problem when I installed KSPI-E over RO (just a few posts back). But when I just installed KSPI-E by itself the problem went away. -
Here's a copy of a post I placed in KSPI-E thread below. Is this what you meant by the NEEDS line? Because somehow it seems to have worked. At least in got my framerate up, and with a couple of initial tests the engines seem to be behaving normally. I think I've made some progress in getting KSPI-E and RO to work together, but I'm not all the way there yet. This is all on 64-bit Linux btw. First I did a clean install with just RO and dependencies installed through CKAN, I got ~50 fps at KSC Then I did a clean install with just KSPI-E and dependencies installed through CKAN, I got ~50 fps at KSC Then I did a clean install with RO through CKAN, and KSPI-E installed manually, and I dropped to ~25 fps at KSC But then I modified KSPI-E's RealfuelsFix.cfg to look like in the quotes below, and my fps jumped back up to ~50 fps. I ran some quick tests, and it appears that all the engines, and fuel tanks are operating normally. The remaining problem is that the command pods each have a couple of hundred entries for Rad Hardness, which makes them unusable since when you right-click on one in flight the entire dialog is filled with Rad Hardness instead of options for crew reports, etc. So, any ideas about where the Rad Hardness entries might be coming from and how I might remove them?
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KSP Interstellar Extended Continued Development Thread
mkrco replied to FreeThinker's topic in KSP1 Mod Development
I think I've made some progress in getting KSPI-E and RO to work together, but I'm not all the way there yet. This is all on 64-bit Linux btw. First I did a clean install with just RO and dependencies installed through CKAN, I got ~50 fps at KSC Then I did a clean install with just KSPI-E and dependencies installed through CKAN, I got ~50 fps at KSC Then I did a clean install with RO through CKAN, and KSPI-E installed manually, and I dropped to ~25 fps at KSC But then I modified KSPI-E's RealfuelsFix.cfg to look like in the quotes below, and my fps jumped back up to ~50 fps. I ran some quick tests, and it appears that all the engines, and fuel tanks are operating normally. The remaining problem is that the command pods each have a couple of hundred entries for Rad Hardness, which makes them unusable since when you right-click on one in flight the entire dialog is filled with Rad Hardness instead of options for crew reports, etc. So, any ideas about where the Rad Hardness entries might be coming from and how I might remove them? -
KSP Interstellar Extended Continued Development Thread
mkrco replied to FreeThinker's topic in KSP1 Mod Development
huh..So do you have both realfuels and interstellar fuel switch installed. Did you do it with CKAN or manually? Maybe it's a problem with RO then, and not realfuels? -
KSP Interstellar Extended Continued Development Thread
mkrco replied to FreeThinker's topic in KSP1 Mod Development
Thanks, I did post it in the real fuels thread. I'm going to attempt to make these two work together since I really liked playing with KSPI and RO together in the past. Here's the response I got from the other thread. If you can give me any additional insight, I'd really appreciate it. Especially where those Rad Hardness lines might be coming from. Below is the copy from the RealFuels thread. Thanks for the replies undercoveryankee, and regex. I'm not THAT familiar with modulemanager, so I'm not sure where exactly to apply that NEEDS line. If you'd be kind enough to give me a specific example for one tank, I'd be happy to apply it to all the tanks and then share the fix with others. Part of the problem is that with fuelswitch, all the .cfg files are empty (0-bytes) except for two parts files. Should I make a separate .cfg file, or are those two parts the only ones that need to be modified? EDIT: I also noticed that if I manually install KSPI-E over RO, the VAB seems to slow down noticeably, and all the command pods have hundreds of Rad Hardness lines attached to them in the VAB descriptions. Like right-clicking on the Mk1 results in about 200 "Rad Hardness:6.00" lines in the description. I'm going to post this in the KSPI-E thread as well to see if they might be able to provide some insight. -
Thanks for the replies undercoveryankee, and regex. I'm not THAT familiar with modulemanager, so I'm not sure where exactly to apply that NEEDS line. If you'd be kind enough to give me a specific example for one tank, I'd be happy to apply it to all the tanks and then share the fix with others. Part of the problem is that with fuelswitch, all the .cfg files are empty (0-bytes) except for two parts files. Should I make a separate .cfg file, or are those two parts the only ones that need to be modified? EDIT: I also noticed that if I manually install KSPI-E over RO, the VAB seems to slow down noticeably, and all the command pods have hundreds of Rad Hardness lines attached to them in the VAB descriptions. Like right-clicking on the Mk1 results in about 200 "Rad Hardness:6.00" lines in the description. I'm going to post this in the KSPI-E thread as well to see if they might be able to provide some insight.
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Is there any way around it? I always liked using RO with KSPI
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Hi, I'm getting back to ksp after a while, and would like to install KSPI along with realism overhaul. However, CKAN won't allow me to install KSPI Extended once RO is already installed. I suspect that it's an incompatibility with Real Fuels. When I installed RO, it did install Interstellar Fuel Switch Core. But KSPI Extended requires Interstellar Fuel Switch which CKAN won't let me install once RealFuels is installed. Can I get around this? Is there an actual incompatibility, or is this just a CKAN problem?
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KSP Interstellar Extended Continued Development Thread
mkrco replied to FreeThinker's topic in KSP1 Mod Development
Hi, I'm getting back to ksp after a while, and would like to install KSPI along with realism overhaul. However, CKAN won't allow me to install KSPI Extended once RO is already installed. I suspect that it's an incompatibility with Real Fuels. When I installed RO, it did install Interstellar Fuel Switch Core. Can I get around this? Is there an actual incompatibility, or is this just a CKAN problem? -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
mkrco replied to Probus's topic in KSP1 Mod Releases
That seems to have worked. thanks. Am starting it up now. What about the interstellar upgrade nodes, will they still work?- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
mkrco replied to Probus's topic in KSP1 Mod Releases
Wow, this looks fantastic, and I really want to try it with KSPI. I'm using CKAN, and already have KSPI Extended, and the CTT. However, CKAN won't let me install the Engineering Tech Tree because it says it's incompatible with the Community Tech Tree. Any way around this?- 1,028 replies
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
mkrco replied to Arsonide's topic in KSP1 Mod Releases
Congratulations on getting the mod into stock. I've been using it for a few weeks now. Got a question though. I just started a RO/RSS game, and looking at the waypoint missions (visual surveys, temperature scans, etc.) their ranges seem too small. They're very difficult to target in RSS. How could I increase the range at which I get the message "You are now entering area ...."? -
Yeah, in my case it's always on, in all scenes no matter how many times I turn it off, as soon as I go back to a scene it reappears. It also always returns to the "default" position, and size no matter how often I change it. I've tried resetting the settings, but it didn't help. EDIT: I ultimately turned off the CW+ button in the toolbar settings, and then put it back on. Since then it seems well behaved.
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Hi, I've been using CW+ for a while, and I really like it. I'm using toolbar with it. But one thing is getting kind of annoying. The CW+ window appears everywhere, all the time. I constantly find myself switching it off manually whenever I switch spacecraft, go back to space center, vab, etc. Every time I switch "scenes" the CW+ window comes back on, and since most of the time I don't need to be looking at the contracts I often have to close it. Is there any way to configure it so that the window is off by default, and only comes on when I click on it in the toolbar? thanks
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Does this mean we still need to download the karbonite adaptation, or can we do without it now?
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Hi, I've been using RT for a while now in my current save, and I think it's great. Adds an extra layer of "realism" to my game. But I've got an issue. I just researched the EXP-VR-2T and I set up an orbital network around Kerbin in addition to the 32's network I had up before. Now I've been noticing all of a sudden that when I try going to the tracking station the game simply freezes with no messages while loading the tracking station. I get the little circle in the bottom right corner, the rest of the screen is black. I went to an earlier save, before I deployed the EXP-VR-2Ts, and everything worked fine, including RemoteTech. I then deployed another ship with EXP-VR-2Ts, and the same problem reappeared. It seems like deploying craft with the EXP-VR-2Ts causes my tracking center to stop functioning. I can still deploy new ships through the vab, and the map works fine and I can switch to other ships that way, but whenever I try to go to the tracking center, the game simply hangs. I did also notice that when I launch another ship through the VAB, and then go to the map view the little filter buttons (the ones that choose what kinds of objects are visible) no longer work. I noticed that a few weeks ago someone else reported a similar problem on this thread, and uploaded some logs. But I couldn't see any solution listed. Can anyone help? EDIT: I'm pretty confident now that it's the EXP-VR-2T antenna that's causing the problem. I removed its part file and folder which forced my game to wipe all the craft with it. And now I can use the tracking station just fine.
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Yeah, that seems likely. Thanks for the reply. I managed to get around the problem by simply multiplying the workshop efficiency by a 1000 to get nearly instant builds, and then using the alarm clock to tell me when the build should've been built. Only a little more micromanagement, but (with base-building/MKS) it's really adding a new layer of difficulty to KSP which I love. And if I haven't said it before, I really love the MOD. I can't imagine playing KSP without it at this point.