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GokouZWAR

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Everything posted by GokouZWAR

  1. Its funny, you said his is legit, where I reported it and you said it was working as intended...i knew there was a bug in that. I have kerbal stats version 2.0.0 installed, but i'm not seeing any real "change" to the game with it installed. I don't see any way to check kerbal's stats or see who has what skills. I verified that i have the version released on 5/1/15 7:08pm. Is there something I'm doing wrong with this? This is on my list to try as well. I was waiting for another fix to make sure they got all my issues in one shot, but after reading some other posts I'm seeing that I might be at a point where I should just go ahead and update it. I did see that someone made a new workshop model, do you think that putting in an IVA is part of that process that would fix some of the issues I have? I don't have any kind of crew transfer modules installed...that i know of. I don't have crew manifest since you specifically noted this one. Its quite annoying to have to continually cancel a transfer that was complete. on my stream you can see how this occurs, but basically what I'm doing is connecting two vessels or bases together using KAS with a pipe, then having to annoyingly search the workshop for the 1 pixel that is the crew hatch (its rather hard because it doesn't appear to be bound inside the obvious box on the top, its more off to one corner of the module instead), then I click transfer in the window that pops up and it says "xxxx was transferred to xxx" but it still shows "select the location you want to transfer to". If I try to do it again nothing happens then because the kerbal isn't in that module anymore so i have to click esc to do the next kerbal. I was aware of this and the vessel productivity with the one and only "stupid" kerbal in it is what i'm referring to. IE there are no other kerbals in the entire vessel. The overall AND the module's productivity are identical and both show negative even when I transferred him out. After playing around with it a bit though I have seen cases where it does actually update correctly so I'm not able to replicate the issue consistently. It may be that the recalculation just hadn't occured when I do it. Reloading the game (going back to space center and back to the vessel) does refresh the calculation, its just very annoying to have to go through all that to fix it. I'll try to dock things together to see if that helps, but its rather hard to dock ground bases together effectively (where I'm having the issue). I will try to get the latest version of the mod since you did some changes in the latest release regarding negative productivity issues. I'm not sure if you ever got around to watching it. If you send me a follow you might be able to catch me live one time. Feel free to jump into my chat channel I can go around and we can discuss the mod a bit. I don't get a lot of viewers or anything so it should be cool to discuss whatever. I'm sure it would make an interesting segment as well. I have a teamspeak server we can even do a voice mode if you'd prefer as well. The stream delay may cause problems with your ability to speak with me real time since you won't see what i'm doing in real time anyway to demonstrate problems. Thanks for the response! Despite my frustrations, the mod is still my favorite one so far!
  2. I'm loving this mod and KAS to go with it! One feature request (it may be more appropriate for this to be added to KAS) when a kerbal is in EVA make it so they act like a grapple or something where a kerbal can at least grab onto a part so that they can use their personal jet pack to recover loose parts and be able to drag things around so they can take it to hook it up to another part far away from the original source. It would complete this mod in my opinion with that feature. Being able to grab onto parts and move them around in space and on the ground would be awesome. Also it would allow you to hook on multiple kerbals to help "lift" heavier parts on the ground. It would also be neat if multiple kerbals were "grappled" on the same object that in space it would combine their EVA jets to moving parts around easier in space (they'd work together). Probably a bit steep of a request but if you can do this it would be epic!
  3. Let me know if you do this. I'll be happy to showcase it on my stream! That workshop module looks awesome. Please make sure you at least set up a blank IVA too because without an IVA KIS is messed up and I lose all inventory items. (Known bug they're working on I think).
  4. I might reinstall them back in and give it another go. I just deleted them and was sad
  5. I checked over there and it appears they've fixed several things that were annoying but I don't see where they fixed the IVA issue? I guess they're still working on it...I might wait to update once that's fixed. What about the negative calculations and other bugs outlined. That does remove one of the more inconvenient bugs. It's avoidable by making sure their inventories are clear before entering a workshop. The thing that's odd though is I can set the inventories of those inside the workshop so it's weird that not having an IVA would cause this. Is this related also to the transferring of kerbals and other things? Wouldn't it be easier to add a "blank" IVA to get around this issue? Even the game dev's had blank IVAs while they were developing...
  6. Where do we post bugs in this mod? Please let me know. If this is the appropriate place I noticed a minor yet very bad bug. When a kerbal with inventory items enters a workshop their entire inventory is lost to the ether. I put kerbals with wrenches into a workshop and then moved them out of it and all items were lost. Second more minor annoyance then anything, when EVA or transferring kerbals into or out of a workshop the transfer menu does not close when they are moved making it look like it didn't work when in fact it did transfer them. You must hit esc then reclick the crew hatch (which is annoyingly difficult to find sometimes) also (and this may be related) when EVAing a kerbal out of the workstation the game puts them on the ladder fine but does not transfer to the kerbal making you have to cycle thru the various shops and kerbals out (gets annoying when you're moving 10 kerbals around a work station on a planet surface. Also for some reason the productivity doesn't appear to accurately refresh when kerbals are moved into and out of workstations. It really hurts the gameplay when I put a really stupid kerbal (one that actually has a negative productivity...??? Is that SUPPOSED to be allowed???) the negative productivity stays even when I put in smart kerbals that should increase productivity making my ability to build ships impossible. This requires me to save, and then reload to refresh the productivity of the workstations. This also happens when I connect up vehicles with negative productivity kerbals...Just a suggestion (assuming it's supposed to do this already) but personally I think there should be either 0 productivity or a positive value, negative productivity kerbals really messes up my ability to build stuff making it "generate" items while I build instead of using them up. Additionally when I connect refueling vehicles or other things. If the production drops below 0 it keeps it even when they're all disconnected again. It really should just be 0 productivity and not allow a negative number at all. (Use absolute values that might help fix the problem) A side question, is there any way I can see a kerbal's productivity before I put them in stuff so I know which kerbals I should keep out of the vehicles and which ones are the best ones? If you need me to post these somewhere specific for tracking please let me know I'll be happy to do it. If you want to see demonstrations of the problem they are on my twitch stream (please excuse my shameless plug - www.twitch.tv/GokouZWAR) you can watch past videos there. I specifically dedicated last night's stream to figuring out what was going on with EL so you can see what I did. Also the previous night before (near the end of the stream) shows when I discovered the issues outlined. The stream titled "minmus ground base..." is where I did the work on it. Dated 6/1/2015. Thanks for a great mod! I really like it and I hope to see these minor problems fixed soon! I've showcased it to several viewers and they like it as well. I originally saw it from 1stghost's stream and instantly knew it would be a great addition to my mod collection.
  7. I got this for EPL's drills upgrade. The bits look great and the deploy is pretty cool. One problem: It doesn't work with the mod! It won't extract MetalOre from the ground. What am I doing wrong? Is there some kind of installation process I did wrong? I just extracted the zip to the gamedata folder and the parts appear but when I try to use the auger there's nothing beyond "deploy auger" there's no "start surface mining" or anything. I think I did something wrong but I don't know what. Someone please help. Thanks.
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