-
Posts
360 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by tsaven
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
tsaven replied to Nils277's topic in KSP1 Mod Releases
Quick question, and I'm sorry if it's been answered already. When I first started up KPBS with 1.2.0, it prompted me to run your Save Converter tool. However, I hadn't loaded my 1.1.3 saves into 1.2.0 yet, so I didn't run it. Now that I'm ready to load my saves in, is there a way I can force the game ask if I want to run the converter tool again? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
tsaven replied to Nils277's topic in KSP1 Mod Releases
I had that same thought after landing a base on Moho and filling it up with science, only to be generating .05 science a day? Even 25% would make sense. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
tsaven replied to RoverDude's topic in KSP1 Mod Releases
It seems that this magic fuel can also be mined off of Asteroids now? Just the ones around Dres, or are the ones near Kerbin fertile as well? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
tsaven replied to Nils277's topic in KSP1 Mod Releases
Yup, sorted it out. I mentioned details in your thread. -
@taniwha, I've figured out my problem mentioned above. I'm not sure there's an elegant way to fix it, but there's a work-around. Don't know if you want to put this in the first post of this thread, so others don't have to spend two weeks banging their heads against the wall like I have? If using UKS, craft built with EL will launch with most of their parts in the "Broken!" state. Launching a craft may also cause many of the parts on the building station to become "Broken!" as well. The parts are all fixable via UKS's repair methods. The reason for this is that UKS uses a hidden resource of ReplacementParts to implement the Wear mechanic. Most parts, stock and UKS, have a specified capacity for ReplacementParts which is never shown to the player. These ReplacementParts are consumed over time, and how full of ReplacementParts each part is determines how worn it is (Ex: 90% full of ReplacementParts will show as 10% worn, 60% full will show as 40% worn, 30% full will show as 70% worn, completely out of ReplacementParts will show as "Broken!"). More ReplacementParts are created from MaterialKits via the "Perform Maintenance" option on a right-click on the part with an Engineer EVAed, and MaterialKits are either shipped in from Kerbin or built on-site using UKS's various industrial production methods. Anyway, so when a craft is build in EL, it still needs a full load of this hidden ReplacementParts resource. But because this resource is essentially invisible and impossible to ship in (although it shows up on the EL build window requirements), the craft will not have any (showing all of it's modules as "Broken!") or will pull from the building station's stores (Which will cause some or all of the building station's parts to show as "Broken!", or at least highly worn). So . . . yeah, I don't see an easy way of fixing the problem, but the work-around seems to be to have an Engineer EVA to all the parts on a freshly built vessel and repair them, as long as you've got plenty of MaterialKits around.
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
tsaven replied to Nils277's topic in KSP1 Mod Releases
Actually I've figured out (sort of) what the problem was. UKS uses a hidden resourced of "ReplacementParts" as part of the wear mechanic, but because there's no way to ship that resource (They're supposed to be made from MaterialKits), my builder station doesn't have any to put into new builds. HyperEdit has sort-of solved it for now, but I'm documenting it for RoverDude. -
You can, but then I don't think you get the useful build window in the VAB.
-
If you can get it working properly, I wonder if we could get in touch with SirKut and get it officially tagged as 1.1.3 compatible, and maybe get it Indexed. Sure would be nice to have on CKAN. There's also the couple lines that need to be added to the ringstandard.cfg file that I mentioned a few posts up that are required for it to show up in Career or Science games.
-
And then to attach something to the bottom of the hub, you'll have to flip it around to attach it clipped inside the hub, and then use the Rotate tool to spin it back around. Out of curiosity, what would it take to fix this? Is it something in the model itself, or is it a matter of (properly) editing the config files Node lines?
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
tsaven replied to Nils277's topic in KSP1 Mod Releases
It was in no way me trying to make a functional replica of the Hermes. What would be required to disable or remove the Wear mechanic from KPBS parts? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
tsaven replied to Nils277's topic in KSP1 Mod Releases
Are there known issues with the UKS Wear mechanic for the KPBS parts? I'm trying to trace down a weird problem and I can't figure out if it's UKS, EL, or KPBS. Any ship I build with UKS's EL parts have all of the KPBS parts seemingly perpetually stuck in the "Broken!" state. No amount of "Performing Maintenance" or workshops will fix them. Strangely they seem to function fine as converters, but I don't think their Hab values count if they're broken. So my Hab times are WAY shorter than they should be. Has anyone else seen this before? -
I'm having a problem with UKS and EL, and I'm not sure where to start with it. I have a Space Station using the UKS Spacedock to build ships using EL, but the build ships seem to spawn with many modules in the "Broken" state, and they seemingly can't be repaired. The usual UKS methods of performing maintenance does nothing, everything on the spawned ship is stuck at "Broken!" as soon as it's released. I'm not much of a programmer or modder, but is there any kind of log files generated when a craft is built, any way I can attempt to troubleshoot this?
-
I'm hoping someone can help me sort out what's going wrong, because my ship's Hab values don't seem to be taking effect. When I build a ship in the VAB, for 8 Kerbals it says I should have 11 years of Hab time. But then when I get the ship into Orbit, the readout says only 142 days. And even though all crew arrived at the same time, they're showing different values for Home time (some 24 years, some 6 years). Is there a debug option of any kind where I can see exactly how it's arriving at these values? Some way to sort out what's going on? This ship was built using EL at a station using the UKS parts. I've also got Infernal Robotics (to make the spinny parts spin), and KPBS using the upcoming Life Support re-balance patch which is detailed here: https://github.com/ibanix/UKS-KPBS_Compatibility/wiki/USI-LS-Compatibility-(Proposed). Also have Near Future Propulsion (but not electrical) for the Ion engines, D-Magic Orbital Science, and Aviation Lights. I can't imagine those have much effect though.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Interesting, so I assume you're thinking of something like "Special Supplies" that would give a hab time boost when used? Or would this be a "First-Class" Habitat that would be larger/heavier but presumably roomier inside?
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Kerbal Xanax? Kanax?
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
You need to give them more living space. Empty pods or crew cabins will do the trick, but other parts can act as multipliers. Check the USI-LS Wiki for the "Habitation" section: https://github.com/BobPalmer/USI-LS/wiki/Quick-Start:-Habitation
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Are you sure you've got the latest version of USI or UKS installed? There was a bug with a prior version where Kontainers of Supplies and a few other things were insanely expensive, but I understand it's been fixed in the latest update.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
tsaven replied to Nils277's topic in KSP1 Mod Releases
Just an FYI, Dstaal and Ibanix are currently re-balancing the USI-LS configs, with most of the changes being nerfing some parts. DStaal did write some configs that give a few more options for modular containers, but they're mostly UKS focused (Although when you use UKS with EL, UKS changes the resource requirements and production chain) @DStaal, where again were the config changes for USI-LS that we'd talked about? Are those written up in a cfg file yet? Not sure when Nils is going to get the next offical release out, but I don't want to be designing with configs that will be nerfed sometime soon. -
Frequent crashes to desktop in 1.1.3
tsaven replied to tsaven's topic in KSP1 Technical Support (PC, unmodded installs)
Per your suggestion I made sure to disable it, and it didn't help. What I did get though was a nice Blue Screen Of Death and a full crash to system reboot. Not sure if that was directly a cause of the turning off 3D vision though, I've gotten it a couple times before in 1.1.2. Changing the memory footprint to be larger with mods doesn't seem to have helped; my intention is actually to play heavily modded and that was how I started. But with these crashes I've been slowly uninstalling all the mods trying to figure out the culprit, until finally I said to hell with it and spun up this completely stock game to rule out KSP itself as the source of the problem. And it seems that it wasn't the mods fault at all, KSP even bone stock is broken. The D3D trick doesn't seem to have helped either; still got a crash to the desktop and no crash folder. And just for fun I tried that D3D with my modded game, and it doesn't even load the Squad splash screen before; I assume a conflict with the various visual mods (Scatterer and SVE) causes that. This is incredibly frustrating that the game won't even run in Stock form without hard crashes. Are there any other logs that Squad staff need to try and figure out why this is happening? Well what strikes me as most odd is that it's not even a valid file path; Windows uses backslashes for all paths, front slashes are used for URLs. Unfortunately going back to 32bit probably won't work, as I intend to play modded and there's no way that'll fly with 32-bit. -
Frequent crashes to desktop in 1.1.3
tsaven replied to tsaven's topic in KSP1 Technical Support (PC, unmodded installs)
Thank you for the help. Here's the system.xml.dll: https://drive.google.com/open?id=0Bx7P5dhGg6O4OVgxR1oyNXR3b0U However, I don't have a "buildslave" directory anywhere in the root of my C: drive, even when turning on both "Show Hidden Files" as well as "Show protected OS files". Is there any other location that file could be? Is this purely an issue of memory usage? The biggest selling point for me (and many experienced players, I think) for 1.1 was the ability to run 64-bit and not having to deal with crashing from memory limits. Am I still going to be limited in usage of mods now? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
tsaven replied to IgorZ's topic in KSP1 Mod Releases
Throwing my hat in the ring here to thank you for the amazing work you do on this mod! Adds a whole new dimension to KSP, and your continuing efforts are very appreciated by myself and the rest of the community. -
KSP Version 1.1.3 x64 Build ID 012892016.06.21 Not using Steam System Specs: Windows 7 64-bit 16gb RAM i5-4590 GTX 960 I am experiencing frequent crashes to the desktop on an un-modded installation. Sometimes the game will generate a crash folder but most of the time it won't, simply displaying a "KSP_x64.exe has stopped working" error message. These crashes seem to be random, sometimes I can play for upwards of half an hour without crashing, other times it'll crash a few seconds after loading up KSC for the first time. The most recent crash folder is here: https://drive.google.com/open?id=0Bx7P5dhGg6O4UWNvc05uQ09uVkU Output Log: https://drive.google.com/open?id=0Bx7P5dhGg6O4dWx3ZGFwWXAyU2s DxDiag System Specifications: https://drive.google.com/open?id=0Bx7P5dhGg6O4N2I4ZHJCYVF1M1U I had been experiencing these crashes in 1.1.2 as well, and hoped they would be fixed in 1.1.3. Apparently they haven't been. *Edit* Another crash folder: https://drive.google.com/open?id=0Bx7P5dhGg6O4Ni12OXVVZTN2ZFE
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
tsaven replied to Nils277's topic in KSP1 Mod Releases
So I may be blind, but if GitHub has a private messaging feature I can't find it for the life of me. But I'm Tsaven on there as well.