bsooner77
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parts [1.12.x] Asteroid Recycling Technologies
bsooner77 replied to RoverDude's topic in KSP1 Mod Releases
Oh yeah, but I had been a bit cheaty with the fuel putting it (the asteroid) in orbit so I figured I'd give back another way and actually do the repair mission. It all has to do with the RPG in my head...you know how it is lol I've been playing this game for going on 7 years, I just rarely post because I've had remarkable luck when it comes to compatibility and mods...I've rarely had problems. I learned about patches and .cfg's and such a couple years into this odyssey, enough to do personal little patches in my games, but this issue is way over my head -
parts [1.12.x] Asteroid Recycling Technologies
bsooner77 replied to RoverDude's topic in KSP1 Mod Releases
Yes, and yes. Always do the science first in case something goes wrong...painfully learned that one a long time ago lol I think you're supposed to be able to just dump the rock as it goes along? That's the way I took the video and some of the stuff I've read in here researching this. There is a dump button on one of the parts' menus...I think its the fuel hatch part...maybe its on the asteroid part menu...I just got off work and am kinda tired. I wish I could figure out how to attach a screen shot, this would be much easier. Yes...that's part of what made me post...initially, I had made a ship with a fuel hatch and tank configured for rock from the USI galaxy o' mods. Got it all the way up there and had forgot the valve. Had a to launch a repair mission with the valve...lol. Long story short, it still didn't work. Excavated rock still reads 0, and none of the buttons in the part menus do anything when you click them -
parts [1.12.x] Asteroid Recycling Technologies
bsooner77 replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the heads up on the version change, I had no clue it had been updated. For some reason it didn't come up in my CKAN. But, on the test I did I didn't use CKAN, but hand installed the mods. I updated recall and tried again...still having the same issues. -
parts [1.12.x] Asteroid Recycling Technologies
bsooner77 replied to RoverDude's topic in KSP1 Mod Releases
Finally had a little time to do what @Murdabenne suggested and tested this out on a clean install with minimal mods (for me anyways). KSP Version 1.11.2 (original problem was in 1.11.0) Problem: JAW asteroid drill not making space in the asteroid and not excavating any rock Mods installed: DanGerous Systems 0.2 KSP-Recall 0.0.7.7 B9Part Switch 2.18.0 Community Tech Tree 3.4.3 CCK 5.2.0.0 CRP 1.4.2.0 Deployable Engines 1.3.0 Dynamic Battery Storage 2.2.2 Firespitter 7.17 Hyperedit 1.5.8 KAS 1.7 KIS 1.28 Kerbal Joint Reinforcement 4.1.15 Kerbal Reusability Expansion 2.9.1 Mechjeb2 2.12.0.0 Module Manager 4.1.4 Near Future Construction 1.3.1 Near Future Electrical 1.2.2 Near Future Exploration 1.1.1 Near Future Props 0.6.4 Near Future Launch Vehicles 2.1.3 Near Future Propulsion 1.3.2 Near Future Solar 1.3.1 Near Future Spacecraft 1.4.1 SCANSat 20.4 Ship Manifest 6.0.2.0 Tracking Station Evolved 6.0 TweakScale 2.4.4.6 ART 1.4.0.0 USI Core 1.4.0.0 USI Exploration Pack 1.4.0.0 USI FTT 1.4.0.0 MKS 1.4.1.0 USI-LS 1.4.0.0 USI Tools 1.4.0.0 Utility Weight 1.2.3 Vessel Mover 1.11.0 ZeroMiniAVC 1.1.0.1 Both Squad Expansions latest version for KSP 1.11.2 Reproduction Steps : Build a craft with a JAW, HECS2 probe core, MX-1 Garnet Fission Reactor, Appropriate amount of stock radiators, 2 RA-350 rock tanks, Large Advanced reaction wheel module, Z-4k Battery, Rockomax Skeletal Structural Adapter, Rockomax X200-32 Fuel Tank, 4 Large Advanced Vernier Thrusters, Communitron 88-88, and DS Star Kerbstein Drive. Launch the craft, Hyperedit to 80km then find and go to an asteroid. Grab said asteroid with the JAW and start the drill. Drill will not excavate any rock, total space and available space remain 0m3 no matter how long the drill runs Log: https://www.dropbox.com/s/egsc1v8j4lc496w/Player.log?dl=0 -
parts [1.12.x] Asteroid Recycling Technologies
bsooner77 replied to RoverDude's topic in KSP1 Mod Releases
I don't know if mine is working correctly...and I don't know if its related to a post a few posts back in the thread. I've been running a jaw for 23 in-game days on a pretty big asteroid. I should have some sort of space or ability to dump rock to make space by now, shouldn't I ? When I click the asteroid its mass is going down...by about 500t, the resource number is going down, but the excavated number just says 0000.0t . Do I have to have a rock tank on the vessel with the jaw? I have an expandable tank on the opposite side of the jaw. It has a tank for rock and has been collecting it, but I cant dump it, or create space for a tank. I would post a screen shot, but I'm not quite sure how... Any help or advice... I would greatly appreciate -
Thank you @Geonovast...this helps a lot!! I don't have this on Steam...in fact, up until last year when I built my current rig, I only played KSP...so steam is a new thing for me. I've always just downloaded the .zip off of the website per new verison. I've got a game for every version since I started playing hanging around somewhere. I can't believe myself having played this game this long and I've never asked...like say I wanted to install 1.3.1, could I install the latest mod versions, or would I have to find versions of the mod that were for 1.3.1, if I didn't already have them. I guess this never occurred to me as I've only gone forward with versions...is this what you mean by
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I had been playing KSP since 2014 and have taken a few small breaks here and there, but the last time I played there wasn't any DLC or anything of that sort. I stopped playing because I got annoyed that anytime it seemed like I was getting anywhere with the game and what I was doing in it, the devs would updated it, it would break all the mods, and then I would have to start all over again from the beginning. I had a pretty heavily modded game. Even made my own little mod that used stock parts I never used, like that damned engine that's described as an engine for ants lol...I liked to think of it as Kerbal Sci-fi...Basically modded some of the engines to have higher ISP and more power so that I could have more sci-fi inspired stuff without it being so cheaty, aka I still needed fuel but I didn't have to build something so outrageous as to ruin a certain aesthetic I was going for in my game. I also added science parts to command modules and habitat like modules so that after a certain point, I wouldn't have experiments hanging off of everything I built, and added electric generators to some parts as to not have batteries all over. Even modded the weight on some parts so that the added stuff would at least add to the challenge. So my question is where do I even get started again? I've downloaded the latest version 1.4.5 and the DLC...do I install 1.4.5 and then install the DLC or is the DLC a complete update in and of itself? Is there a newer version coming down the pipe I should wait and install and play then? I had A LOT of credits/money in game (enough I NEVER had to worry about cost of anything) and about 21 kerbals at least 3 star or above...Can you still mod the save file to bring yourself up to speed of the last game you played without having to start from the beginning? I had started playing with roverdudes' mods quite a bit...love the idea of colonizing and building a self sufficient colony on another world...are those mods still around?? Thanks in advance for any advice
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
bsooner77 replied to politas's topic in KSP1 Mod Releases
So, I'm having a bit of an issue after downloading the new version...I start CKAN then it gives me an Unhandled Exception...Here is the details of the error: CKAN.ModuleNotFoundKraken: Exception of type 'CKAN.ModuleNotFoundKraken' was thrown. at CKAN.Registry.AllAvailable(String module) at CKAN.MainAllModVersions.set_SelectedModule(GUIMod value) at CKAN.Main.ModList_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.DataGridView.OnSelectionChanged(EventArgs e) at System.Windows.Forms.DataGridView.FlushSelectionChanged() at System.Windows.Forms.DataGridView.ClearSelection(Int32 columnIndexException, Int32 rowIndexException, Boolean selectExceptionElement) at System.Windows.Forms.DataGridView.SetAndSelectCurrentCellAddress(Int32 columnIndex, Int32 rowIndex, Boolean setAnchorCellAddress, Boolean validateCurrentCell, Boolean throughMouseClick, Boolean clearSelection, Boolean forceCurrentCellSelection) at System.Windows.Forms.DataGridView.MakeFirstDisplayedCellCurrentCell(Boolean includeNewRow) at System.Windows.Forms.DataGridView.OnRowCollectionChanged_PostNotification(Boolean recreateNewRow, Boolean allowSettingCurrentCell, CollectionChangeAction cca, DataGridViewRow dataGridViewRow, Int32 rowIndex) at System.Windows.Forms.DataGridViewRowCollection.OnCollectionChanged_PostNotification(CollectionChangeAction cca, Int32 rowIndex, Int32 rowCount, DataGridViewRow dataGridViewRow, Boolean changeIsDeletion, Boolean changeIsInsertion, Boolean recreateNewRow, Point newCurrentCell) at System.Windows.Forms.DataGridViewRowCollection.OnCollectionChanged(CollectionChangeEventArgs e, Int32 rowIndex, Int32 rowCount) at System.Windows.Forms.DataGridViewRowCollection.AddRange(DataGridViewRow[] dataGridViewRows) at CKAN.Main._UpdateFilters() at CKAN.Main._UpdateModsList(Boolean repo_updated, List`1 mc) at CKAN.Main.CurrentInstanceUpdated() at CKAN.Main.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) Any thoughts? I'm still running 1.3.1, is that why this is happening? Any help is much appreciated... -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
bsooner77 replied to Nertea's topic in KSP1 Mod Releases
Oh, okay...I didn't know that those parts had a full texture switch, I just thought the end pieces on the modules switched textures. I missed that part...Thanks! -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
bsooner77 replied to Nertea's topic in KSP1 Mod Releases
The beauty and intricacy of this mod is stunning -- it is truly amazing work. I cannot wait to install it and work it into my game, however I have a question...I understand that this runs along side of the Stockalike Station Parts Expansion pack so that it won't break a game when it comes to that. However, this mod re-textures 3 of the stock parts...will this break crafts currently in the field built with these 3 stock parts? -
Fresh Install Helped. Seems to have fixed the issue. My other issue sucks...I had used the same save game file since 1.0.5...with 1.2.2 I finally hit a version where it doesn't work...well it works, it just wont let me add any kerbals to crafts other than the ones it loads up. Anyways, started a new game, problem solved.
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No custom flight path...I only use the depart and ILS at the main ksp runway. I think they are awesome, but I don't even know where to begin to learn how to make custom flight plans. As for the autopilot confilct thing, I learned long ago not to use another autopilot while using Kramax. I did try using SAS once and it just seem to make the rocking worse, more pronounced. I just had to re-install my game to figure out another issue I was having un-related to Kramax so I'll test it and see if a fresh install of everything helped.
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I'm having this problem when in Autopilot with NAV enabled...doesn't matter if its on approach or leaving...its like my craft can't find the correct heading and just keeps banking left and right. I have been using this craft with this mod pretty much since this mod came out, pre 1.2, so I don't know if its the craft or the mod or a bit of both. I've balanced my craft using the RCS balancer mod, made sure the engine thrust and RCS thrust produce as little torqe as possible, made sure the center of lift is just above and behind the center of mass, I've even let the craft just do what it does on take off and landing just to see if it would smooth itself out. The only time it smooths out and doesnt rock its wings back and forth is when its in Heading mode or Bank mode...in these its smooth as glass. So, anyone have any suggestions on where I start to troubleshoot this issue?
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Extreme 3D pro issue
bsooner77 replied to bsooner77's topic in KSP1 Technical Support (PC, modded installs)
Thanks very much @sal_vager! I tested it a bit further and indeed, the twist control is somehow messed up. It works sometimes and sometimes it thinks I'm holding it to the left about half way. My fix was to just not assign it in the controls and use the keyboard for yaw control until the new flight stick gets delivered...Amazon had a good deal going -
Any issues with this and 1.2.2? Was using it with 1.2 and I love the idea...
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So, I don't know if this is a lost cause...I have a Logitech Extreme 3D Pro flight stick with the throttle switch, I plug it in and try to use it with the game and from the time they launch, all my crafts want to spin or yaw out of control, doesn't matter if I'm using in game SAS or mechjeb SMARTASS, thing gets spinning and doesnt want to stop. You can catch it early and stabilize it manually, but the second you let go of the controls it will start spinning again. Also, the assignments in the settings sometime revert to one particular axis for each function. These have happened for me every KSP version since 1.0.4 and usually the way I fix it is to delete the setting file and let the game re-create it...everything works fine and dandy after that...not so this time. I've tried searching the internet for a couple of days now and I get nothing. Has anyone ever run on to this issue with this flight stick? Anyone got any ideas at all? If I unplug the flight stick, everything works like normal...but I really like the throttle on the extreme 3d, it allows for precise control of my capable VTOL crafts...darned handy for landing on planets with no atmospheres. Thanks in advance...
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I did not...but then again I wasn't looking...I don't know where to look. But, I'd be happy to test and look at if for you if you tell me what to do or point me to something with some instruction on where the logs are and what to look for in them. I'm not a programming wiz, but I pick up on things pretty quick. Also, in the future, would you prefer us to open an issue on Github for things like this instead of posting it here?
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@linuxgurugamer, yes smartass was active while I was using kramax. I just had the cruise control on, was flying the craft myself and all of a sudden the controls went dead and the craft stayed on trajectory. Happened once when I was using ascent guidance on MJ as well. I use Kramax to get to a certain altitude and then ascent guidance to take me the rest of the way...mainly because Im lazy. I turned ascent guidance on before I turned kramax off...control freeze. Its not a huge issue to me...I just don't use MJ for anything when Kramax is on. Would this make it possible to set up WP flight plans on the fly and be sort of like the rover autopilot in mechjeb...click the map to set the WP and then set the altitude in a different window?
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So, I've been testing this in 1.2 and it seems to work okay. It does not play well with mechjeb however. If I use smartass instead of stock sas, after a while of working normally, the plane will all of a sudden freeze in the manuver that it is performing. Other than that issue...any other issues I'm having are related to the designs of my planes/space planes....
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IMO, I don't think the flicker has anything to do with CRP. I got the flicker in the VAB and the SPH the other day before I installed CRP. @JadeOfMaar @FreeThinker, I might have found an answer to the altitude and range question...I will report back when my test is complete.