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MacLuky

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Everything posted by MacLuky

  1. With a pe of 114km and a decay of 250m/d I would expect a way longer orbital lifetime. Am I missing something here? the craft is pretty light, but still
  2. Still seems to work on 1.7.3 Craft fall back pretty fast though
  3. Would it be possible to use the mole/Skylab experiments with tantares Salyut/Mir? How hard would it be to create a patch for that’s? And where would I need to start?
  4. Did some more digging, shouldn't there be templates for water and explodium when running CRP? I can find explodium only in classic stock resources (re-reading your post, I guess you said that ;-) I'll try switching and see if that resolves the issue
  5. soyuz:WildBlueIndustries macluky$ ls -l total 0 drwxr-xr-x@ 5 macluky staff 160 Mar 1 15:57 000ABARISBridgeDoNotDelete drwxr-xr-x@ 23 macluky staff 736 Mar 21 09:54 000WildBlueTools drwxr-xr-x@ 11 macluky staff 352 Mar 17 12:59 001KerbalActuators drwxr-xr-x@ 19 macluky staff 608 Mar 17 12:59 Buffalo drwxr-xr-x@ 7 macluky staff 224 Mar 1 15:57 ClassicStockResources drwxr-xr-x 18 macluky staff 576 Mar 28 07:41 DSEV drwxr-xr-x 8 macluky staff 256 Mar 25 23:11 KerbalKISItems drwxr-xr-x@ 21 macluky staff 672 Mar 1 22:58 MOLE drwxr-xr-x@ 21 macluky staff 672 Mar 17 12:59 Pathfinder No, I'm a fan of your work, but I did have it set to Lite Blue, I'll try switching to CRP
  6. Hi If I attach the Trinity and right click it, this happens: [LOG 17:59:06.248] wbiTrinity added to ship - part count: 39 [EXC 17:59:06.346] NullReferenceException: Object reference not set to an instance of an object RUI.Algorithms.SCCFlowGraphUCFinder.IsEntryPointRequest (.Part part, .Callback`1 requestCallback) RUI.Algorithms.SCCFlowGraphUCFinder.IsEntryPoint (.Part part, .Callback`1 deliveryCallback, .Callback`1 requestCallback) RUI.Algorithms.SCCFlowGraphUCFinder.BuildEntrySets () RUI.Algorithms.SCCFlowGraphUCFinder..ctor (System.Collections.Generic.List`1 ship) KSP.UI.Screens.EngineersReport+<RunTests>c__Iterator0.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) It may have to do with other mods, I am looking for Explodium, not sure where to find it ;-)
  7. Bug seems USI related, forget about it. Claim jumper? productivity? hmm, Bill is not that stupid but apparently there is more than meets the eye. I like Pathfinder, it opens up a whole new world of gameplay. Update: landed a rig in sandbox that drilled without problems, probably gameplay and not a bug
  8. hmm, i'm struggling to extract ore from the moon. There is supposed to be 10% ore, harvesters should pull out 0.2/s but none ends up in the tanks, even with engineer 2 present. Am I missing a game mechanic? Edit: weird, reloading has fixed it? Still looks wierd: [ERR 23:10:21.767] [RESOURCES] - Error in - BaseConverter_GetDeltaTime - System.NullReferenceException: Object reference not set to an instance of an object at BaseConverter.GetBestDeltaTime (Double deltaTime) [0x00000] in <filename unknown>:0 at BaseConverter.GetDeltaTime () [0x00000] in <filename unknown>:0 I'll do a bit more debugging to pinpoint it
  9. Nice, Found out I needed this at mars: @PART[*]:HAS[@MODULE[ModuleParachute] { @MODULE[ModuleParachute] { @minAirPressureToOpen /= 5 @clampMinAirPressure /= 5 @deployAltitude *= 2 } }
  10. @Angel-125 that thing looks gorgeous! did it ever end up in a mod somewhere? I'd love to take her for a spin
  11. Will try, and thanks. Probably the latest KIS, 1.16 wasn't for KSP 1.6.1 I think..
  12. Could be me, but I can't seem to stuff the inflatables into buckboards, i've even tried compressing them: @PART[WBI_Chuckwagon|WBI_SmokePipe|WBI_Hacienda|WBI_DocSciLab]:NEEDS[KIS] { MODULE[ModuleKISItem] { volumeOverride = 425 editorItemsCategory = false } } But a Hacienda is still 4321L which is about 10 buckboards. Am I missing the point somewhere?
  13. I'm an idiot, sorry. Should be pathfinder. I am not sure how this happened
  14. Could be me, but I can't seem to stuff the inflatables into buckboards, i've even tried compressing them: @PART[WBI_Chuckwagon|WBI_SmokePipe|WBI_Hacienda|WBI_DocSciLab]:NEEDS[KIS] { %MODULE[ModuleKISItem] { volumeOverride = 425 editorItemsCategory = false } } But a Hacienda is still 4321L which is about 10 buckboards. Am I missing the point somewhere? [edit.. what is %doing there..]
  15. Yes, but in transport it looks kinda wierd. I get the the ponderosa as a box, I would have expected them to be boxes too.
  16. Interesting mod! I like the expandable modules, but am a bit confused with the chuckwagon, hacienda, and doc science lab. It feels they got run over by a truck. Can't they be turned into a box like the ponderosa? or am i missing something? [edit, ah you can re-configure the ponderosa, awesome stuff this]
  17. Meanwhile for those who can't wait for the IVA's, you can use HabTech-1 and a little patch. //Simple patch for iva @PART[ht2_moduleUnity]:NEEDS[HabTech] { @INTERNAL { @name = habtech_nodeInternal } } @PART[ht2_moduleQuest]:NEEDS[HabTech] { @INTERNAL { @name = habtech_airlockInternal } } @PART[ht2_moduleLabNode]:NEEDS[HabTech] { @INTERNAL { @name = habtech_labInternal } } @PART[ht2_moduleKibo]:NEEDS[HabTech] { @INTERNAL { @name = habtech_shortInternal } } @PART[ht2_moduleJEMlogistics]:NEEDS[HabTech] { @INTERNAL { @name = habtech_jemInternal } } @PART[ht2_moduleHarmony]:NEEDS[HabTech] { @INTERNAL { @name = habtech_bigHabInternal } } @PART[ht2_moduleDestiny]:NEEDS[HabTech] { @INTERNAL { @name = habtech_labInternal } } @PART[ht2_moduleCupola]:NEEDS[HabTech] { @INTERNAL { @name = habtech_cupolaInternal } } @PART[ht2_moduleColumbus]:NEEDS[HabTech] { @INTERNAL { @name = habtech_columbusInternal } } Awesome work!
  18. Hi, Great Mod, love it. Having a hard time discovering the moons of Jupiter though. How can I discover them, and what telescope would i need.
  19. I didn't see how I could have made an MM patch, but I think you can run a post processing script that copies the stock files and creates rss ones. btw don't launch planes from Korrou, their runway is a wobbly mess. The Cape is fine though
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