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Varsi

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Posts posted by Varsi

  1. 2 hours ago, RenegadeCEO said:

    So, different note from last few posts.

    Tried to stash a flag in my inventory (was going to put it on top of my radio tower @ my Mun base), it failed and now I cant access Bill's inventory.  Is there any way to edit the flag out of inventory or wipe Bill's inventory completely, short of landing an empty lander on the Mun and bringing it back?

    I had never even considered moving flags using KIS. Sounds like fun! (might not be a good idea?)

    I assume items in inventory show up in savefile but can't check how they appear right now. If you go to edit your save remember to make a copy of it first.

  2. On 1/30/2016 at 11:51 PM, StickyScissors said:

    Not a problem with another mod, tried just KIS with a stock install as well and had the same issue. Someone else reported the same thing, but nothing ever got done about it, i guess. http://forum.kerbalspaceprogram.com/index.php?/topic/109592-part-select-delay/

    I've noticed the same with KIS. Seems to work fine first but after playing for some time the editor start getting a bit unresponsive. Used to cause me to grab wrong parts and so, but I think I've actually adapted already. Would be nice if it didn't happen tho. 

  3. 7 hours ago, WellingtonBloke said:

    Thx Varsi - it worked well so it must have been a version issue.

    FYI - I play Kerbal as my man cave time after work.
    I haven't upgraded beyond V23 because I am a poor spaceship designer and my ships are not robust.
    So when I port my super huge fuel tanker with 21 tanks (it was empty when it reached orbit) to a newer version - it immediately develops a oscillation that rapidly leads to its self destruction.
    But I am having fun

     

    I guess it might not even be such a bad idea to play older version till you're tired of it and then switch to newer version for a new set of challenges.

  4. 3 hours ago, gamerscircle said:

    The Return of RemoteTech Noob PT. 2

    I all, I caught the thread where folks were talking about the bug with RT and the Science Labs [unable to transmit science] and that there was a modified .dll , when I downloaded, tested and it works!

    So, why the forum post?

    I am glad that someone asked, my 'hand held aka very forgiving' version of RT, I have the ability to manipulate the probes that are not connected, with this new .dll, it changes that.

    So, I can either not be able to send science from the labs and be able to re-task probes that are 'not talking' or the reverse, is there something that I might be able to do, so that I can have both?

    Oh, if this was already talked about and covered, sorry - I just started using RT about 2 weeks ago.

    If you had Remote Tech XF then the dll replaced it with the regular version. If this was the case then you need to get the Remote Tech XF version with the fix included.

    I actually don't know if there's some other way you could have manipulated the probes without connection (and even with XF you can only use the antennae).

  5. 15 hours ago, R2ch said:

    I searched and didn't see any discusion.

    Does anyone have any hints on how to NOT get all your ignitions used up by the flight computer on a scheduled burn when using remotetech and real fuels?

    I actually have no knowledge about how it works with real fuels but with stock the flight computer starts the burn only once per node. Is there some bug eating the ignitions?

    //Edit

    So the problem is the fact you need to give the ship a push before igniting the main engine?

  6. 49 minutes ago, P51Mustang said:

    So I just downloaded this mod, but I can't access my crew's or pod's inventories.   :(

    Is there any way to fix this?

    You might have to elaborate on this a bit. Do you not get inventory in the right click menu of Kerbals and pod?

    Usually the problem in this sort of cases is misplaced mod (ie. not directly under gamedata or so).

  7. 4 hours ago, Snarfster said:

    Ahh good idea. I'll give it a shot when I get home. Think I'll just make a separate install for testing stuff like this out with hyperedit. I don't want to be tempted to "fix" my mistakes in my career game that way.

    May not have been such a good idea...

    I made a quick base on Gilly and bolted it in the ground with Ground pylons and pipes. I then had a ground base also connected with a pipe from a pylon. The ground base has structural fuselage and a docking port on it.

    The moment my ship docked with that port, pylons and ground base got separated from all parts and ground. This caused some stuff and my base to (very slowly) fly away in multiple directions.

    Will be interesting to hear how it went for you :)

  8. 45 minutes ago, Snarfster said:

    I know you can surface attach docking ports to asteroids. Has anyone ever tried to attach one to a moon? Would be great for building a base on Gilly.

    Not sure but I think only certain parts like concrete block (or something) can be attached to planet surface. You could of course attach docking port to that then.

  9. 2 hours ago, Stone Blue said:

    I know the 1st part. Excuse me, but I'm going to get into semantics for a moment :) Your wording is a bit misleading, tho.. "the dish still needs to be pointed at a target", should really be "the dish still needs to have an active target"......

    OK... So I guess that goes back to my 1st post on the subject:
     

    So: The cone is drawn on the Map, the direction it is drawn in, is in direct relation to the direction of it's ACTIVE target...???

    And what if the dish is: a) NOT targeting, and b ) NOT activated??... Is there a cone still drawn on the Map?

    I know "HOW" the dishes work... I'm just hazy on how their function relates to how it gets displayed in the Map view... I dont pay attention much to how things are displayed onscreen or in the UI, as there is SOOO much to learn and know in KSP... If I dont NEED to know, it goes on the back burner in my head... And unfortunately, my mental capacity is, literally, quickly degrading... So things I dont use often, get forgotten easily and quickly... :(

    Yea, Not good with words.

    You have the right idea there. The cone is shown when the dish has an active target AND is activated. If there's no target or the dish is inactive then there's no cone on the map.

    Might be interesting to have cone for an active dish without target but that'd be very hard to actually take any advantage of. 

  10. 12 hours ago, Stone Blue said:

    Hmmm.. I still fail to see how this is useful... I still fail to see how that could be, if you cant physically change the orientation of the dish, how do you change the orientation of the cone?... And how is one useful without the other?

    Ok... I never noticed if the cone display changes with zoom changes in the mapview... If not, I wouldnt think this would be useful... And, AGAIN, whats the point if: (see my statement above)

    EDIT: I'm not trying to be argumentative.... Just trying to get an explanation that I can wrap my brain around... :)

    While the model of the dish doesn't need to be aligned, the dish still needs to be pointed at a target. The target is in the middle of the cone and everything else that goes inside the cone can also be connected without targeting (similarly to omnis).

    For example the cone of the DTS-M1 will give nice coverage around Mun from Kerbin stationary orbit, while the cone of KR-7 would be too small and could connect only satellites that pass in front of the Mun. Of course you won't need the visualization if you know what antennae work in each situation.

  11. 42 minutes ago, Hevak said:

    So I can find no way to download this mod, the taniwha.org link on the frontpage won't load at all in the browser and I see no other links to download this mod. I've used this many times before and I'm trying to update for 1.05 finally. 

    Any help would be appreciated thanks.

    That link seems to be broken yea.

    Github works.

  12. On 11/27/2015, 9:27:58, evictedSaint said:

    [quote name='Tarius']Hello. I have trouble with science transmission in career mode. My lab on Minmus doesn't want to transmit. Link is set up, I see "Transmit 100% complete" but it does not add any of 400+ science that I have in the lab. Before 1.0.5 I played sandbox mode and it worked fine. Now I have no idea what to do.


    I had just come in to complain about the same bug. I get up to 100% and then it just...doesn't transmit the science. Sometimes it'll say "data received" but the science is never actually transmitted. The science stays in the mobile lab, and it wont let me try to transfer again without leaving and returning to the ship. My spacecraft can transmit other data from science modules and Kerbin will receive the science just fine. I can confirm that it's a problem localized to the mobile science lab, and only with remote tech.

    This is a pretty widely know issue but unfortunately the fix for it gets drowned in all the people reporting the bug. Unfortunately I'm too lazy to go dig it for you right now.

  13. 9 minutes ago, Cultist_O said:

    Do you use tweak scale? There is a known issue where "If you use tweakscale, parts will not be stackable"

    I would also like these parts to be stackable, but as far as I'm concerned it's a minor issue to trade for being able to store scaled parts.

    This I didn't know. So if you want to be able to stack those parts you'll have to remove them from KAS_TweakScale.cfg but then you can't tweak their size.

    Interestingly enough ground pylon is stackable even tho it's also tweakable.

  14. 2 hours ago, gleedadswell said:

    Love this mod (but still relearning how to use it and KAS since it has changed so much from how KAS used to work).  I have a quick question which might more correctly belong on the KAS thread.  Why are the KAS struts (CS-R2 struts) not stackable in the inventory system?  I'm not sure I'm using the right terminology - by "stackable" I mean the parts which give a little Xn icon in the inventory and you can add more by right clicking and increasing the quantity in the dialogue box.  I would have thought they are the sort of small part, used in large quantities, which you would want stackable.  The same goes for the connector port.  It seems odd that the ground pylons are stackable but the connector ports and struts are not.

    Strange. Both CS-R2 and CC-R2 are stackable for me.

    You could check settings.cfg in KIS folder and check if you have line "moduleName = KASModuleStrut" under StackableModule. I wonder if there's something broken in your installation.

  15. 4 hours ago, pxi said:

    I really don't see why this would be useful at all, but then I rather like the UNIX paradigm of "lots of tiny programs that each do one thing, and do it well".

    Call me cynical, but I doubt any videoconferencing that got modded into KSP would be better than the existing solutions, and if it isn't better, why would I want to use it?

    Obviously not useful feature at all but I'm just amused by the idea of a Kerbal having a video call to your phone (would of course be the player talking not the Kerbal...)

  16. So I stumbled upon a Minecraft mod that lets you make video calls from in-game "device".

    This might be quite interesting function to use with for example CCTV mod. It's just such a trouble to pick up a phone or open Skype window to have video call with someone! As a bonus it might be fun to call some other Kerbal (as in another game session somewhere).

    Unfortunately I have no idea how something like this could be achieved.

  17. [quote name='evictedSaint']I had just come in to complain about the same bug. I get up to 100% and then it just...doesn't transmit the science. Sometimes it'll say "data received" but the science is never actually transmitted. The science stays in the mobile lab, and it wont let me try to transfer again without leaving and returning to the ship. My spacecraft can transmit other data from science modules and Kerbin will receive the science just fine. I can confirm that it's a problem localized to the mobile science lab, and only with remote tech.[/QUOTE]

    This has been mentioned quite a few times in the past few pages. Does planetary survey work for you?
  18. That is how I used to do it. Three satellites in ~2858,7km orbit (KEO) with DTS-M1 antennae (that have 45[COLOR=#333333]° cones) pointed at Kerbin. Those alone also give any craft in low orbit communications if the craft has 5Mm range whip antenna.

    These days I actually use those 5Mm omni antennae on 3 satellites in 2000km orbit to have the same effect with much smaller satellites. I then have two other satellites in polar orbit (other about 90 degrees behind the first) for longer range comms. I hated having so many communication lines everywhere so started figuring out how to have less of them :)[/COLOR]
  19. [quote name='Rithaniel']Hello, I've recently had a slight issue with this mod. I was setting up a trio of geostationary satellites spaced out around Kerbin to begin my network with, but as I was getting the third one into position, all three stopped projecting connections to one another. The only one that is even connected to anything is the one directly above the KSC.

    I'm using a custom made tree. The ones I currently have unlocked are a 1 Megameter antenna to get things into space, a 5 Megameter antenna to get things farther out, a 20 Megameter dish with a 60° wedge, and a 100 Megameter dish with a 15° wedge.

    The arrangement on the satellites are one 5 Megameter antenna to get them into position, two 20 Megameter dishes (one points at the Mun, the other points at the next satellite in line [1 points at 2, 2 points at 3, and 3 points at 1]), and two 100 Megameter dishes (one points at Minmus and one points at active vessel, until I expand my network).

    Again, my issue is sudden unexplained connection loss. Satellites should be in range of the 20 Megameter dishes that are the basis of their connection, and yet they just don't connect. What is happening?[/QUOTE]

    You are saying they point at the next satellite but there's nothing pointed back? One way communications don't work that well.
    Since you have dish pointed at active vessel it may seem like the system works sometimes when you have the right satellite active.
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