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Everything posted by eightiesboi
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I actually want to go back to fusebox and remove ampyear, as I've run into the performance issues you mentioned, but unfortunately I have vessels en route that have reserve batteries on board.
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I'm torn on this one. On the one hand, I like the idea of cupolas in different sizes. On the other, I don't know how many of them would be actually used (as opposed to useful). I think my suggestion would be that less is more, and go with a few to fit commonly used niches, and have another scone. Why yes, I would love one, thank you.
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@linuxgurugamer, I've been a fusebox devotee for a long time, and I just switched to ampyear for all my EC needs when I started this game. I was originally going to go for a completely stock playthrough, wanting to test how much things (mostly the provision of information) had improved since the early days. I've since added about 140 mods, including dependencies, but I'm still trying to keep from adding something unless there aren't any good options. Thanks for the reply! Well, yes, but I'm trying to be subtle.
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Anyone have a good recommendation, OTHER THAN KER, for resource display in the VAB? If I want to know how much monoprop, or LF, or alkohol I have on board a vessel (not a part, but the entire vessel), is there anywhere in stock that provides me that info? Or, alternatively, a mod (again, other than KER), that provides just that info? (I don't have a problem with KER, but since a lot of the information it provides in Flight is duplicated in Mechjeb, I am trying to live without it.) Thanks!
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Well, that's.... weird. Here: https://1drv.ms/u/s!AoyHZiRU1jT-zbxqgdxzCbvdSUcAfw?e=3KSSmB
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Yeah, I was trying to cobble a rescue mission together before I had to leave. Apollo 12 is stuck in Munar orbit with insufficient dV to return to Kerbin, but with plenty of TAC-LS supplies. After I sent the rescue rocket, I realized having something on standby that could offload stranded Kerbals made sense, so I was trying to put Rescue 2 together. Quickly. Without much planning. Very Kerbal of me, I think. The patch is made even better with your recipe. Remind me not to let you order my coffee.
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My 10f and 10t hitchhikers look... erm... weird. Lol As you know, I am obviously modded (my install is too), and I forgot to grab logs, but I can definitely get them later tonight if you need. Right now, I am on my way to get some coffee and maybe a scone. I need an anti-matter pick-me-up. PS - NOT running restock.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
eightiesboi replied to IgorZ's topic in KSP1 Mod Releases
I actually used the debug option to save my kerbals, but I actually didn't know about the ability to prestock pods. I should have known that @IgorZ and others would have thought of this! Thank you! -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
eightiesboi replied to IgorZ's topic in KSP1 Mod Releases
I have no logs to offer (yet), but I did experience this. Heavily modded install but almost entirely stock vessel. My engineer had a wrench and then later didn't have a wrench. If it happens again, I will post logs. -
I think that is less CPR and more necromancy.
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FYI, I went back and liked the things I couldn't like before. Oh, and I added the NRE issue that I posted to the Near Future Electrical forum to Github.
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I only did a quick check for Kerbin Low Orbit (80km) to SoI in Stock KSP and agree, there seems to be some variation between the numbers on the dV map (last updated in 2017, I believe) and current KSP; to wit, it does indeed take 930 dV from LKO to SoI, not 950. According to the change log on the OP, the last update was in 2017, but the last time the dV numbers were touched at all was in July 2016. Not bad, considering that was KSP 1.1.3, and we had only been switched to Unity 5 a few months earlier. All in all, my hat's off to the original crunchers of numbers!
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Hey @zer0Kerbal! Are the new Hitchhikers and proposed Copulas compatible with Kerbal Health? I can't easily just check at the moment, as I am helping my mom celebrate her 70th birthday (yay mom!), but I just saw your announcements and I'm excited to see what I can build when I get back home.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
eightiesboi replied to Paul Kingtiger's topic in KSP1 Mod Releases
Thank you!- 1,554 replies
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
eightiesboi replied to stupid_chris's topic in KSP1 Mod Releases
Go into the action menu in the VAB/SPH and click on the chute. It will give you a lot of options. SYou weren't very specific about what chute or what you meant by size, but chances are good you'll find what you're looking for there. Oh, and if you are playing career, you need to have unlocked the action menu by either having a level 2 (or higher) VAB/SPH, or you need to change the appropriate setting to always have access to it. Hope this helps! -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
eightiesboi replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hey @Paul Kingtiger! First, thank you for your amazing contributions to the KSP community. US II (and US before it) have been must-have mods in my careers since I had careers, and I owe your team many snacks. I do have a request, and it's (I hope) a small one. Stock KSP refers to decouplers that only separate from one side of a stack as "decouplers" and ones that separate both sides as "separators". I was using an ACD for the first time and, because of the part description, thought that it would separate from both sides of the stack. My Munar Lander was still unfortunately stuck underneath it. I'd like to request that the descriptive text be changed from "...combines a stack separator..." to "... combines a stack decoupler...", as to be in line with the general stock descriptions. Obviously, this is low-low-low priority, if you even agree. Again, thank you!- 1,554 replies
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[1.12.x] Near Future Technologies (September 6)
eightiesboi replied to Nertea's topic in KSP1 Mod Releases
You were next on my list of people to hit up for help. -
[1.12.x] PEBKAC Industries: Launch Escape System
eightiesboi replied to linuxgurugamer's topic in KSP1 Mod Releases
Hey @linuxgurugamer, I don't know if this is a bug or expected behavior, but using the Mk1-3 LES with boost cover, I have parts that are occluded by the cover that are overheating. I realize this could be conduction or otherwise normal, but I wasn't sure. Screenshots and logs here: https://1drv.ms/u/s!AoyHZiRU1jT-zbxAInUTbpCSIz2-Ig?e=KCxeA9 Thanks for maintaining this as part of your stable (harem? population? flock?) of mods. Update: Immediately after posting, my brain returned from vacation and recalled the thermal debug menu. Yep, it was conduction. Nothing to see here. -
[1.12.x] Near Future Technologies (September 6)
eightiesboi replied to Nertea's topic in KSP1 Mod Releases
Hey @Nertea, First, your mods are awesome, and thank you! Second, I am getting some NREs relating to capacitors. I don't know if NFE is the culprit, but it is referenced in the NRE text. [ERR 14:36:33.172] Module DischargeCapacitor threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at NearFutureElectrical.DischargeCapacitor.get_CurrentCharge () [0x00000] in <filename unknown>:0 at NearFutureElectrical.DischargeCapacitor.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 Logs are here: https://1drv.ms/u/s!AoyHZiRU1jT-zbw8AvmdK1OJfZgakA?e=X3RArI Any thoughts? Thank you! -
While the single screenshot helps some, providing logs may help more. The fact that "the game won't even accept the esc key" can mean one of three things (and they aren't mutually exclusive). 1. Something is wrong in your game files. This can usually be fixed by verifying the files (if the game is maintained by Steam) or a variation of file verification. 2. You have a mod incompatibility, which could be caused by: outdated mod, incorrectly installed mod, mod conflict. Providing your logs would help others diagnose this. Providing a partial list of the mods you've installed isn't very helpful. 3. Everything is working as intended, and what you're experiencing is what you SHOULD be experiencing, based on your settings and the mods you've installed. More on this below. In the screenshot you've provided, that appears to be (based on nothing more than a visual inspection) a crewed vessel. I don't know that it is, because you haven't provided more details; however, if my assumption is correct, it is a crewed vessel that also does not appear to have any crew. If that's true, and you don't have a RT probe core, then I wouldn't expect you to have any control of the vessel, and therefore the game is working as intended. You mention that the game won't accept the escape key, but it is clearly accepting mouse clicks, which leads me to believe your problem is more likely related to #2 or #3. I don't know how or why you excluded RemoteTech, but since that mod most definitely can restrict vessel control, eliminating it as the cause seems premature. You came here for help. People are trying to help. Please provide more and more detailed information. Alternatively, try Snark's recommendation (and add to it my own suggestion of verifying the game files); if you eliminate possibilities 1 and 2, then you will know that it is likely to be 3.
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No worries... I had used the original in the past and saw that it updated under the same name or I probably would have been wondering the same thing.
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Snark isn't just a moderator, but a prolific and talented modder. There are a few things I'd like to add. Logs may help as may screenshots. More details would as well. You say that this happens about 1/2 - 1/3 of the time, but you don't include any details like what type of vessel (crewed vs uncrewed) or whether you are using the same vessel, etc. You list the mods you have installed, but obviously that's not the full list, You have mods installed that aren't "officially" compatible with KSP 1.7.3. You have KAS listed twice. You have RemoteTech installed, which definitely could effect your ability to control uncrewed vessels. Ultimately, you may have to go through a process of elimination, as Snark stated, but providing more and more complete information would be helpful regardless.
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It's already on CKAN. It's under Crew Light. It's been listed as compatible with 1.7.3 since at least the 18th of September.