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ripptide

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Everything posted by ripptide

  1. Thanks for the link sarbian, appreciated. EDIT: Sorry to be "that guy" but any chance you also have a link to .20? Didn't realize you had to have it first.
  2. Sorry if I'm just being particularly dense guys, but is PartTools no longer available? I checked the link in the OP, but just get sent to the storefront main page. Didn't see anything there. Am I missing it?
  3. Love the way this mod is unfolding riocrokite, but was wondering if you had any plans for replicating something like the IR gantry as a top member for the crane system. I was trying to make a cargo vehicle for the KIS system, and your parts make it very functional except the KIS containers can only be placed in the center of the flatbed. http://imgur.com/klU5oSG,Y0wDO7d,lYUQO1I,mFm99HR,fbOKlZf#0
  4. Love how this mod is developing riocrokite, excellent work.
  5. Thanks much for the fast fix Angel, working great now. Nicely done.
  6. Thanks for the info about the efficiency modules when mixing MKS and MCM Angel, saves me some head-scratching had I tried them.
  7. Nope, simply placing the MCM on top of the MBU, and then using the context menu to select function. Also noted that if I select PDU (as I said, as far as it goes) and close the context menu, I can't get it to come back up. Basically have to delete the MCM and place a new one. Here's a screenshot of the ship, and here's the log. Let me know if you need anything else or want me to try something. On a separate question, I know you have a cfg file that removes the MKS parts from the menu, but are the two systems compatible if it's removed? For example, will your inflatable warehouses attach and function if connected to an MKS base? Was going to do some experimenting but the base is being built on Minmus and that's a couple launches to save if I'm heading down a rabbit-hole. Cheers
  8. Another quick one for you Angel, I've run into a problem while setting the functionality of MCM modules in the VAB. In the right click menu, when selecting the module's function, the 'next' button seems to get stuck/disabled once PDU is selected. Going the other way (previous), it gets stuck once Science Lab is selected. Not sure if it's just my combination of mods or not.
  9. As per your suggestion, I changed the mass to .1 and bumped the crash tolerance up to 45 (same as the MCMs), but didn't seem to make a difference. Went off to a different part of Kerbin by the KSC to do the testing, weird thing is the first Ponderosa I tried to place exploded, but the second one seemed to attach to the ground fine (upside down but fine after I rotated it). Log is here, look at time index 14:13:57. It almost appears (to my uneducated eye) like there is a collision with the terrain causing the explosion, not really the mass or tolerance. Again, maybe it's how I'm doing it but these are all being placed using the "attach". I'm beginning to think I should be using the "drop" maybe? Thanks for your patience with this.
  10. Hey Angel. Grabbed the new version, it appears to have solved the resource issue now, and for the most part the issues with the Ponderosa. I was able to place one (still have the upside down issue but can rotate it into position). It now seems to remain persistent when jumping out to the Space Center screen. Still have some random explosions (log for that here if you'd like it) but not as bad as before. Look at time index 10:37:19. Great job and thanks for your work with the mod. Cheers
  11. I really don't know anything about the coding for KSP, but in the log, at time index 18:56:30.757, when I loaded the Kerbal into the Ponderosa, it did seem to switch it: [LOG 18:56:30.757] [00:03:33]: Bill Kerman boarded Ponderosa Advanced Colony Module on Bill Kerman Debris. [LOG 18:56:30.757] [FLIGHT GLOBALS]: Switching To Vessel Bill Kerman Debris ---------------------- I was checking to see if other functionality was affected, but the module was able to switch function without any apparent problems. But about when I changed view to Space Center: [WRN 18:57:38.339] [FlightPersistence]: Vessel Bill Kerman Debris not saved because it was debris cluttering up KSC. [ERR 18:57:38.340] Input is null [ERR 18:57:38.340] Input is null [ERR 18:57:38.341] Input is null [ERR 18:57:38.341] Input is null [ERR 18:57:38.342] Input is null [ERR 18:57:38.343] Input is null [ERR 18:57:38.343] Input is null [ERR 18:57:38.344] Input is null [ERR 18:57:38.345] Input is null [ERR 18:57:38.345] Input is null [LOG 18:57:38.347] Flight State Captured [WRN 18:57:38.347] [ProtoCrewMember Warning]: Crewmember Bill Kerman found assigned but no vessels reference him. Bill Kerman set as missing. So I suspect you're right about why it was cleaned.
  12. Hi again Angel. Bit more experimenting, just to be clear I reinstalled KSP and right now only have it, ModManager 2.5.9, KAS 0.4.10, USI MKS 0.22.7 (no other USI mods installed, just what came in that pack) and MCM 0.4.3. Here's the log file http://filebin.ca/1svPY0KDkI0b/KSP.log and screen caps for the issues at http://imgur.com/a/TIdTm No idea whats going on with the resources issue, but I can confirm that it only occurs with MCM parts, nothing else. Loaded up the punchcards while the Colony Hub was in VAB, launched it, and poof, they're gone. After some more playing around, it seems the problem I'm having with the Ponderosa is that it's trying to "attach" to the ground upside down. Since deleting everything else out it's now stopped exploding (unless you try to inflate it). Your comment about using shift-B/N got me thinking, and I was able to use alt-B/N to rotate it to the proper orientation. However, that brought out another issue. The Kerbal can enter into the Ponderosa module, but as soon as you exit out to the Space Center screen, the module (and the poor Kerbal inside) disappears, leaving only the ship I had mounted them on for launch. Let me know if I can provide any other info or if you have any ideas for me to try. Cheers
  13. Hey Angel, love the mod but I seem to have run into a couple issues with the last update. Seems when I use the MBU/MCM modules in either the SPH or VAB, I can assign the required resources (like punchcards for the Colony center). However, when I launch it, none of the resources are kept, all sliders show 0. Also having a problem with the Ponderosa module, if I place it using the 'attach' selection or drop it, it ends up exploding. I'm running about 28 mods so figured these were most likely just conflicts, so I re-installed KSP, then installed MKS and MCM, but still had the same problems. Any thoughts on what I'm doing wrong or anything I can send that might help? Thanks for any advice, that Ponderosa was something I was looking forward to. Cheers
  14. I know it's a bugger for them, but honestly, the biggest hope is for a breakthru on 64-bit implementation. Everything else will come...
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