daltonater
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I downloaded from steam, updated my mechjeb install, and my game is broken. I cannot access the VAB, SPH, or launch any existing craft blueprints, stock or otherwise. Was working fine until I updated 1.12. Any suggestions for a fix?
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I also had this issue in stock. My solution was to have both canards and tail controls, but to inverse one of them. Which ever one is inverse also needs to have the pitch limit set lower then the non inverse one (I had the canards at 100% standard, and the tail at 50% inverse). This helped smooth out the pitch issues for me.
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I have yet to install KER but when using MecJeb, I tend to avoid using it whenever possible. That said, I typically end up pulling a Soyuz and let auto docking handle my station docking. In large part, this is because I have a really hard time docking ships manually.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
daltonater replied to Nils277's topic in KSP1 Mod Releases
So Nils. With 1.1 out as of today, the question on everyones mind is this. "Will that time line prediction for the 1.1 update hold true?" Sorry if it feels like im trying to presure you or anything. Just curious as to what a rough estimate will look like for the complete 1.1 overhaul. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
daltonater replied to Nils277's topic in KSP1 Mod Releases
Having gone out and gotten my feet wet with 1.1, time for me to try the experimental update with this mod. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
daltonater replied to Nils277's topic in KSP1 Mod Releases
One thing I have noticed, is that when I looked at a lot of my older base projects in the VAB, most of the craft files appeared corrupted. Any base designs I have made post 1.0 mod update appear fine, but every single one I have in the VAB from before that is corrupted. -
I will TRY TO DO A 6000m\s JET SPEED RECORD !!!!
daltonater replied to prorokbmx's topic in KSP1 Challenges & Mission ideas
Fact is, you would burn to death long before reaching 6000m/s. I built a craft that pulled off a velocity of just over 1500m/s at an altitude of roughly 20-23 km altitude (20,000m-23,000m). At that point in the flight, both the nose cone and wings had already exploded from over heat, and everything else threatened to explode as well. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
daltonater replied to Nils277's topic in KSP1 Mod Releases
Found a small visual bug in the VAB with certian parts. I put a twin base part mount on top of the new central hub, and while moving the camera around, the bug occured. I had the currently non attached large storage unit between the actively being built craft, and the camera, yet for some reason, the bicoupler turned invisible, but only the portion being obscured. Funny part is that the central hub didnt share this problem, despite also being obscured. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
daltonater replied to Nils277's topic in KSP1 Mod Releases
Geez nils. Im starting to lose track of which update version im on here. I didnt even get to open the zip folder for the 1.0.5 version before I have to now go and download 1.0,6. Sorry if im sounding a bit hostile here. I trully enjoy this mod, im just puzzled by the seeming avalanche of updates. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
daltonater replied to Nils277's topic in KSP1 Mod Releases
Gotta say, I do love this mod. While I havent been doing much base building as of late (VTOL design work is way more engaging than it should be), I do look forward to finally getting back to base building with all the new parts. Speaking of parts, I think congratulations are in order Nils. I just checked on curse, and currently your mod is the number one most downloaded parts pack for ksp. Very impressive. Time to update my own install. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Ah. It seems this update is right around the corner. I really like how this mod is comming along, and as stated many times before, no stock alike mod is better than this one for base building. If only my launch vehicals, were well, reliable. I gotta say, some of the designs that people have made are jaw dropping. -
[POLL] Kerbal Planetary Base System Split-Up (POLL RESTARTED)
daltonater replied to Nils277's topic in KSP1 Mod Development
I kind of hope that option 3 becomes reality, in large part because my hardware would benefit greatly. Running multiple big mods, such as KIS and KAS tends to slow down the game rather heavily (Laptops suck). So I end up needing to go rumaging around in the mods files to strip out what ever supported content I cant run (since KIS and KAS are just to problamatic for my hardware). This is mainly done to try and speed up the initial load times, and to keep my frame rate at a decent level as much as possible. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Also, double check that the ports were properly installed to begin with. One half is narrower than the other half. The narrow half actually does the docking while the wider half stays attached to the rest of the ship. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Yep. From what I know of the coding in ksp, that line is the only reason. The idea behind it is that it prevents mk2 docking ports from connecting to mk1 docking ports. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Drill is confirmed for the next update. Nils even posted photos a while back as I recal. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Regarding your question, personally I would have to go with parachutes whenever possible. They have low mass, allowing more base per mission. Problem is that there less acurate than the alternatives. In the case of a body without an atmosphere, things get a bit more challanging. In these cases, a skycrane is not a bad idea, but a skycrane can end up having a fairly high mass. The base landing rockets can also work wonders here, but the low fuel supply means that some form of additional fuel storage is needed. In a nut shell, it all depends on the destination. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Having done some testing, heres what I have found: The large stock ISRU can sorta (it does it in a weird way) attach radially to other parts. No part is able to attach radially to the large ISRU though. One of the inline RCS tanks (FL-R25 RCS fuel tank) cant attach radially to any part of a craft. Most engines cannot attach radially to other parts. The are exceptions though. The puff, twitch, thud, spider, Twin-boar, goliath, and all solid fuel rockets are exceptions. I havnt gone into the config files for these parts yet. I simply took a peek in the VAB to test things. Im not great at programming, but its likely theres a piece of information in the config files that is responcible for this behaviour. I hope this information is useful in solving the above mentioned problem. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Dont certain stock parts have radial attaching disabled by default? I would have to go and double check about this, but assuming im right, that could be a solution. Have the radial mounting disabled by default on the wheels. No idea if that would actually work, or how it would affect the mod, but it might serve as an answer. I seem to recall the large stock ISRU being subject to this, along with some of the inline monopropellent tanks. Havnt really messed with those parts for a while, but I will look into this. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Yep. Pre extending isnt needed but can help. Big trick is to orientate prior to attaching, as this makes life easier. After that just hold down the so called mod key to disable surface attaching. The mod key differs based on OS, but for windows its the 'alt' key. From there, you can use the duplicate function to speed up the construction process further. with surface attaching disabled, you only way for parts to connect is to use the nodes. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Thanks for the information. Now that I know a good program to use, that will help me a lot. As always, thanks for taking the time out of your day to answer our questions. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
I would have to agree. I believe that a plan is in place for a now adapter for mounting to rockets during launch, which may also serve as the adaptor for use with the other base parts. All of this would of coarse take time, but we are patient. On a very different note, I have a question to ask nils. What 3D programs do you use? I have been considering building a mod myself for a while, but I have had problems with my preffered 3D program of inventor with unwraping/texturing parts ( Im pretty sure it cant actually). -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Most likely case is that you dont have the additional mods needed for some parts. KAS, KIS, and various life support mods add parts. Additionally, it is possible that module manager cant read all the parts in question. If thats the case, erease all older module manager files. The final possibility is that the file structure isnt properly set up in your game data for some reason. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
Oh I do agree. I was just starting to wonder. But quiality is key. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
One of the best things about this mod: you can heavilly economize the base building missions through multi piece transport. I have almost gotten to the point were I can move nearlly a full base (some assembally required) to duna from kerbin with only one launch. I seriously doubt something like that could be done without this mod. A full, albiet limited base, in only one mission? So much faster than any alternatives that come to mind. PS: Whats the ETA on the next update? I know christmas is a busy time of year but I seem to recall the plan being to have the update out before christmas. Then agian, It seems that 1.1 may be out soon. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
daltonater replied to Nils277's topic in KSP1 Mod Development
I dont personally use life support mods, so forgive me if I dont actually end up knowing what im talking about, but what about an oxygenater module (similar to the one mentioned in the martian). Basiclly, it constantly refreshes the air by ripping the carbon off of CO2 inorder to generate O2. Just a thought.