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Hevak

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Everything posted by Hevak

  1. Kerbals can Eva forever while starved I believe. They won't suffer any effects until they enter a ship at which point they will either eat, or go on strike if no supplies. That's the way I understand how it works. They don't take any supplies with them. Of course if you have death on they may die while out there I'm not sure. But I'm pretty sure there are no supplies used on Eva, because they don't take any with them like how TAC LS does. As far as the kerbal flying off into some location I'm not sure that is a life support issue, I suppose it could be caused by it but I've seen weird things like that happen before. so is the issue that they don't go on strike while on Eva? Or is there another issue you are having? You talked about Eva then about controlling ships so I'm not sure. re: the video posted above, did Roverdude implement LS similar to TAC? Because TAC LS would not start on launchpads. Only once the craft was launched did the LS function start. Not sure if that's how USI LS is too.
  2. do you have module manager mod installed as well? This is the first thing I would check on. another poster (maybe in other thread) said ckan has mks on it. But ckan stuff is handled by ckan people. Roverdude adds version info to his mods so avc works. But ckan listing and implementation is handled by them.
  3. I had some things come up. But so far I tested installing a few of the mods you had. My my original install had only mks (the kolonization one). Crp, Firespitter, usi tools, and USI life support. So only USI mods plus module manager. I did all my tests in sandbox to have access to full facilities and all the stock craft files. I don't think sandbox vs career should make a difference. I did a handful of launches and reverts like idk 5 or so each time. Flew for a bit, got to space and just reverted without landing. I was not able to get through all of the mods listed yet. But tried to start with some listed in both the first two posts on this thread. i saw no issues with the above mods I have installed nor when I added the following mods. Editor extensions, tweakable everything, quick scroll, stock bug fix module, or Kerbal joint reinforcement. so far no instance of this bug yet. When I get a chance I'll keep trying with other mods to see if I can get it. One note is I just used stock KSP craft files on my test so I didn't use any added parts or anything. Like I did use quick scroll functions. But didn't do anything with say editor extensions or tweakable everything. Just launched and reverted with stock crafts.
  4. Ok. Hmm do you happen to have module manager installed? I only ask because he removed it from the download packages of a bunch of his mods, and it's been throwing other people off. Module manager handles a lot of part functions, idk if it does anything with inflatables. But only other thing I can think of right now.
  5. So a couple quick questions. Is that your complete list of mods you were using at the time in the pic on the op you made when you first got the bug? what are your repro steps? I mean is it pretty much happening on any launch? Like the first one all the time or sometimes after a couple? And are you doing anything special in the launch? Reverting from a certain spot when it happens? What kind of parts on the craft? i did quite a few with just USI LS and mks kolonization. And didn't have issues using a couple different stock craft and one satellite I made. I reverted from all over too. Launchpad without launching and in flight, suborbital, orbital, reentry. Are you using any mod that interacts with the parts list? Like a sorter or something that can hide certain parts if wanted? I noticed tweakable everything and something on the parts list that you drag custom parts too. Is that from something else or tweakable everything? ill try and see if I can get the problem when I add Some of your mods listed in op in a few mins.
  6. Do you have the firespitter dll. Installed? I believe this is what handles the inflating of parts and such. You don't need the whole Firespitter mod just the dll. Which is usually included in the package.
  7. I have a couple USI mods installed as well as crp and module manager, and I am not experiencing this bug. So while your problem may have been fixed by removing these mods, I don't think crp is the actual problem. If that were the actual problem the I would be having it too. Maybe there is a conflict with something, or maybe another mod is screwed up and causing an issue when crp is present. just did bout 10 or so launches and reverts and never once had my parts list go blank. i think you should edit your big bolded statement a bit for proper decorum. And maybe say there could be a conflict with some mods when crp is present.. Since I'm using crp and not experiencing this bug. It's not right to blame another mod and push people away from it unless you can absolutely prove it's that specific mod. A lot of people use mks and crp, so if it was crp causing this I would expect this thread to have a few more people posting they are experiencing this problem. And I've seen no mention of such problem in a USI thread yet.
  8. @cmdrzeta I'm not sure waht the real issue is. But a quick couple of things. This life support mod does not have to be used to use mks and other USI parts. And I don't see USI as being in competition with TAC. This is simply a lighter, easier solution to have LS and such issues to worry about and deal with in the game. It's just not as full blown realism as TAC LS is, but slightly more involved than snacks is. Roverdude went to great lengths to make his mks mod able to use either his USI LS, or TAC LS, so I don't see how that is being in competition. It's just another option, Which I think a few people asked for and he also brought up to users of his mks, which is what USI LS is really geared toward, And for the most part it could also work as a stand alone LS option if people wanted. There was some discussion and it was generally a well accepted idea. And he never intended to compete with TAC LS. It Just provides different options. If you're happy using TAC rock on, nothing has really changed or been subverted by this mod. Im not sure what the issue is with crp though, in one sense the original crp did do a lot to clean up some of the overlap and clutter of resources, but there are a lot of modders, and quite frankly Roverdude and a couple other modders tried to set up some sort of agreement on naming and density and such of resources quite awhile ago. Several very active modders sort of just snubbed the idea. In the end crp is just an easy framework for anyone to add any resource the want. And to try to come to an agreement with as many modders as possible. Everyone who mods sort of has their own idea of how things should be, I mean people still argue with taraniselsu over his densities and consumption rates and how long has TAC been out? And there was a bit of a discussion by some when Roverdude initially brought up the subject of his own LS. I won't get into that whole thing again but after some discussion those for it got to a consensus of what is really happening when using a life support and all the resources,and well Roverdude ended up with this mod. I don't understand the whole competition thing as none of this is a competition. This is all free stuff graciously provided to the community to use. Everyone plays different. I see it in no way hurting TAC LS (and what about the fact there were like what 3-4 other LS mods before this?) and I really have to say Roverdude never tries to cause problems with other mods or anything. He simply tries to provide options to people, especially with in the framework of his own mods. The moment a conflict was brought up about is dll. Naming he immediately said he will change that to be nice and not mess with other peoples hard work.
  9. Lmao. Totally missed that icon and didn't even notice it.. Thank you very much.
  10. Hey thanks for the great mod, been using it for a couple days now and it's so much nicer than packing on tons of stock chutes. And I hate to ask something that I know has been answered a few times as I saw this answered before I downloaded the mod and was looking through tons of old posts, but I can't for the life of me find it now. How can can I set the chutes to auto arm through staging like stock chutes did. So that I can hit spacebar to stage and then when chutes get to proper requirements it deploys automatically. And not having to either click each chute to arm them or wait until requirement are met for chutes and deploying manually? What file and what setting am I looking to change again please ?
  11. ok so as usual if I download MKS, I have all necessary resources used in mks and the framework for them to work correct? And If I want the karbontie specific parts, then I need Karb and Karb+, correct?
  12. ok so quick questions.. im now restarting KSP with 0.90 and redoing my mods. so With this new regolith mod, do I need to download any of the karbonite mods to have karbonite? or is that all included as a resource in regolith? Other than resources being connected to biomes and from the sound of it the display of resources being different, is there anything major that has changed since going to regolith? or is it pretty much the same plug and play type mod as ORSx was? Edit also there was no link to a thread on the download page, so what is Advanced Mining Technology mod for? Is it needed for anything to work? or what does it add? Thanks.
  13. This is correct. ^^ abundance of wastes will never cause kerbals to die. So to the op's issue most likely the reason why kerbals are dying with LS supplies present is often because of power being gone or TAC LS "thinking" power is gone. Kerbals will last 2 hours without power.. And power is not generated as far as TAC is concerned when unfocused and also I think in high warp too? 5-6 orbits will most likely be over 2 hours of time as mine are usually in the 25-30 min+ range depending on altitude. So if kerbals die when focused or ship loaded while doing orbits then most likely your craft does not have enough power generation to sustain what sas consumes or anything else you may be using that draws power. If it is dying while orbiting while the craft is not focused or unloaded then what is happening is TAC LS "thinks" the power has run out and then kills kerbals after 2 hours.. Generally you have to watch the timer on the LS window for power and simply reload the ship when that timer gets low. So if you're warping time this is usually why they die.. Either add some Rtg's or solar for issues when focused, or Add extra batteries to give more EC storage which will give you a longer timer for TAC to "think" there is power when unfocused. power requirement is used as a way to put the whole capsule climate issue into TAC without adding more resources or things like temp etc. To worry about.. So if I remember right how taraniselu explained it. Think of power as what makes air circulation, and temperature work in the capsule, without actually having to monitor or worry about specific temperatures or oxygen levels. 300 days of supplies if way more than enough for the mun trip. In fact if you are efficient in your travel vectors you can go to the mun, orbit once or twice and make it back to kerbin in time with just the supplies on the capsule. Though depending on flight efficiency you will generally be cutting it close on oxygen by the time you get back to kerbin. So most likely it's one of the above issues causing those kerbals to die in 5-6 kerbin orbits.
  14. Taniwha said most likely next update will include background building. Things can change though. But he has the code on GitHub and said people are free to try it if you know what to do with the info there. Its definately coming soon unless something major changes his mind.
  15. All the new models look great Roverdude. Just a quick question about the folding. Will it fold through it's own configs? Or will that require the robotics mod to be used for folding to work?
  16. Ok thanks for the reply. That's all I was wondering about why these mods were being included. so I've installed this. And it looks amazing. Just one thing though. Is it really meant to be so pitch black when on the dark side of a planet? I mean I can't even see my ship at all. And if so is there any setting by chance that can make it more like stock ksp where there is still enough light to at least see the ship a little?
  17. Hi. This mod looks interesting and I'm thinking of giving it a try. I am very thankful for all the hard work modders do, but I really wish you would explain more why I am installing certain mods with this pack. And if and why things could be excluded. Particularly I'm curious as to why I need kittopiatech ingame terraforming editor installed? What is it doing and is it possible to remove and what would be affected? It seems like something for me to change the physical structure and terrain of planets which I really have no desire to do. I want all planets to be the same as stock except with the visual eye candy, no terrain changes. Next why the need to have RSS? I have no desire to play with a life size real world analogue solar system. I really don't want to have missions take longer than they already do in game. I'm just fine with the size of the original kerbal system as it is. So is it possible to simply have a better looking stock game with the standard planet terrains and positions with this mod? Or is this mod dependent on changing planet terrains and the size of the solar system? Also I have no desire to change the soundtrack of the game and see many mentions of removing this to save memory. But I don't see any kind of soundtrack editor in the download pack either. What am I looking for exactly ?
  18. not sure exactly but I believe this is something from ksp itself. After 0.25 update certain texture files are having issues loading. Idk exactly what parts those are that you are showing. But I have had this same plain white parts texture happen with a few other mods. It's completely random and sometimes when you load again they are back to normal.
  19. my bad. I gave wrong info.. You need to go into your save game folder. Then open your persistent file and look for a line called exsettings. Then change timedbuilds = False
  20. Actually you do have to sit and watch it. As unloaded/ background building has not been implemented yet that I know of. So if you go do something else the building of ships is halted until you focus back on the epl ship again. Taniwha mentioned on the previous page that he is working on a patch someone sent him and that this is expected to be implemented soon. @Kerba fett as for changing settings look in your saved game folder and open your persistent file. Then look for something that says exsettings then find timed builds and change it to false. You will need to have the full amount of rocket parts on hand to build anything now. So It can get tough when building larger ships.
  21. Not really used it much. But a couple pages back someone asked and it was said that it no longer produces rocket parts. But produces metal instead. There was some setting you could change though. Check like 2 or 3 pages previous to this.
  22. Dont know about macs and how they do stuff sorry. But x86 is generally a 32bit designation
  23. X86 is for 32 bit. X64 is 64 bit. At least it should be. That's the normal way it's expressed. for Windows PC based stuff. Not sure if it's the same for other OS
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