Remi
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Everything posted by Remi
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Remi replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hi all. Universal storage was always one of my go to mods. I havent played for a few years, and am getting set up again for another playthrough. Does anyone know if this mod works with the latest version of KSP? Sorry to have to ask, I tried going back through previous pages but could not find the answer. Many thanks.- 1,553 replies
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Hi guys. I have come across what seems to be a bug. I have upgraded my administration building to get two strategies at once, but inside the building I am still only able to have one active strategy at a time. Anyone seen this before / know how to deal with it? I am running GPP if that makes a difference.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Remi replied to Galileo's topic in KSP1 Mod Releases
Appreciate you letting us know. Sometimes real life has to come first. Although Galileo is a great mod we can live without it for a while until your circumstances give you more free time. Very best of luck with the convincing. I tend to go with the "its my hobby and my way to release stress" line.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Remi replied to Galileo's topic in KSP1 Mod Releases
Thanks OhioBob. That is almost certainly the problem I have had. I had noticed solar panels were a lot more efficient than I was had expected when I started a career in GPP. I assumed it was a difference in power output between Ciro and Kerbol or something. Now I know An extra power module fixed up my station, and my standard exploration ship has had a design upgrade. All good now.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Remi replied to Galileo's topic in KSP1 Mod Releases
No I didn't update Kopernicus. I saw the warnings here and left it. Perhaps I have done something myself to cock it up. I will have a look.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Remi replied to Galileo's topic in KSP1 Mod Releases
Hi guys. First of all, loving GPP. Freshens up KSP nicely. On the latest update. Has solar panel effectiveness been reduced for any reason? It seems my previous craft now don't have the juice to run in the new release. Easily fixed, just wanted to know if this was planned etc. Didn't see anything in the notes.- 7,371 replies
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Adding this to the blacklist seemed to fix the issue for me: BLACKLISTED_MODULE = FSplanePropellerSpinner However, I am far from certain that is actually the guilty module. It was just an easy one that was common in all of the engines I had a problem with. It may be that the problem is with the module "ModuleResourceIntake" when being used with IntakeATM. I have so many mods that load times are too painful, or I would do more testing.
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"Can you try to find out which module on the parts causes this problem? Maybe we can simply add the offending module to the blacklist (see file "blacklist.cfg")?" I will try to spend some time this evening working out which module is being borked. Thanks for the suggestion.
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parts [1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
Remi replied to RoverDude's topic in KSP1 Mod Releases
Hi 9bananas (great name btw). I managed to fix this issue for my installation at least by removing the mod "Kerbal Research and Development". Not sure if your problem has the same root cause, but worth a look if you have it installed. -
IntakeATM engines not working Bug report: KR&D seems to stop a lot of the engines from working that use the resource "IntakeATM". For example the micro ducted fan from Roverdude's exploration mod. The various large ducted fans from the Mk4 spaceplane mod (in electrical mode). Also some of the engines from Karbonite. I have not used KR&D to upgrade any of the parts that have stopped working, but KR&D seems to break them all anyway. I have tried to prove it is this mod responsible as much as I can. - Removing this mod fixes all engines. Adding it back in breaks them all again.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Remi replied to RoverDude's topic in KSP1 Mod Releases
IntakeATM engines not working Update: Finally added all my mods back in, and the problem has reappeared. I at least now know the mod responsible: Kerbal Research and Development. I have not used KR&D to upgrade any of the parts that have stopped working, but KR&D seems to break them all anyway. I am about to log a bug report in the above thread. But in case anyone else has this problem:~ KR&D seems to break most engines that require the resource "IntakeATM" even if you have not tried to upgrade that part. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Remi replied to RoverDude's topic in KSP1 Mod Releases
Hi Zabeiru. Thanks for looking. I already added something very similar, but it didn't help. After uninstalling every mod and reinstalling from scratch my issue appears to be resolved. Worth doing to get the micro ducted fan to work. I love those things -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Remi replied to RoverDude's topic in KSP1 Mod Releases
Hi guys. I am posting here instead of the exploration thread in hopes of getting a reply. My issue: the micro ducted fan (as well as other Intake ATM engines like the Karbonite ones) are not working due to showing as deprived of resource "intakeAtm". I have tried reinstalling a bunch of things, including firespitter and the community resource pack. Nothing has worked so far. I even tried adding my own IntakeATM config to the community resource pack. No luck. Perhaps if someone could explain a little more how "IntakeATM" works it might be helpful. For example, how is it supposed to show up in Kerbins atmosphere? Where is this detailed? What is the mechanism? Is it in the community resource pack? Thanks for any help. -
parts [1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
Remi replied to RoverDude's topic in KSP1 Mod Releases
As a bit of an update with my issue, the micro ducted fan (as well as other Intake ATM engines) are not working due to showing as deprived of resource "intakeAtm". I have tried reinstalling a bunch of things, including firespitter and the community resource pack. Nothing has worked so far. I even tried adding my own IntakeATM config to the community resource pack. No luck. Perhaps if someone could explain a little more how "IntakeATM" works it might be helpful. For example, how is it supposed to show up in Kerbins atmosphere? Where is this detailed? What is the mechanism? Is it in the community resource pack? Thanks for any help. -
parts [1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
Remi replied to RoverDude's topic in KSP1 Mod Releases
Hi guys. I have recently been having a problem with the micro ducted fan. Seems to not get any atmosphere resource. I have tried uninstalling and reinstalling, (including firespitter). Is this a known issue? Or can anyone suggest what I have done wrong? -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
Remi replied to nightingale's topic in KSP1 Mod Releases
Hi guys. I have been getting hit with a bug which might be the same as that posted above. I thought I would share the details anyway, in case it helps. Error log: Exception occured while loading contract 'AnomalySurveyor.AS_Kerbin_Monolith': System.ArgumentException: Missing required value 'pqsCity'. at ContractConfigurator.ConfigNodeUtil.ParseValue[String] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.SCANsatLocationCoverageRequirement.LoadFromPersistence (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractRequirement.LoadRequirement (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfiguredContract.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 This seemed to only start occurring after I had already completed a couple of anomaly surveyor contracts. It might be just coincidence, but I am using scansat, and the first time I encountered this bug was just after a biome scan of Kerbin. Anomaly surveyor contracts never seemed to work after that point. Anyway, I hope this helps with whatever bug is causing the issue. Also, your contracts are great additions to the game, keep up the great work- 502 replies
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Rescued kerbals are all female?
Remi replied to space jake's topic in KSP1 Suggestions & Development Discussion
I have seen 11 or 12 contracts now, all female. No idea what is going on, maybe a mod is affecting the ratio? I run a lot of mods. -
What exactly are you guys finding doesn't work? I have it working pretty well. The only thing I have noticed that might be confusing is the life support status does not take into account a working greenhouse. So you have the same reported time of supplies with and without the greenhouses being switched on. I have found that the greenhouses do work, and the supplies run out at half the speed. So you can just double the number of days reported when you have a full compliment of greenhouses.
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Great mod Roverdude. Works well. For anyone else wanting to know the ins and outs of using greenhouses from an engineering point of view. I have done some calculations that I thought I would share. What does a greenhouse do? It turns 50% of mulch back into supplies for a small EC cost. This has the effect of doubling the time it takes for a Kerbal to get through his supplies. How many greenhouses do I need to take? Each greenhouse can process the Mulch from just over one Kerbal. So the first rule of thumb is take a greenhouse for every Kerbal. When is it more efficient to take greenhouses over just more supplies? Short answer here is any trip that will last seven years or more. Long answer is a greenhouse weighs 1.6t. 1.6t of supplies is 1600 supplies, which is enough for 3y208d. So if you take an extra 1600 supplies you get 6y416d. If you took a greenhouse instead of the extra supplies you also get 6y416d (about seven years). So this is the break even point. Any trips longer than this will be more mass efficient using greenhouses. Any shorter trips will be more mass efficient just taking extra supplies. The above calculation is for one Kerbal and one greenhouse. But because a Kerbal requires his own greenhouse, and his own supplies, the break even point is the same. So break it down by planet to make it easier for me: Short answer: Take greenhouses to Jool (and moons) and Eeloo. All other closer planets are more mass efficient taking extra supplies. Long answer: Jool typically takes seven years in travel time alone, there and back. Add in extra time visiting moons and waiting maybe up to a year worse case for a good return angle and greenhouses definitely pay off. This assumes standard Hohmann transfers. Dres full return trip you are looking at 3 and a half to 4 years. Greenhouses don't pay off here. If anyone spots an error please let me know. Finally, this is a guide for the mass and efficiency conscious. Greenhouses look cool, so please take them anywhere you want if you feel like it , at least your Kerbals wont get space scurvy.
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I seem to be having a problem with air brakes. I can see that the max temp of air brakes is set to 1500 in a MM config file inside the B9 folder. However ingame it says max temp 750. Anyone have any idea why? Or how to change it? Every time I fit them to a spaceplane they burn up right now
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It is from an F35B (The VTOL version). The way it works, there is a "crankshaft" between the main engine and the VTOL fan. When the crankshaft is engaged, the F35Bs engine powers both the main turbofan AND the VTOL fan. This of course means that the main turbofan at the back loses some of it's maximum power when in VTOL mode. But it has the advantage of not needing a heavy second engine just to power the VTOL fan. In conventional mode, the VTOL fan is disengaged and all power from the engine goes into the main turbofan. This explanation is in case someone does decide to make a KSP version. Which I would be interested in as well.
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[1.12.x] Freight Transport Technologies [v0.6.0]
Remi replied to RoverDude's topic in KSP1 Mod Releases
Dont feel you need to do this because of me. Your current design is a perfectly legitimate spaceship engine type. It would be an "electric thermal rocket". When used with a reactor it becomes a nuclear electric (thermal) rocket. When using solar panels it would be a solar electric (thermal) rocket. If you do decide to remove the EC requirement (which then implies the reactor is part of the model) it would be a true nuclear thermal rocket. Nuclear rocket for short.