Rocketmanreturns
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rocketmanreturns replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the reply. What's the "AC"? What do you mean by "reload the vessel"? I have closed and opened the entire game many times and they show up as tourist. Must be a bug because they landed on Kerbin and remained tourist. I'll edit the persistence file. Thanks for your help. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rocketmanreturns replied to RoverDude's topic in KSP1 Mod Releases
Again, my thanks to Roverdude and all those who help to keep this fantastic mod alive. Now down to business. My Kerbals have been in DeepFreeze (mod) for several Kerbal months. I ran out of electricity and D.F. put them in a coma state (per my settings). After they woke up I got a message that they could return to work but they were all tourist. I immediately put three of them (and a L3 scientist) in a fully supplied 3.75 Medbay and sent the rest back to Kerbin (they were orbiting Kerbin and they were not tourist for more than a Kerbal hour or two). That was about one or two Kerbal weeks ago and they are all still tourists. Note also that they can EVA. My questions are: 1. Is this the Permanent Tourist bug (I have 1.2.2)? If it is, I know how to edit the persistence file or I can use Ship Manifest to edit them back. If it is, is there a patch for 1.2.2? 2. Why were my kerbals turned into tourists after waking from DeepFreeze? 3. How long does it take for a “tourist” to heal while back on Kerbin? 4. Is there any formula that gives a player some idea of Medbay heal times? I have: KSP - 1.2.2 - Career mode (but I am not running contracts) USI MKS - 0.51.0 USI LS - 0.5.25 DeepFreeze - V0.32.4.0 I am heavily mod’d but these seem to the important ones. Thanks for your help. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rocketmanreturns replied to RoverDude's topic in KSP1 Mod Releases
That worked! And as you said, there's new mod versions as well for me to explore. Thanks for your support. Happy Rocketman signing out. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rocketmanreturns replied to RoverDude's topic in KSP1 Mod Releases
Thank you, I'm downloading it now and I'll place it in a fresh copy of KSP 1.2.2. I'll let you know how it goes. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rocketmanreturns replied to RoverDude's topic in KSP1 Mod Releases
Yes I do. I didn't list any of the mods that came embedded in MKS but for completeness I also have. Akita, FX, Keribou, Konstruction, Kontainers and ReactorPack. All from the USI downloads. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rocketmanreturns replied to RoverDude's topic in KSP1 Mod Releases
Sorry, they are not in the Malemute Rover tab. As stated above; with the exception of a few parts, they don't show in the "Simple Categories" at all. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rocketmanreturns replied to RoverDude's topic in KSP1 Mod Releases
First my thanks to Roverdude for some fantastic mods. Now down to business. I am playing a fresh installation of ksp v1.2.2 (I have not moved to 1.3). I have only USI mods installed (see below for a list of all installed mods). Here's the issue: . . Karibou parts show in Techtree but most are missing in VAB/SPH “Simple Mode” categories. They can be located in “Advanced Mode” categories but searching does not pull up the missing parts. I tried to Re-installing CCK v1.2.2.0 (per this forum) with no luck; then I tried CCK v2.0.2.0 but all rover categories disappear so I returned to CCK v1.2.2.0. I am out of ideas. Question: How can I get the missing Karibou parts to show in the Simple Mode categories? Again, I have a fresh install of KSP 1.2.2 Installed Mods are only USI USITools - v0.8.17 Community Category Kit - v1.2.2.0 Community Resource Pack - v0.6.6 FireSpitter - v7.5.1 (as installed by USI) USI LS - v0.5.24 USI MKS - v0.50.11 USI Malemute - v0.2.8 Squad Thanks for your help. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Rocketmanreturns replied to Ippo's topic in KSP1 Mod Releases
[quote name='Coffeeman']Only when active (definition of active depends on part) Hm... that really should work. That issue stinks of programmmer error. Ill take a look this weekend. Uninstallation shojld only cause issues if parts are failed when you uninstall it. Either way, Id back up your saves first. Sorry to see you go :( hopefully this issue has a simple cause, because I agree, some if the failure values are rediculous.[/QUOTE] Coffeeman, Thanks for the quick reply (really appreciated). The error may be on my part. I didn't realize that changes to MTBF and Lifetime only effect newly built vessels (according to Charfa). I'll pay closer attention to see if the failures are on my new or old vessels. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Rocketmanreturns replied to Ippo's topic in KSP1 Mod Releases
Love, Love, Love this mod but (as stated many times on this thread) find it unrealistic for long un-kebaled missions. We earthlings have a great success rate for unmanned multi-year missions to other planets, but DangIt makes these these kind of missions near impossible, if not completely impossible. I want to keep this mod. I find that tweaking MTBF or Lifetime doesn't seem to help much. Example: ModuleBatteryReliability Stock Mod = MTFB 175200, Lifetime 87600 My tweaks = MTFB 21024000, Lifetime 8760000 This should allow my batteries to fly to the Andromeda Galaxy AND BACK. But I still get multiple battery failures in an hour of game time. Three questions. 1. What am I doing wrong? Are there settings that will allow my parts last years (game time)? 2. Does tweaking either MTBF or Lifetime effect ships that are already built and in flight or only newly build ships? 3. Is removing (uninstalling) DangIt still an issue? see this thread 30th June 2014, 9:35. Thanks much, [COLOR=#FFFFFF] [/COLOR] -
Mods Installed: Kerbal Joint Reinforcement v2.1, Astro Pack Instersteller V2 (clouds, atmos scattering, snow), Aviation Lights 3.7, Chute Safety Indicator 1.0.1,Community Resource Pack 0.4.4, DangIt! 0.6.1, Deadly Reentry Continued 7.2.2, Docking Port Alignment Indicator 6.2.0., Enironmental Visual Enhancements 7-4, EVA Manager 6, Firespitter Recourses Config 7.1.4, Fusebox 1.50, Haystack Continued 0.4.1.0, Infernal Robotics Model Rework Core Pack 01b, Infernal Robotics Model Rework Expansion Pack 01b, Interstellar Fuel switch Core 1.15, Kerbal aircraft Expansion (KAX) 2.5.2, Kerbal Alarm Clock 3.4.0, Kerbal Attachment System 0.5.4, Kerbal Engineer Redux 1.0.18, Kerbal Inventory System 1.2.1, Magic Smoke Industries Infernal Robotics 0.21.3, MechJeb 2 2.5.3, Module Manager 2.6.6, Near Future Construction 0.5.4, Near Future (Electrical, Electrical core) 0.5.2, Near Future (Propulsion, solar) 0.5.3, Near Future Spacecraft Parts 0.4.3, Remote Tech 1.6.7, Surface Lights 1.0, TAC Life Support & TAC Life Support (TACLS) - stock confg 0.11.1.20, Texture Replicer 2.4.7, Toadicus Tools 15, Tweakable Everything pluse (TE - Engines Staging Toggle, Fairing Staging Toggle) 1.12, TweakScale 2.2.1 Reproduction Steps: >Build a rocket and save it. >When I click on the delete button for saved ships or subassemblies, I get the "Confirm Delete" window. When I click on the delete button (in the Confirm Delete window) nothing happens. The delete key blinks dark (as if it's working) but no deletion takes place. > I am building up a large list of saved ships and subassemblies that i would like to delete. Thanks
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Just starting KSP. This is the best game I have played in my long years of gaming. Thank you Squad.