Platonicsolid
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Apologies for the delay, going back to 0.2.0 fixed everything. Thanks so much, sorry for being dense!
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Alright, that's what I suspected, which goes back to my prior question - it appears the latest FTL version that would support 1.3.1 is 0.2.0. Does that require ClickThruBlocker and ToolbarController, and if so, what versions? Thanks for your help!
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Alright, created a stripped down test instance with just the Squad stock, the three mods (FTL, ClickThruBlocker, ToolbarControl) and HyperEdit. Still getting the box when trying to list destinations. Beacon is definitely on. Appears to be a null when trying to load the BaseFieldList? And output log is here: https://www.dropbox.com/s/tx9b5488fm86li8/output_log Limited Test.txt?dl=0
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Hummm. Halfway there. I hadn't activated the beacons, but it still doesn't show anything in the show destinations display, still getting the little X box as before. However, if I target the beacon (I use Targetron to make that easier), I can spin and jump. Have to get to work, can post screenshots/logs this evening.
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Trying to figure out what version of FTL, ClickThrough and ToolbarController to use on a 1.3.1 game. It's heavily modded otherwise and the update to 1.4.x has not gone well, so I'm putting it off a while longer. When I go to set a destination, I get an empty box: Complete log is here: https://www.dropbox.com/s/0b77upmjzj3s6av/output_log.txt?dl=0
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Platonicsolid replied to RoverDude's topic in KSP1 Mod Releases
I'll give that a shot, thanks. Had not done any drilling beyond the stock ore for fuel yet. Update: Tried, works. Mega thanks! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Platonicsolid replied to RoverDude's topic in KSP1 Mod Releases
Oh, duh, clearly I should not post too late at night. :-) This is KSP 1.3.1, USI Tools 10.2, USI Core 5.1, and MKS 53.2 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Platonicsolid replied to RoverDude's topic in KSP1 Mod Releases
I'm having a strange issue with drills, that might be interactions with some other mod, but hoping somebody knows what this is immediately before I dig into more testing. I've built a remote control uranite miner, with a storage tank and four drills. I equipped the M-500-As with three Uranite separators a piece. I see the following issues once I launch: 1) The separators show up on the pop-up as "???" 2) I often don't have the ability to start the Uranite drill 3) Sometimes, after I deploy the drill, the list for all possible drills will show up as buttons, then progressively disappear until their all gone. A gallery of my testing miner (hyperedited to Iota) is here: https://imgur.com/a/2W4jsus Anybody seen this before? Thanks! Love the mod, wouldn't play without it! -
I've looked back through posts and haven't seen an answer to this, apologies if I missed it Is it possible to use the current MechJeb2 release on 1.3.1? I'm still on 1.3.1 because GPP hasn't updated for 1.4.x yet and I don't want to toss my career. That said, I'm also seeing dV calculation issues that may be fixed on the current MJ. Thanks!
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Platonicsolid replied to Nertea's topic in KSP1 Mod Releases
RAM's pretty cheap these days, FYI. :-) -
[1.12] Extraplanetary Launchpads v6.99.3
Platonicsolid replied to taniwha's topic in KSP1 Mod Releases
Appears to be right! I bumped up the offset a bit and now it behaves the way I expect - release gets me to coupled, not drifting away. Thanks! -
[1.12] Extraplanetary Launchpads v6.99.3
Platonicsolid replied to taniwha's topic in KSP1 Mod Releases
That sounds like exactly what I was thinking of! I've tried releasing the vessel with my hack, and it appears that behaves more like a decoupler - I get the coupler noise and the new assembly is pushed away with some force, too fast for me to try to get it to redock easily. -
[1.12] Extraplanetary Launchpads v6.99.3
Platonicsolid replied to taniwha's topic in KSP1 Mod Releases
Hi! Trying to write myself a little EPL patch and am not sure if what I want to do is possible - I'm certainly not doing it right. I want to be able to have stations that can build their own expansions and then integrate them, since I'm using GPP and some will be *very* far from home. I'm using EPL and most of the USI packs, so I can build a module on-site and then move it with thrusters to the appropriate construction port and then integrate it. But what I'd like to do is be able to build at the port I'm going to attach the new module to, and then just collapse it, to avoid all the tedium/complexity of redocking things. Here's the patch I wrote to add launch functionality to ports: @PART[*]:HAS[@MODULE[ModuleDockingNode]]:AFTER[EXTRAPLANETARYLAUNCHPADS] { MODULE { name = ExLaunchPad SpawnHeightOffset = 0.3 } } This works and lets me build wherever I want. As long as I have a port as the bottom part of the assembly, it's aligned correctly, but I can't actually dock it. I think what's happening is EPL is making the assemblies attach but not 'dock', so Konstruction doesn't recognize it as a pair of docked ports. So, is there a way to tell EPL to spawn new things as 'docked'? (And maybe this is a Konstruction question, but I figured I'd try here first). Thanks! -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Platonicsolid replied to Nertea's topic in KSP1 Mod Releases
Has anybody tested including USI Recycling Bin ability in the SSPX storage tanks? It appears it should be as easy as adding the following: MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_ModuleRecycleBin } Haven't had a chance to test it yet, though.