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lancejammer

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Everything posted by lancejammer

  1. Hey @themaster401, just wanted to say thanks for putting this mod together! I used to use AVP back in the day, and was pretty bummed when it was no longer a viable option. It's been great getting to use these visual configurations again... with a bunch of added features to boot!
  2. Not yet. The new version of Kopernicus totally changed how everything works, so they need to make a lot of updates to this planet pack before it will be operational in 1.3
  3. I'm coming back after a bit of a hiatus, and I had a few questions (whose answers I hopefully didn't miss while scanning over the last few pages): 1) It sounds like there's a pre-release that's close to being made official. Are there any release notes for that? Or will it just be bug fixes? 2) Ground Construction is now bundled in MKS... does that mean I no longer need to use Extraplanetary Launchpads in order to build stuff onsite? 3) The new AC hiring system is flippin' awesome! I'm 95% sure that Courage and Stupidity ratings do not apply to MKS, but is that officially confirmed somewhere? Thanks!!
  4. I was going to ask what those other criteria were, but then decided to go figure it out myself. Now I'm posting it here, so that others can be as lazy as I initially wanted to be! Any Kerbal on a planet that has a Kolonization level of 500% and is in a vessel with a habitation rating of 1 year or more will be immune to habitation effects, as this world is now 'Kolonized'.
  5. Yep, love the new fertilizer tagline The newest update has fixed all of my previous issues with weird consumption rates. I've transferred Kerbals to different parts of my bases, added new parts to those bases, added more Kerbals to bases, and even did some docking over Duna... everything looks to be operating correctly so far! And I also have the similar issue as Kobymaru, where my base that was created during the previous version of USI-LS now has a home time of 94y. More of a perk than a problem for me right now though... makes it a lot easier to test stuff out on Duna when my resident Mark Watney has no real interest in ever going home
  6. Sorry, I wasn't very clear... I meant that it would suck to have your current Kerbals suddenly die off once you finally do decide to install life support. For now though, you should be fine
  7. Your question may be better suited for the MKS thread, but I'm not here to split hairs The main issue I want to flag for you is that you will need actual Kerbals onsite in order to begin producing the materials necessary to build Material Packs. In fact, you'll need Kerbals to produce the refined goods (Chemicals, Polymers, Metal) as well. And you'll also need actual Kerbals onsite in order to build something using EPL and stakes. Therefore, it may not be in your best interest to skip life support now, only to add it in later once you have your "infrastructure" set up. I'd imagine that you'll be really disappointed to see all of your Kerbals suddenly die off (er, get grouchy and quit) in your massive Mun-based factory just because you're missing a few key pieces of the life support cycle process But hey, it's KSP, so you do you! To answer your question, you're going to need to be able to drill up Raw Materials (water, substrate, minerals, the other one), as well as Exotic Minerals and Rare Metals, and have a good power source in place. Then you'll need Kerbals onsite to turn that stuff into Material Packs and Specialized Parts. I think that's the bare minimum you'll need to have a functioning EPL base. Again, I recommend checking out the MKS thread for more information.
  8. Wow, this looks amazing! Super-excited to check it out once I get a day off of work Just curious... do you, or plan to, have science definitions for DMagic's Orbital Science mod? Thanks!
  9. I actually agree that the science rewards needed to be reduced a fair bit, as they really didn't fit in with the rest of the stock contracts. For those of you bemoaning this loss (as I probably will when I start my next fresh game) I would strongly recommend looking into using the Mobile Processing Lab. Combined with all of DMagic's extra experiments, just throw one of these up on Minmus with some wheels/rockets and biome-hop your way to the scientific high life. Or, just edit the config files. Ain't no shame in playing the game the way you wanna play it.
  10. Hey NecroBones, big fan of your stuff! I noticed a small error in your CTT config file: @PART[sYSRB_25S]:NEEDS[CommunityTechTree] { @TechRequired = veryHeavuRocketry It's easy enough for anyone to fix on their own (spoiler alert: replace the "u" with a "y"), but I just wanted to flag it for you for your next update.
  11. Yay, excited to try it out!! ...and I hate to be "that guy", but the OP could use an update as well now
  12. Amazing idea; thank you for making this! Quick question... does the color indicate the charge of the individual battery, or of the ship's total battery charge?
  13. Biome fix?!?! Excelsior!! Seriously, no matter how many problems my overly-modded build has with adding this one on top of it all, I just keep coming back and reinstalling it! Quality work you guys; looking forward to getting out of work and giving this one another go
  14. The new update looks amazing; looking forward to trying it out! I don't suppose there are any AVP configs for those of us still using Edge of Oblivion?
  15. I hate to be "that guy", but I have experienced the NaN Kraken without having KER installed. I had removed KER awhile ago which seemed to fix the issue at the time, but it did eventually happen again regardless.
  16. Wow, that's definitely a bummer! But I wouldn't feel too down about it right now... you have the right attitude of "well, at least it's done, so it'll be ready when the bug is fixed".
  17. I tried updating my Astronomer's to Interstellar, but ran into issues so I'm sticking with Oblivion for now. That said, I would be interested in an Oblivion OPM config, even if it doesn't look right from the "surface" of the gas giants... my probe missions into the lower atmosphere of Jool always end in tears anyway - - - Updated - - - Yeah, I totally agree that since I could recreate the issue without OPM, it's probably not related. I did some more testing, and am posting it here since it sounds like others may have similar issues, regardless of whether it's OPM's fault or not. Short answer... I think it's due to Kerbal Engineer Redux. I ran into the black-screen issue again last night, while sending a probe out to Duna. It would occur after the probe had left Kerbin's SOI, pretty much whenever I would go to the space center and then go back out to focus on the probe. I un-installed KER, and have yet to encounter the problem. The only problem with my testing is that my probe had a KER chipset on the ship, so I couldn't "perfectly" recreate the scenario with/without KER installed. I had to revert to a save from before launching the probe, modify the probe in the VAB by taking the chipset off, and then uninstall KER and relaunch the mission. So yeah... it's strong proof that KER is to blame, but not perfect Third issue of my mega-post: Does anyone else have the issue of Minmus having different biomes now? It seems to just be flats, craters, rises, and I think that's it. I used scansat to map it, and the biomes don't line up with the altimetry at all. My guess is that since Minmus is the "base planet" for one of the new moons in OPM, that the biomes are getting switched/over-written somehow. Anyone else?
  18. Since I'm no longer alone in my "black screen Kraken" issue, I may as well update the thread with what has happened since my last post. My tl;dr didn't turn out to be correct. Even with a fresh game, I did again eventually run into the the black screen issue. I decided that it must be the Outer Planets mod, so I deleted it and went back to playing as usual. Then yesterday, I experienced the black screen issue again, without OPM installed! So I was like, "Fine! I'm re-installing the new OPM and I don't care what happens!" After reading through this thread a bit, I noticed the Texture Replacer issue that others were experiencing, so I added Tellion's fix to my TR default config and hoped that it would fix my black screen issue. I'm not too far in my fresh 1.4 OPM game, but so far the issue hasn't occurred. I had replicated my black screen issues a whole bunch back in 1.3, and here's a few things that would trigger it: -Traveling out of Kerbin's SOI, bound for a far out planet (per my first post) -Turning on my Karbonite detector while orbiting Jool -Activating my Karbonite collector while orbiting Jool (different ship and game than when the detector issue triggered, FYI) I should also note that even when I would delete my Kerbal Engineer Redux, I would still experience the issue... although sometimes it did prevent it... just not every time. So yeah, sorry this isn't more helpful, but hopefully someone smarter than I can use the info to figure out what's going on.
  19. Hey Tygoo - I hate to sound like a total noob here, but where do I put the updated cloud config? Do I need to rename it at all? I have EVE and AVP (Oblivion pack) installed.
  20. I'm not positive if this issue is due to the Outer Planets mod, but I figured I'd post it here in case it helps anyone out... After installing this mod to a pre-existing game, I ran into the "NaN black screen Kraken" error. I had built a probe with plans to send it to Neidon. I burned from Kerbin to intercept Neidon (in 21 years ) but as soon as my probe left Kerbin's SOI, my screen would go black and my altimeter would sometimes also show NaN. The only way to fix the issue would be to shut down the game completely and revert from an old save. This would happen every time I tried again. The lame thing is that since KSP doesn't actually crash, I didn't have an error report to look over afterwards. I am running a fair number of mods, so I did some research by uninstalling them one at a time to see if they were causing the issue. I tried it without Kerbal Alarm Clock, ScanSat, and Kerbal Engineer Redux (they seemed like the most likely culprits to me), but each time the issue would still occur. Then I thought that maybe it was messing with KSP because I was sending the probe so far out. So I then tried reloading the probe and changing it's burn to instead intercept Jool. Strangely, the issue still occurred. I then reverted, deleted the probe, and changed my focus to one of my other ships that I had built and sent towards Jool. These ships were built prior to the problematic probe, but after installing the Outer Planets mod. Sadly, shifting my focus to these ships caused the same error. So then I got really sad, and sat in my room in the dark to bemoan how unfair it should be that I am the only one who appears to be having this issue. Then I realized that I couldn't just give up on it; not when there were still things I could try out. After doing some research on the "NaN black screen Kraken" glitch, it seemed like it was usually brought about by mods that modify planet locations/sizes/orbits, specifically when a ship is unexpectedly in the SOI of more than one body... or something. So I got back on my original, heavily-modded build of KSP and opened up a new game in sandbox mode. I built a big ol' probe and sent it directly to Sarnus. I left the SOI of Kerbin without any issues. I went back and forth between the space center and my ship, time warped, and did everything in my power to try and recreate the error, but luckily everything went fine. 4 in-game years later, my probe was orbiting Sarnus, flying through the rings, and making fly-bys of Hale. It was flippin' glorious! TL:DR - Installing this mod to an existing save may cause black screen issues. I've since started a fresh game (with a bunch of other mods installed) and have yet to encounter the problem.
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