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FreakyCheeseMan

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Everything posted by FreakyCheeseMan

  1. [quote name='Gryphon']Well, there is the latest version, 1.6.9, but numerous people have reported the science transmission issue. The mod dev sez: Of course, real life may have intruded, or he doesn't have it solved yet.[/QUOTE] Would giving him money help? I can't seem to find the button to do that.
  2. [quote name='IntoSpaceAgain']Do you have Science Alert installed, because that sounds very much like the bug with that mod?[/QUOTE] Yoou were replying to me, right? And no, I don't have ScienceAlert installed. I do have Station Science, a couple of near future techs, and the community tech tree. (Also others, but thos eare the only ones that seem science relevant.)
  3. I noticed today that science isn't transferring from my mobile lab modules. It says it is - it'll run through the percentages and announce "Done" - but I get no additional science, and the lab still has as much built up as it did before. Any ideas?
  4. I had a vague, stupid hope that they'd done something clever with having one part with, uh... actually, yeah, that would never work. Nevermind. (Like, one part representing the entire thing, but that would be a whole ton of different texture files, and then even worse when some of them can be open and therefor unique... dumb idea on my part. Interesting combinatorics problem, though!) Wish I'd scene those sooner - I just dug into the TAC parts files and changed them to give the same weight-effeciency as KIS parts, but with as much per 2.5 part as 2 full octocores. Feels like a reasonable balance point. ...This is a complete side-rant, but I really want someone to make a better life support mod than TAC, one that actually does the realistic thing with CO2 scrubbers and more focus on reclamation than just storage, and ties more fully into the chemistry of what rocket fuel, oxidizer & monopropellant actually are. (Just finished reading "The Martian", and now I want more chemistry in my space games.)
  5. Question: How is this for memory/framerate? I deleted all the TAC for balance & aesthetic reasons, but now I'm building a Duna station that's gonna need to keep a whole lot of scientists alive for a very long time, and it's involving a lot of US containers. (Like... at least seven full octocores, probably more.) Is this gonna be as bad as, say, putting an equivalent number of solar panels on my station?
  6. Hey all, love the mod, having a problem with it, curious if anyone knows anything: Some of my ships - not all - have an issue where I tall them to orient to a maneuver node through the flight computer, they just start spinning wildly. I've tried setting "Control from here" to different parts, but that doesn't help. Any idea what's happening?
  7. Hey, just had a bug where I completed Creature Comforts around Minmus, brought it back, recovered it and didn't have the contract complete. Earlier I did Plant Growth around Kerbin and it worked just fine. Lots of things happened that might have interfered - many saves, docking, re-naming the station while docked - so I'm not sure specifically what did it. I did notice that if I just put Creature Comforts on a probe core and "launch" it, the contract doesn't acknowledge that I've completed that part of the objective.
  8. In previous versions, I thought it only showed me the nodes relevant to what I had installed... or am I imagining things?
  9. Hey, not sure exactly what's up, but I've got this and the Near Futures stuff installed; my tech tree contains a whole ton of "empty" nodes, and no Near Future propulsion parts. (It does have NF Solar, Electric & Construction.) I downloaded and installed all of these mods in the few days, so everything should be up to date. Any idea what the problem is? EDIT: I am an idiot and was looking in the wrong place. Near future tech is there after all, but still lots of empty nodes.
  10. Hmm... any way to avoid that, by editing config files or the like? I'd like to have the option to phase out TAC - it tends to discourage me from doing interplanetary trips (as I keep having to first pull everyone back, wrap up all rescue missions, etc.) Also - since 1.02, I've got a weird bug where Universal Storage parts always have a weird red glow to them, like with the overheating display but always on. Know what causes that?
  11. Hm. They were both in the right place, KIS is/was working just fine. I'll re-download everything, make sure I've got only the latest versions of both. Thankfully, some strange premonition told me to make my first-ever backup of my savegame right before installing KAS.
  12. What exactly do you mean by "Installation Issue"?
  13. I've got KIS installed, but when I installed KAS all parts disappeared. Definitely a KAS issue, removing the mod brought them all back.
  14. Weird question: If I uninstall TAC, will ships that have UniversalStorage life support parts (food bags in particular) fail to load?
  15. I've had a fun rule for myself while I wait for remote tech: I can use probes, but (outside of trivial setup upon launch/undocking) I can only command them through KoS scripts.
  16. Well, I assumed that "Flaw" would be a 100% hidden characteristic. Giving Engineers a chance to detect them might be good, but probably not on the launchpad? Maybe at some point before failure, though. (i.e., the difference betwen noticing your parachute is stuck after you achieve orbit around Duna, vs. during descent. )
  17. Just a quick check, didn't see this on the front page: What happens to me if I install this in the middle of a game? Does my tree reset or anything?
  18. Yeah, really. I mean, I hate to whine (and seriously, I've asked like three times if there's anywhere I can donate money to support them), but I'd like to know if I should be waiting for Remote Tech to drop in the next couple days, or if I should just get on with carreer mode.
  19. Here's an argument for a better KSC comms center: It's more realistic, more convenient, and has no actual impact on game-play. Note that I said more convenient, not easier. Absolutely anyone can replicated having their best comms on the KSC by launching a tiny craft just far enough away to not mess with launches, with a few solar panels and a battery on it. The cost is negligible, there's no real skill or planning required. Obviously, this is less realistic; it makes no sense for the KSC's antenna - mounted in a building presumably attached to some sort of electrical grid, boasting all of their deep-space scanning equippment - to be weaker than that of a probe they rolled off the launchpad. It's also kind of annoying to have to do every time you get a more powerful device, and sort of ugly to have a ship permanently parked at the KSC.
  20. Please hurry! Uninstalling RealChutes also deleted all of my stock chutes. Oh well. Time to practice my launches, I suppose.
  21. Yeah, the stock parachutes now act like they're already deployed at launch. Spent a good bit of my morning cursting the aero system before realizing that's why all my craft flipped.
  22. So, I can't quite tell - did you upload a fixed version, or were you just thinking aloud? Also, someone mentioned that it does't work for female kerbals? Put it in a service bay, it won't bug you nearly as much.
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