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LastStarDust

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Everything posted by LastStarDust

  1. I did not know that. With some relay satellites, the problem was fixed. Thank you for the advice.
  2. Hello! I have a problem connecting to this probe using RemoteTech. As you can see : I have enough electricity The antenna is activated The antenna is pointing Kerbin and the KSP is in sight The antenna has more than enough range to connect to KSP The KSP Tracking Station is upgraded to Level 3 All multipliers in the RemoteTech settings are set to 1 By all means, it should work. Do you have any suggestions on what to try to troubleshoot the problem? Info: KSP version: 1.12.5.3190 RemoteTech version: v1.9.12 (compiled for KSP 1.12.1) Windows 10 x64 Thanks
  3. I think that the problem had been already reported here: https://github.com/ihsoft/KIS/issues/353 I have left a comment there just in case.
  4. Hello! I am experiencing some misbehavior of KIS in an heavily modded save (about 100 mods). If you accept bug reports from non-vanilla games, I will produce all the logs and so on and so forth. Otherwise pretend I said nothing ...
  5. Hello! I am playing an heavily modded game. Coming back to KSP after a couple of years of break, today I installed all my old beloved mods using CKAN. The KSP version I play is 1.9.1 but some mods are rated only for 1.8.x, bacause some reputable sources on this forum stated that this should not matter and 99% of the mods for 1.8.x should work on 1.9.1, too. However I still experience some random crashes when I change view (especially when I enter the VAB). I have more or less 90 mods all installed together, so I have no clue which is the offending one. Uninstalling the mods one by one is not an option because the crashes are random and sometimes do no occur for hours. My question is: is there another way to pinpoint the crashing mod/mods? I tried looking through the logs but to no avail. Player.log KSP.log modlist.txt OS: Windows 10 64bits KSP: 1.9.1.2788 ckan: v1.27.0
  6. Thank you very much for this clear and detailed explanation!
  7. You are right. If the vessel is properly landed the "floating" survey stakes are correctly recognized ... but they explode as soon as I enter warp, rendering them pretty useless ...
  8. What is KD? I usually apply the ground tether, too ... I will try to reapply it just in case. Maybe it has become disabled in the meantime. Another solution could be to use the MKS ground launchpad like this old base of mine: https://i.imgur.com/IJbDGIP.png
  9. Thank you very much for the hints. I will let you know if I find out something else.
  10. Hello! I don't use WS but I noticed that exact behavior every time that the vessels are loaded (they are loaded in midair and then gently set back down). I suspect that MKS is implementing or packaging something like WS. I also use KJR continued v3.3.5.
  11. First of all, thank you for this wonderful mod. Today I played KSP after some months of inactivity and I noticed two issues with EPL (one old and one new). The old one is that the vessel productivity doesn't get updated (increased) in real time but only on vessel load. The productivity depends on Kerbal skills and location (inside the vessel), so if a Kerbal goes on EVA the productivity is changed in real time (most probably reduced). But when a Kerbal goes back to the vessel the productivity is not updated until the vessel or the game save is reloaded. The new issue is that, when loading a vessel, the Survey Stakes that were on the ground are like floating in midair (but still fixed). Anyway, they are not detected by the vessel anymore. So I have to send a Kerbal to reattach them to the ground. But then the vessel productivity is decreased and I have to reload the vessel. But then the Survey Stakes are floating and I have to send a Kerbal ... and this evil loop goes on and on. Am I the only one to experience these issues or are they already known? EPL 6.3.3.0 MKS Constellation EL-MKS Departizing 1.0 KSP 1.5.1 OS Linux Ubuntu 18.04 64 bits
  12. It is true but that is a kind of a pre-release and not the official updated version. To quote RoverDude:
  13. As far as I know, there is no version of MKS compatible for KSP 1.5 yet
  14. Do you mean a Pull Request to the MKS code or EPL code? In any case, do you know if the latest releases of MKS and EPL are compatible again? Is this the commit that you were referring to? https://github.com/UmbraSpaceIndustries/MKS/pull/1401/commits/e4d39fc9becb712d44b0b81185e54ca5784adef2
  15. I have done some more testing and I noticed that the mod misbehaves if the root part is not in the last stage (the one that makes to orbit). So I ask: is this intended? Do I always have to make sure that the root part is in the last stage?
  16. I am experiencing the same strange behavior. Moreover, sometimes the mod shuts itself down on stage separation for (apparently) no reason. Another issue that I am facing is that the mod works properly only if the stage that makes to orbit is the one that contains the root part. If the root part is inside the ship that lands the ship in orbit is not saved. I play a heavily modded game, that is why I haven't posted a log. I suspect that all this little misbehaves are somewhat related but I cannot make up how. This video shows the kind of launch I am doing:
  17. So if they are in a vessel in the same physical range (but not the same), is the bonus not received? So if I am at the boundary of 3 biomes to maximize resource availability and I set up 3 different mining rigs, would I theoretically need three kerbals, one on each of vessel?
  18. I don't remember if engineers have to be in the same vessel as the drills for them to receive the efficiency bonus. If you know, you would spare me half an hour to make experiments to find out. thank you
  19. You read my mind, sir ... anyhow I installed and tried the mod and ... call me selfish, but I soon found out that I should rebuild all my fleet to make up for the loss of attitude control of every ship without RCS. In a new savefile, I would probably use this mod without second thoughts, but being as far in career as I am, it is a dealbreaker. I wish I could only use the time-warp-attitude-tracking feature without having the reaction wheels neutered ... but I don't think it is possible.
  20. I recently designed a Pegasus style plane-rocket to launch small payloads from my Eve base to low Eve orbit. I swear that I didn't know anything about Pegasus before designing the mission, but, when looking for a name to give to the youtube video, I stumbled across a Pegasus rocket video. Anyway, this is the video (it is quite self-explanatory): Have you ever launched a rocket Pegasus-style? Please let me know. I am very curious to see how you addressed the issue ...
  21. I know this is quite old but I have the very same problem as the OP and it is driving me insane. Has someone found a solution to it?
  22. Just stopped by to say thanks for this wonderful mod. Eve base at night. Assembled with the aid of EPL and KIS.
  23. Thank you very much for the info. I had read that but nevertheless asking for a confirmation is free.
  24. Thank you very much. Do you know if using that mod I would be able, for example, to keep my ship always pointed prograde while I orbit a planet under time warp?
  25. I could be interested in this mod if it can act as a replacement of PersistentRotation mod in the sense that I want my ship always pointed prograde while it orbits a planet under time warp ... is this mod capable of achieving that?
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