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Everything posted by eightiesboi
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
eightiesboi replied to TaranisElsu's topic in KSP1 Mod Releases
Yes, but it is bugged right now. If you try to install TAC-LS, it will make you choose one of the two config files to go with it, and then it errors out. If you choose a config file without TAC-LS, it automatically attempts to install TAC-LS as well and errors out. Errors submitted to CKAN Github. As an aside, I believe the problem is that the core TAC-LS file has a config in it, and the two other configs are attempting to override it. I know there's a way to make this work, as DRE and Distant Object Enhancement both work fine with their respective configs in CKAN. Love this mod. I keep KSP-Admin around merely for this mod and nothing else. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
eightiesboi replied to TaranisElsu's topic in KSP1 Mod Releases
I am using the regular install with the quickfix noted on the front page I haven't had any problems yet. I didn't wait for the fix to become official, although I am hoping it happens soon... TAC LS is the only mod I can't install with CKAN right now! Also, if anyone would mind looking at my post (2561) above, I'd really appreciate some feedback. Thanks! -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
eightiesboi replied to Athlonic's topic in KSP1 Mod Releases
Never mind, I am an idiot. I had apparently switched presets at some point, and had beeps not enabled in the one I switched to. Again, thank you for this mod. I really missed it when I thought it wasn't working!- 751 replies
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
eightiesboi replied to TaranisElsu's topic in KSP1 Mod Releases
Hey all! I could really use some help here. Although my config file matches another players (thanks Aedile), my amounts seem off. According to the Life Support Build Aid, in the VAB, my Mark I shows the following: Food: 1 day, 1 minute, 4 seconds Water: 5 hours, 15 minutes, 53 seconds Oxygen: 4 hours, 32 minutes, 1 second Electricity: 53 minutes, 29 seconds Can anyone confirm or reject these values for me? If they are right, something seems wrong that a base capsule has more food than oxygen, and the electricity definitely seems really low to me. Help? -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
eightiesboi replied to Athlonic's topic in KSP1 Mod Releases
Okay, love this mod. Hate playing without it... BUT... still have no beeps with RT 1.6 and Chatterer 0.8.1... suggestions? What do you need from me to help figure out what's wrong? And again, thank you for making this!- 751 replies
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[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
eightiesboi replied to Nereid's topic in KSP1 Mod Releases
Just gave it a shot and the recurse option seems to be working fine for me now. Thanks! -
Let me give this a shot. Note that I am new to this; however, I think I've got this right in my own network. I am assuming a few things here: 1. You are not using the Root range model (although you may want to) 2. You have unlocked at least the Communotron 32 Omni antenna. If you haven't, then you will need to dedicate one dish on each satellite to the network. 3. Each of the satellites has at least two, and preferably three dish antennas appropriate for whatever range you are working at. Your satellites should each have one Communtron 32 Omni antenna. This is how the satellites communicate with each other. If you don't have this, then one of the dishes on your satellite has just become your dedicated link to the other sats and you must target the satellite itself. Ideally, you should set your comms up this way: Communotron 32 for comms with other sats, KSC, and craft orbiting Kerbin. One dish pointing at Mun. One dish pointing at Minimus. One dish set to Active vessel, in case something goes awry. If you *don't* have access to the Communtron 32, then point one dish from each Sat towards Kerbin, one dish towards the next sat in the chain (i.e. Sat 1 targets Sat 2, Sat 2 targets Sat 3, Sat 3 targets Sat 1. Your polar Sat isn't very helpful in this scenario.) Dish three points to Mun, Dish four to Minimus. Active vessel is a loss unless you add a fifth dish. What you've done wrong, as far as I can see, is your satellites have dishes that target Kerbin, but the sats themselves are outside their cones. Look at the pictures. Assuming you don't have an Omni onboard that can reach the other sats (and I know you don't because if you did, you'd have a connection), your cones cover the planet perfectly, but anything outside the cone receives no coverage, and each sat's neighbors are outside the cones. Picture the satellites as three people standing in front of a sphere, all equidistant from the sphere and from each other. Each person, Adam, Bob, and Charlie, have LED flashlights. If I turn out the lights, and Adam, Bob, and Charlie all turn on their flashlights and point them directly towards the sphere, the cone of light from the flashlights will illuminate nearly the entire sphere, but Adam's light won't light up Bob or Charlie, and Bob's won't illuminate Adam or Charlie, etc. This is the scenario you've created. I hope this helps. If you haven't done so, go here: http://remotetechnologiesgroup.github.io/RemoteTech/tutorials/keo/ for very helpful info. Best of luck!
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
eightiesboi replied to TaranisElsu's topic in KSP1 Mod Releases
Would you mind posting (or sending me a link) to your LifeSupport.cfg file from your game? I'd like to compare it with mine. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
eightiesboi replied to TaranisElsu's topic in KSP1 Mod Releases
Consumption rate issue? I have a feeling I may have screwed up my electricity consumption rate here. As you can see, my Mk 1 Command Capsule has 1d of food, 5 hours of water, 4 hours of oxygen, and less than an hour of electricity. Is this right? Screenshot here: https://onedrive.live.com/redir?resid=FE34D6542466878C!62060&authkey=!AAQGOLP4IHqXH-U&v=3&ithint=photo%2cpng -
[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
eightiesboi replied to Nereid's topic in KSP1 Mod Releases
I have the same "Failed" status issue. Default settings, also tried a different directory. Unticking the "Recurse Subdirectories" box gives me a status of "OK" on all saves. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
eightiesboi replied to stupid_chris's topic in KSP1 Mod Releases
Amazing and inspiring. Thank you! Need to go play KSP now. -
[1.2] Procedural Fairings 3.20 (November 8)
eightiesboi replied to e-dog's topic in KSP1 Mod Releases
I am not a modder, just another player who appreciates the modders, but I would be happy to try to help. Since this probably isn't a Procedural Fairings issue (and you solved the issue you had), if you'd like to PM me and send me a list of the mods you are running, and screenshots of your Launchpad, and a craft file, I'll take a stab at it. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
eightiesboi replied to RoverDude's topic in KSP1 Mod Releases
I will try and report back. And I *do* believe I changed the values somewhere where it gave me a choice between human, stock, or scaled, but I don't remember which mod it was. But the values for Water and Oxygen seem correct. I'll let you know, and thanks for the suggestions. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
eightiesboi replied to RoverDude's topic in KSP1 Mod Releases
Yes, it does. Would screenshots help? A log? -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
eightiesboi replied to RoverDude's topic in KSP1 Mod Releases
I usually use the engine bell in lieu of a heat shield, but that's a good idea. Roverdude, sorry to bug you, but any ideas on my electricity usage with the DERP? Suggestions on how I can figure out what's going on? -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
eightiesboi replied to Paul Kingtiger's topic in KSP1 Mod Releases
Exactly what I was looking for! Thank you! And I had not been aware of actual fuel cell behavior, so I may not even change it after all... My satellites may come with a supply of drinking water. Come to think of it, since I have all these Kerbanuats in need of rescue zipping around, I can rest easy knowing they can grab a passing satellite should they need a refreshing drink. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
eightiesboi replied to RoverDude's topic in KSP1 Mod Releases
TAC does indeed, which is why the DERP includes power in the first place (as I understand it). But I agree... it shouldn't overcome the RTG to the point of depleting the on board supply so quickly. I haven't found any mod which allows me to monitor what is causing a drain--suggestions? I take it I am the only one that is experiencing this? Agreed... I attached the radial ones and they promptly blew up on reentry. I didn't see what the temp was, but my engine bell (I was in a capsule retrograde) never reached 1100c. I use NEAR and DRE. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
eightiesboi replied to Paul Kingtiger's topic in KSP1 Mod Releases
Posted this about a week ago (it was actually my first post), and still hoping someone might have an answer. My fuel cells provide power and use resources even when batteries are full and there is no drain. I know I can shut them down, but I'd like to use them on a probe that will be mostly unmanned. Is this something than can be / could be done, or am I out of luck? -
Thank all of you for this terrific mod!
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I've been using the dev build since it was posted, and no problems here.
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KSP in full-screen windowed mode! quick 'n simple (windows only)
eightiesboi replied to Moach's topic in KSP1 Tutorials
I'd be happy to help you--what doesn't work? What have you tried? Steam install or otherwise? This worked like a charm for me--rep to the original poster! -
[old thread] Trajectories : atmospheric predictions
eightiesboi replied to Youen's topic in KSP1 Mod Releases
Thanks! I think that was exactly my problem--I had left everything at 0°, stupidly thinking that default was best and not realizing what the interface was asking me (high courage, but high stupidity--chuck me into a capsule and say goodbye!). Using the latest versions of NEAR and Trajectories (thank you CKAN!). Thanks for the quick response Kobymaru! -
I *may* have found a bug. New game, career mode, .90 install, Toolbar 1.7.8. I have a bunch of mods installed, but some of them deactivate themselves until you upgrade a required building. In the Space Center and Tracking station, I had the generic icon for the toolbar. I clicked on it to configure visible buttons. The only one that was available at that time (apparently) was Trajectories. But Trajectories auto-hides itself on the Space Center screen always, and auto-hides on the Tracking station until you upgrade it. As soon as I selected it to be on the toolbar, the toolbar disappeared and I can't get it back on either the Space Center or Tracking Station scenes. Screenshots forthcoming (I need to sleep for a bit). Suggestions on how to recover from this? And perhaps (for idiots like me) there is the possibility of a "restore defaults" setting that when clicked in *any* scene, resets the toolbar in *every* scene. Funny, at first I didn't see a reason for this with the stock toolbar at the top of the screen. Now I am wishing I could move almost every icon, with the exception of the few that provide notifications (like Science Alert) to Blizzy's Toolbar. Thank you for making this mod! -Updated- Went into the config file for Trajectories, removed the setting to use the toolbar there, restarted. Added KAC to both the Space Center and Tracking Station menu, then exited and changed the config file back to the way it was for Trajectories. Toolbar is back in all scenes now. So, I believe this is a bug. If a mod is set to always hide its button in a certain scene, and the user selects that as the only visible button in the toolbar, the toolbar disappears with no in-game way to recover it. My suggestion (as a player, not a coder) would be to change the interface to keep the generic button visible if no other visible buttons are selected. If that makes sense.
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I have a feature request: For manned vessels, it would be nice if there was a way to tell when I have a connection without to KSC going to the map. Perhaps instead of "Local Control" it could read "Local Ctrl - Connected" or the icon color might be yellow and green striped (yellow for local control, green for the KSC data connection). Love this mod. It's one of my absolute must-haves.
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[old thread] Trajectories : atmospheric predictions
eightiesboi replied to Youen's topic in KSP1 Mod Releases
Thanks for the quick reply! I'll give it a try.