KiloMike
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
KiloMike replied to IgorZ's topic in KSP1 Mod Releases
You are correct, the MM patch didn't help. So wouldn't that mean that the 5M Kontainer doesn't work for most people? That can't be right, can it? Anyway, I guess I'll try downsizing my supply probe to a smaller kontainer and see if that helps. It will mean more launches, so I'll have to be smarter about it... I'll let you know if I come up with something else. Thanks for the help! @Aelfhe1m, if you figure out why you can do it, let me know! KM -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
KiloMike replied to IgorZ's topic in KSP1 Mod Releases
Thanks for the quick reply. I'm really loving these mods. Really help add to the realism, and the possibilities... I guess I'm not understanding something correctly. Wouldn't that mean that without an MM patch, the 5m Kontainer is not usable for anyone? Wouldn't the COM always be just out of reach of the default parameters? Anyway, I'll see if I can figure out how to apply the MM patch and see if that helps. Thanks for all the hard work on the mods. Loving them! -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
KiloMike replied to IgorZ's topic in KSP1 Mod Releases
Anybody know what would cause me to be unable to access the inventory of a 5 meter KIS Kontainer while on EVA? I can see my engineer's inventory and interact with items (attaching, detaching, destroying, etc.), but the context menu when I select the Kontainer never shows me the inventory option. If I change to the ship with the kontainer, I can access its inventory. I have also been able to connect the probe with the kontainer to another ship using CC-R2 connector ports and been able to transfer inventory that way, but if the object has a larger volume than he can carry by himself, I can't get it out onto the surface where he can place it. I have used CKAN to install of the mods I am using (MechJeb, Kerbal Engineer, KIS/KAS, and the Roverdude Constellation mostly). I seem to have no problems accessing inventory in the ILC-18k, ISC-6k, or SC-62. I have not tried the smaller KIS Containers from the logistics group. I guess that's next. Any ideas? Thanks! Kevin -
I wasn't suggesting adding an entirely new part with new functionality. I was thinking more along the lines of contract providing a "branded" copy of an unlocked core, e.g. the "XYZ Aerospace Octo2", which a player wouldn't gain any advantage in using. The part doesn't have to be free, just uniquely branded. I don't know how that would be done though, which is why I preferred the other idea of tagging the part to the contract during construction. Agreed. Yes, this is similar in thinking to my other idea of tagging the ship to the contract during construction, the difference being that if you could find a way to require it during construction, it eliminates the idea of the "Satellite Freighter" from above, assuming that is a desired limitation. I don't want KSP to turn into "Recreate NASA - The Game", but trying to close these types of exploits in the game play are, by definition, trying to bring it back to something a little more realistic. (I would also argue that the spare GPS (and TDRS, among others) satellites on orbit are key pieces of a "high-availability" solution rather than "just in case", but your point is well made.) I also would love to see a little bit more of "chaining" contracts together. Not only does that add a bit more continuity to the game play, but it also opens the possibility of creating some more interesting contracts for satellites. Imagine having to return to a satellite with an engineer to perform maintenance, or with a scientist to retrieve/update an on-orbit experiment. Capturing a satellite into the cargo bay of your space plane and returning it to KSC. De-orbiting a satellite that you placed in a previous contract over a specific area of the ocean... (that one might take care of re-using satellites!).
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Tutorials adopt career progress
KiloMike replied to KiloMike's topic in KSP1 Technical Support (PC, unmodded installs)
Yep. I had installed into my "de-modded" directory (where I had originally placed mods then removed them) but hadn't gotten rid of everything. Did a fresh install anyway for testing purposes. Just wanted to confirm. Kevin. -
Tutorials adopt career progress
KiloMike replied to KiloMike's topic in KSP1 Technical Support (PC, unmodded installs)
I thought I had installed .90 into a new directory, but I may have accidentally installed it over my previous install, which I did have modded. I'll have to check tonight. Thanks for the reply. Kevin -
This wouldn't fix all of the "new ship" issues, but for satellites, what about having the contract supply a specific satellite core to use. I don't mean specify a core to use, but rather have an actual core available in the list for that contract. The "XYZ Satellite Core" is only available while you have the XYZ Contract active. That would require you to create the satellite after contract acceptance, but wouldn't prohibit you from using for a second purpose afterward, say... Kethane Scanning, or Remote Tech Comms Sat. Or maybe, rather than a specific satellite core, (and this would fix the issues with all of the "new ship" contracts) what about having to specify which contract(s) a ship is being built to complete while in the VAB? You could still set flags on specific parts that are being tested (boosters, decouplers, engines, etc) so as to allow a single ship to complete multiple contracts, but any given ship's core or capsule could only be assigned to one "new ship" contract. Seems a little more realistic that way. NASA doesn't build and launch a bunch of "just in case we need them" satellites. Just a thought! Kevin
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Forgive me if this has already been addressed. I searched but didn't see it. I have been playing KSP for a few months now (thanks to a mention on XKCD!) and recently decided to try and be a more active "tester" of the game. It appears that the Tutorials will adopt the technology progress of the last game you were playing, which can lead to an inability to complete the tutorials. It is not the tech tree progress, but the mission control/tracking station development level. I am in version .90. The Build ID in my BuildID.txt file says 00705. Running on Windows 7, 32 bit. Not Steam. I suspect this may be a cross-platform bug, but don't have the other platforms on which to test! If I load a career game in which I have not yet unlocked maneuver nodes, then quit to the Main Menu and go into training, and select, for Example, To the Mun Part 1 (but it also happens on Asteroid Recovery), the first thing that the tutorial wants you to do is create a maneuver node, however I am unable to do so. I am unable to complete the tutorial and must end the scenario. If I then go load a sandbox or science game, then do the same thing (quit to menu, run the tutorial), I am able to add the nodes. I have recreated this a number of times so it is easily repeatable. For thoroughness, I loaded the career game, the quit KSP altogether, restarted KSP and went to the tutorials. The nodes were available, so it is obviously just an in-memory persistence issue where the availability of the advanced capabilities needs to be reloaded as a part of the Tutorials. And I don't want to hijack my own thread, but there is now a tutorial for Kethane, which requires the mod. Since the tutorial is being included as stock does that mean that Kethane will also become stock? Love the game. Keep up the good work. Kevin