

willow
Members-
Posts
237 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by willow
-
I seem to be having a peculiar problem with mechjeb 2.0.7. Occasionally the user interface gets messed up All letters become black, all other elements just vanish or become transparent. Also the layouting seems a bit different, I think the UI that manages mechjeb crashes. Gui for other mods and KSP itself don't show any symptoms. It occurred a few times now. Once I thought I fixed it by deleting the plugin data for mechjeb. Next time the problem occurred though that didn't help. I have removed and reinstalled other mods. But I can't pinpoint which mod under which condition causes the problem. Google search and superficial browsing of this topic (132 pages guys ) doesn't give any clues. I realize this is a pretty vague bug report but I'm hoping someone here has seen this before or has some smart suggestions for me to try out.
-
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
willow replied to Dani-Sang's topic in KSP1 Mod Releases
Actually, the error also occurs if you've equipped multiple detectors or multiple controllers. Maybe you had symmetry on when you added controllers or detectors. I believe the transfer and extractor parts don't have the single item restriction. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
willow replied to cybutek's topic in KSP1 Mod Releases
Forgive me if this has been reported before. I noted that when the mod is active, (the part is attached to the ship in the VAB) you can no longer connect struts and fuel lines, if you try, then you'll instead pick up whatever you're trying to connect the strut/line to.. If you remove the part then then the problem goes away, putting it back causes the problems to come back. So that's also the work around, when you're fiddling with struts and fuel lines temporarily remove the engineer part first. It's a bit of a nag, awesome mod otherwise. Thanks for all your efforts! -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
willow replied to kockaspiton's topic in KSP1 Mod Releases
Could it be that your batteries fully emptied? Unfortunately there's a feature/bug in KSP where empty tanks are marked as spent and they are unable to be recharged again. It's an annoying bug especially when you're using multiple batteries. I had the situation where half of my batteries got marked as spent and I had to spend the rest of the ships natural life with half of the designed batteries. The solution right now unfortunately is... Don't let them empty. Which sometimes requires some complicated outerspace tango. Perhaps one of the energy plugin designers knows if it's possible to disable a tank before it is fully emptied and re-enable it when it is filled again above a certain treshhold, or to mark a tank as unspent just to get it back online? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
willow replied to cybutek's topic in KSP1 Mod Releases
Awesome you've put in the folding of the information blocks. Thanks I've noticed 2 things using your mod yesterday, first of all, when in flight the mod will at random times move it's window to the top-right of the screen. Even after I moved it to another spot. (On top-right it fights mechjeb for screen space.) Another issue was that I landed on the moon and did a kerbal eva. The mod was gone when I got back to the ship, it did reappear suddenly when I staged to the final stage entering kerbin's atmosphere. So apparently staging triggers your window code. Yesterday I used your mod to whip up a few rockets with appropriate delta/v's. They all worked like a charm. The first one was only intended to reach orbit, but once there your mod said I could do a munar orbit, which I doubted but I did and it was right! The second attempt was a munar landing. I really like knowing how many delta-v's I have available on the rocket. I did note your mod makes a pessimistic guess, if mechjeb suggests I need 800 deltav for a munar transfer your mods before and after counts indicate it's only used 600. That could also be the effects of ksp's throttle bug, or mechjeb is wrong, I don't know. Having them be exact matches would be the icing on the cake. But as it is now this mod is a very valuable addition to my toolkit. Thanks so much for investing the time to build it. -
@1of6billion Just get into a regular munar orbit, then use the smartass and orient yourself to nml+ or nml- and thrust untill you've achieved polar orbit. There is a readout somewhere named "Orbital inclination" if that indicates +90 or -90 degrees you're in a perfect polar orbit. You could attempt to aim at the pole on your approach but this method is far simpler.
-
Good points SciMan... That throws me too all the time I put more than 3 kerbals in a rocket with whatever mod. The idea is awesome. But the messed up ui is too much of a penalty. I too changed the number of kerbals down to 3. Perhaps the squad guys will fix it. And then more IS better!!!
-
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
willow replied to cybutek's topic in KSP1 Mod Releases
Could the flight engineer information blocks be foldable like the blocks in the kerbal engineer? I really like the last bit, knowing howmany delta/v's I have in my current stage is the scratch to an itch I've been having, but the rest of the information takes up a lot of space, is available in mechjeb, and even there I usually have them closed! Otherwise I really like what you're doing with this mod! -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
willow replied to Dani-Sang's topic in KSP1 Mod Releases
Thank you MOhon, I will add them to my inventory! -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
willow replied to Dani-Sang's topic in KSP1 Mod Releases
MOhon, where did the fuel tanks and engines on your probe come from? -
Awesome capsule! This thing is really pretty. I have two questions: Is it possible to make the download filename more descriptive? Now it's "1.0.0.0.zip" how about "dragonrider_1.0.0.0.zip" Easier to manage for those of us that hoard mass quantities of mods Also, I note it has only 300litres of fuel in it's gut. This should do nicely for moon/minmus missions. But on the offchance that you're looking for something to do Maybe it'd be cool to add aditional parts below the capsule that would add about 2000 delta-v so the whole thing could serve as a kerbin return vehicle on interplanetary trips?
-
SolarNRG Mining Beta 2 RELEASED 10/6/12
willow replied to Kayaking4autism's topic in KSP1 Mod Releases
There's an antigravity module, you can use that to get to orbit. http://kerbalspaceprogram.com/forum/showthread.php/9618-PLUGIN-PARTS-0-16-Gravity-Canceller-v1-1?highlight=anti+gravity -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
willow replied to Dani-Sang's topic in KSP1 Mod Releases
You totally should I'm having hours of fun with this Last big project was a huge hauler that brought a few tons of kethane from the mun back to kerbin. I used smaller miner crafts to extract the kethane and rendezvous with the hauler. I can confirm it works. I don't know what other people are seeing. But I never leave Kerbin without mechjeb, and I have not noticed problems with any of the kethane components. I've been scanning, extracting, converting and pumping. Maybe it's some feature I'm missing, while scanning I just wait untill it gets a signature, then I copy the last found coordinates unto a bit of paper, and use that to land miners on the exact spot with mechjeb. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
willow replied to Dani-Sang's topic in KSP1 Mod Releases
I know but even then full map takes the better part of a day. The real "issue" however is the pumping/extracting/converting. It all works well but waiting for tanks to fill is a bit of a bore. Reducing that time would increase the fun. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
willow replied to Dani-Sang's topic in KSP1 Mod Releases
Great Mod, I do have one small issue however. Mapping takes time, and putting the game on fast forward stops the mod from mapping minmus, this isn't a big issue because you can usually find a reasonable kethane pocket in one full orbit. Also extracting, converting and pumping kethane to another craft takes a lot of time. I understand real time conversions would be slow, but right now I have to put the game in the background on single speed and do something else for about 10 minutes before any conversion/transfer is fully done. I think upping the speed will increase playability. Or somehow allowing it to keep going when not the active craft. (Perhaps by a catching up maneuver after switching back to the craft, you know you were pumping, you know the mission time at that point, when you are unpacked you maybe can extract the amount of kethane that would have been extracted/converted/transferred in the players absense) -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
willow replied to Tiberion's topic in KSP1 Mod Releases
A minor thing: The stock capsules allow us to glue equipment on them. Your capsules don't. Leaves me without a place to glue my mechjeb Do you think it's something you could and want to change? -
What Features in .17 are you most exited for? (Poll)
willow replied to Rocket_man's topic in KSP1 Discussion
Is it sad to be checking the site and blogs about 4 or 5 times a day just to see if they've released .17 yet? I can't wait to take the kethane mod and start an outpost on one of the moons of jool. So definitely planets and moons for me. Although the hope of finally being able to build a somewhat viable (doesn't crash on the runway) spaceplane is a close second. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
willow replied to Tiberion's topic in KSP1 Mod Releases
Sweet man Thanks for your hard work! -
I tested the effect. And it's confirmed when a fuel tank is fully emptied it becomes marked as spent and the fuel transfer mod can't see those tanks in the list. I'm not sure if that's something the FTM can fix, I think it is an effect of the game logic itself. But emptying the tank to 0.001 litres would probably be a successfull workaround as long as no engines are draining the tank further. If younata considers this a desired feature of course
-
Hey Cardinal thanks for the response, I thought about that option, I think I remember though that an empty fuel tank like an engine without tank is marked as spent and after that is no longer useable. The fuel transfer mod could get around this by leaving 0.001 units of fuel in the tank. I did not check how it works for fuel tanks but engines when marked spent are never used again not even if you add fuel to the relevant tanks. My plan as a workaround was to have some big engines on the tanks combined with those towers you use to hold on to your rocket and dump the engines seconds before the fuel runs out. But the fuel transfer mod would be much cleaner and faster.
-
Can I request a feature so you can completely empty a tank, just dumping the fuel. My plan was to send up a spacecraft with a huge empty tank (borrowed from nova silisko) and then fill them up by sending smaller crafts after it. Thus creating the first kerbin orbit refueling station. However I did not succeed in emptying the tanks. I had hoped for a bug that I could move all fuel from the big tanks into a ship with a small tank nearby. That bug did not exist, at least not in the way I hoped for it... What did happen is that fuel got transferred but only up to a pretty random number. Since the tanks of the target vehicle were full, I'd expect either no transfer to happen. Or the overload bug I hoped for.. My dream is having 90k rocket fuel orbitting Kerbin, because... What could possibly go wrong? It'll also be usefull when the interplanetary patch comes out, we can then send up large ships that need loads of fuel and just fill them up in orbit. After all, you would not want to send Jeb to another planet in nothing more than a single person cockpit would you?