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Everything posted by dr_evil
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Thanks for the answers. I did a bit of testing encouraged by them and I successfully managed to build a ship with MKS / OKS (other ressources) and to launch it. The only issue I had was with Portrait Stats. You don´t see Jeb´s beautiful face if you release the newly built vessel (I transfered him beforehand). You have to switch back and forth one time to see him. @Tonka Crash not sure abeout your issue, but it might be some incompatibility with another mod maybe? As for KAS I use 1.3 too.
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I just did some basic testing and this seems to work with KSP 1.7. No errors yet and freezing / thawing ist working. Thanks for all your efforts @JPLRepo Well, you get a message, that it´s made for KSP 1.6, but other than that it runs fine as far as my tests go.
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Does this awesome mod work in KSP 1.7? I couldn´t find any exact information about that.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
Hi there, I get some NRE logspam after taking the contract to research power tools on mun. I have contract configurator installed too, not sure if it has anything to do with it. This is the error message I get: [ERR 22:45:16.333] [ContractParameter] - Call to OnUpdate failed System.NullReferenceException: Object reference not set to an instance of an object at ContractsPlus.Contracts.WBITargetBodyParam.OnUpdate () [0x00000] in <filename unknown>:0 at Contracts.ContractParameter.Update () [0x00000] in <filename unknown>:0 As soon as I cancel the contract the NRE spam stops instantly. I would post my full logfile but it exceeds the limits of pastebin. Any ideas? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
You can attach them but you need to rotate them to the most appropriate position first with WASDQE. (e. g. it doesn´t work when the ports are horizontal and the attachment node is vertical) Also keep in mind that you have to place each one manually, symmetry mode doesn´t work for them. Edit: You can also right click in the VAB/SPH on parts in the part list to the left to get suplemental information on them. That e.g. tells you the difference between the WBI docking ports. Sorry, my statement was unprecise. What I actually meant is that there is no explanation about how the material kits work in the changelog. Thanks for the hints panarchist and TheRagingIrishman, that video is what I was looking for. I love excel sheets . I am catching up with all the new USI mechanics along with my current career. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
Thank you Krakatoa, you´re the man! -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks for checking Krakatoa. Do you use the USI-LS mod? I would gladly do it but I have no clue how and I don´t wan´t to poke the Kraken. Not yet, Maybe one day. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
I have a weird behaviour. I cannot reconfigure the station logistics hub to take replacement parts, at least it doesn´t store any. However the mark one hab in hab mode says that it needs replacement parts though. With the titan storage tanks I wasn´t able to get any replacement parts stored either. I think the replacement parts are a USI-LS ressource since in my Testcopy of KSP with only MOLE installed it isn´t in listed ont the station logisics hub. I also read in the USI-LS changelog that replacement parts are deprecated. "Removed all references to ReplacementParts as those are not being currently used" Unfortunately there is no explanation how LS works now. Do I have to be concerned about my Kerbals´ health? Should I raise a github issue? I am a github newb but I will try my best. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
I still find it intuitive although I am not familiar with Station Science. Talking of LDEF I have some feedback from my experience around an LKO science station. I have some contracts ongoing and had the respective LDEF modules aboard with a MOLE generating lab time. Contract requirements are all fullfilled but the last one to bring the experiment back to Kerbin. I tried to send it, tried to land it, the contract doesn´t check as done. I read of someone who had a similar behaviour back in march. I wonder whether science contracts still don´t work as intended. As a workaround I thought of using the cheats marking the contract as completed. As for the welding of docking ports I found a workaround too. I now use MOLE ports for docking vessels and USI Konstruction ports for welding for the moment. Works perfectly since the ports go poof once you welded them together and noone can see anymore which ports I used. Currently I have only unlocked the junior construction ports which look a bit fragile for larger station, so #don´ttellNASA. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
Angel! That´s unfortunate and I might have to change my designs and launch bigger ships but it is good to know. The science gaining is lots of fun though as soon as you get a hang of it. You have to actually spend time on researching experiments and there is an ice cream experiment, you have to love that one . -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
As for testing purposes I have some station parts connected by two MKI docking ports. I tried to weld both docking ports in any order with similar results (station disassembly). Exactly that is what happens to me too. The station is disassembled not only where the docking ports are located but on other part connections too. Welding would be very nice if it worked since it enables you to lauch a station with several launches and assemble and extend it on site once you unlock more advanced tech nodes or want to add something to a station. I grabbed a fresh install of KSP and only got KIS/KAS and MOLE for testing purposes. The result was still a station disassembling. Does welding work for anyone and would they be so kind to describe the requirements and steps? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
You will need lab time for that one, so a MOLE might come in handy. Lab time is produced by a running MOLE set on MOLE operation mode and at least one scientist around. I guess the speed of lab time production depends on the ammount of scientists as well as the number of their stars but I´m pretty new to this awesome mod too so don´t quote me on that.You might also want to check what other requirements you need to meet for a specific experiment. Sometimes you need to be in orbit or you can just perform it landed. Sometimes you need special ressources such as plants. You can find that information on the experiment info box in the VAB. I have a question myself: Are there any prequisites for welding ports together other than it has to be done by an engineer? I tested some welding in my sandbox game and the results were, well funny. I ended up with my station´s parts floating around all over the place . -
[TextureReplacer] USI Kolonization Class Suits
dr_evil replied to fast_de_la_speed's topic in KSP1 Mod Releases
I had to remove the portrait stats config, othewise it works as inteded. Thanks for these nice suits.- 49 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dr_evil replied to RoverDude's topic in KSP1 Mod Releases
Hi there. Does anyone know what the "bulk hire selector" on the hiring screen in the astronaut complex does? I´m a bit puzzled Edit: Never mind, I just tested it and found out what it does. Now I have ten quartermasters. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
I am having fun with MOLE. Figuring out the ropes. One obstacle I came across is that I can´t transform science experiments into data to process them landed on Kerbin in the MOLE lab. The button is grayed out. Any ideas on that? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
dr_evil replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks for the Update! As this mod includes welding of docking ports does it interfere with the USI Konstruction mod or do they both play well together? -
Fake Crash when Startup with Laucher
dr_evil replied to dr_evil's topic in KSP1 Technical Support (PC, unmodded installs)
I found a workaround. I use a shortcut instead of the launcher and use the "-popupwindow" parameter.- 1 reply
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KSP version Windows 64bit KSP 1.3 GOG Version A detailed explanation So I start up a brandnew install of KSP with the launcher after setting up graphics to 1920x1080 in frameless window mode (fake full screen). As soon as I hit "PLAY" in the launcher I get a crash message (output log included below). KSP starts up normally though without further problems. After finishing my session I have to close the fake crash window. It´s just a bit annoying, no biggie. The ouput_log.txt: https://pastebin.com/mA4Z6f6f There is a nullref inside. A detailed list of system specifications: See output log file. Otherwise 16GB memory, CPU is a i7 4790k, SSD with enough space. Two monitors, one with 1920x1080 and one with 1280x1024 pixels. KSP runs on the first one. Are you running a clean installation, or have you updated and some of your persistence or craft files might be older versions, if so which version(s): As I said clean install without any changes after the install process. It doesn´t change anything whether unmodded or modded version of KSP, the fake crash occurs in both. My modded KSP install has a similar nullref in the output log file.
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For 1.1.3 linuxgurugamer recompiled the mod and shared it. Not sure whether this is as easy for 1.2. Github indicates the last official changes were made five months ago other than the pull request of linuxgurugamer. I hope this mods will get updated, I like the simplicity and intuitive gui of it, it makes flying over greater distances enjoyable.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
dr_evil replied to DMagic's topic in KSP1 Mod Releases
I uninstalled it (manually installed previously) and now it shows up on CKAN, thanks! -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
dr_evil replied to DMagic's topic in KSP1 Mod Releases
Just a minor thing that I noticed, Science Relay is not listed in CKAN, the indexing might have failed somehow. I am on CKAN version 1.20.1-0-gd41fe54 and I have refreshed the repositories. I am not aware of how CKAN works internally so please forgive me if I am just being impatient but since another new goodie, the Kerb Net Controller is already listed, I assume that something went wrong. Also thanks for Science Relay as it is the only mod to my knowledge that allows for single experiments to be transfered between vessels. Testing it right now. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
dr_evil replied to DMagic's topic in KSP1 Mod Releases
New crew transfer buttons on the portraits and a current flightlog for portrait stats? I like that. Downloading the new version now -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
dr_evil replied to nightingale's topic in KSP1 Mod Releases
Besides what has already been said, if you read through the last page carefully, or let´s say you just quickly go through the posts and think about it for a moment it should be clear that: 1. Almost 50% of the posts are from the mod creator himself answering questions, trying to help out with bugs and such 2. The modmaker, namely nightingale is emloyed at SQUAD 3. Now if I myself draw some conclusions from that: A. from 1.& 2. I know that the mod creator works for SQUAD, so he is aware that KSP 1.2 has launched and as the mod creator he also knows that his mod is not compatible with the lates KSP version. B. from 1. & 3. the mod is not abandoned, so there are very good chances, that we can expect an update on it sooner or later. In fact, the number of replies from the mod maker himself tells me, that he is working on the mod. C. from 3. self explanatory As for some thumb rules on how to get some information about the status of mod: Read through the last couple of pages of the thread. If you are to lazy or your time is limited, use the search function (under Windows CTRL+F), type "1.2" or the name of the mod creator in there and you should get quick answers. If that doesn´t satisfy your needs for answers, just look up how recent the last posts are. If there has been no posting for a couple of weeks or more, I use it as a last resort to ask whether the mod is abandoned. Other than that just try to be helpful by reporting bugs with the logs attached and taking the time to say thanks as a reward for the so beloved mods of yours that come for free. Before asking when a mod is updated consider that the time of the developer himself might also be limited and answering that question after-work might limit his time even more.- 5,201 replies