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Posts posted by NateDaBeast
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How well would this work for RO/RSS/RP-0? If it does work with RP-0 would it interfere with the RealAntennas mod for it?
Otherwise this looks very cool and appreciated.
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20 hours ago, miguelsgamingch said:
For Landers I Dont Know.
I'll probably try out KRE soon. Sucks there isn't that many dedicated lander mods out there.
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13 hours ago, TranceaddicT said:
KSP.log?
Sorry did this late last night and completely forgot.
https://www.dropbox.com/s/9k5ihn474vthi4z/Player.log?dl=0
EDIT: So I just noticed that I have the commnet stuff in that image and commnet is supposed to be disabled by default when running remotetech. So I'm not sure how exactly it's still running.
Mod list: https://pastebin.com/n3BF1mTu
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For whatever reason RemoteTech is glitched for me I'm assuming.
SpoilerI have control over the craft, but its greyed out a little to appear like I don't. It also says it is connected but at the top left theres no connection. Using the RA-2 relay antenna. Ignore the other dish (from NFE which that part is not compatible with remotetech)
EDIT: Log file - https://www.dropbox.com/s/9k5ihn474vthi4z/Player.log?dl=0
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I was wondering if anyone knows about a mod that adds some parts to enhance the landing parts side of the game? Would be preferable if it was stock-a-like but open to anything. Also a plus if they're reusable.
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Looks amazing! Will probably test it out soon.
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8 hours ago, TaxiService said:
Hi,
Based on your screenshot, both "Consept Doc X I" and "Consept Doc X I Probe" have same freq 500 so they should have the red connection between them, assumed their antennas of freq 500 are activated.
But I need your output_log.txt to investigate how CNC determines the power and frequency for each vessel.
Thanks.
CNC has the compatibility patch for NearFuture Exploration since 1.5.2 and I verified on my test installation the stock and NFE antennas are still working as designed.
However, I am curious about your last statement "adds the "Class X Direct/Relay Antenna" in orange in the descriptions of parts". CNC doesn't have such functionality.
Please post a screenshot of the orange description info so that I may be able to identify which mod the info is belonged to.
Thanks.
I believe this is just for BDB parts, I just wasn't for sure tho.
Edit: I remember checking though and it appeared that the NFE mods didn't have the CNC setup thing when youre in the VAB or on the pad.
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Just now, Alex33212 said:
Ah, hm...
I figured it out, just needed to send a probe to another body first, I guess you cant view other planets till you visit them. And your trick fixed my issue once I could select another planet. Thanks man!
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6 minutes ago, Alex33212 said:
Ah, I think I've run into this: select another body to view the maps for (even if you don't have any generated for it), then back to Kerbin, and it should update
For whatever reason this is what I see, so I can't switch
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Just now, Alex33212 said:
@NateDaBeast Gotcha, yeah, then it's something I don't know about, sorry ^^;
I did notice that in the smaller version for viewing I can see the biomes and stuff mostly, just odd how it stops at that point for me on the big view.
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1 minute ago, Alex33212 said:
@NateDaBeast Probably because that side's in darkness; visual, biome, and resource scanners all only operate on the lit side of bodies now.
Though, if it's not in darkness, then something wierd's probably going on.Yea I checked and at some points it is in darkness but typically is not and I made sure it wasn't for that screenshot.
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Noob question but I guess I've forgotten how to use the mod:
Why does my probe just stop scanning at one point? It's not a Electric Charge problem.
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On 8/3/2020 at 1:49 AM, Zorg said:
No to both. Unfortunately the mod authors only have the time and motivation to maintain patches for the mods we ourselves use. Everything else comes from our user community. We would always appreciate pull requests to update or add those configs. We've had a couple of declarations of intent from people to write those but so far we haven't had a pull request for either.
I wouldn't mind cracking a shot at making it compatible with RemoteTech I've just never done it before. I'm assuming its configuration based which should probably be easier than other coding related things.
Is there a discord or something alike to help with any issues I may run into?
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54 minutes ago, TranceaddicT said:
It should be. There are RT compatibility configs (/GameData/Bluedog_DB/Compatibiltiy/RemoteTech) included with BDB.
Kerbalism has dropped RT from it's recommendations due to support issues.
Is there work on compatibility with Kerbalism?
It's been so long since I've uninstalled RT so I've kind of forgotten what my issue was. But I do remember running it and something was not working (BDB and RT). I just assumed the compatibility between them was out of date
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Could this mod get a compatibility patch for Near Future Exploration? I've gone through most of the parts and can say that it works for half of the parts.
I believe this is the mod that adds the "Class X Direct/Relay Antenna" in orange in the descriptions of parts and it appears that those without that orange remark are not compatible and come from Near Future Exploration.
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6 hours ago, OhioBob said:
I don't use RemoteTech so I have no idea. Sorry. Perhaps somebody with some RemoteTech experience can offer some advice.
I actually removed RemoteTech. It's not compatible with BDB currently.
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Does the development branch have a compatibilty patch for RealAntennas? I tried using RemoteTech but it appears to be outdated compatibility-wise.
Really would like to use a mod that adds in a little bit more realism to commnet.
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Is RemoteTech not compatible with BDB?
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Should I change any of the settings for RemoteTech for JNSQ?
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Am I stupid or stupid? Why can't I get the fallback tower to line up around my rocket?
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Does Near Future Exploration work with CommNet Constellation yet? I tried using it a while ago but noticed I wouldn't have a connection.
I kept getting "object reference not set to an instance of an object" when I would try editing the frequency of an antenna.
I also would get this weird error with the stock antenna not showing up:
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4 hours ago, Jim DiGriz said:
You have PVG selected but you have "Fine tuning apoapsis" as a status, which is a fixed months-old translation bug which indicates your MJ is out of date.
A lot of those argument exception errors should have been fixed by patches to improve handling of crazy transient staging issues which went in after that bug was fixed.
I'm not sure how its out of date considering I'm using CKAN. I'm on 1.8.1 JNSQ if that helps or changes anything. I haven't had the issue in a bit so maybe it was a one time thing.
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Any chance for a Knes mod addition?
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Anyone know why I could be getting this error all of a sudden?
Log - https://www.dropbox.com/s/9k5ihn474vthi4z/Player.log?dl=0
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
in KSP1 Mod Releases
Posted
Any plans to update this to 1.9.1? I heard Kopernicus is not 1.9.1 or something along the lines.