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Everything posted by RocketSquid
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
I stand corrected. The vast majority of the stuff from the mods still is nonfunctional. However, most of the parts from Pathfinder and the Nautilus Centrifuge from DSEV are working when they didn’t before. I’m still so utterly baffled by this problem.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
WOO HOO! I was right! It works now! (I think, haven't tested in the main save yet but in the test save it works)- 3,523 replies
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Three questions: One, if a kerbal dies from lack of health and "Missing Crews Respawn" is on in the difficulty settings, does that kerbal respawn? Two, if they do, how much health do they have on respawn? Three, if they do not, is it possible to remove death at zero health?
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Preliminary research: Each WBI hab/lab/factory has a USI part it is close to in size, with a couple exceptions The 1.875m parts from MOLE are the smallest in the bunch, and they're each a bit smaller than a duna module. The next sizes up are the Casa, Ponderosa, Doc, and pretty much all of the inline nautilus cabins, which are about the same volume as a duna module Next, the D2 cabins, about 2/5 of a 3.75m tundra module, the Nautilus centrifuge, which charitably has about the same volume as a 3.75m tundra module but has gravity, and the Nautilus centrifuge, which is about the size of three 2.5m tundra modules, but could probably be placed in the same league as the USI centrifuge Then come the Hacienda and BOW, both slightly smaller than a 3.75m tundra module. Next the Homestead Mk3, which is a fair bit bigger than a 3.75m tundra module. Finally of course we have the Hogan, which is gargantuan. You could fit nine, maybe ten 3.75m tundra modules in there with room to spare. As for the buffalo and bison parts, buffalo is pretty directly comparable to the Malemute, while the Bison is directly comparable to the Karibou and thus the duna with the exception of the cockpits; both are around half the size of the karibou cockpit if that matters.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
Personally I'm hoping that it'll be a situation that's happened to me many a time: The update inexplicably,, and without any warning, fixes the bugs I've been experiencing merely by the virtue of being somewhat newer.- 3,523 replies
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The Ultimate Jool 5 Challenge Continued
RocketSquid replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
Okay, so, does the DSEV ban apply specifically to the engines, or does it include other parts, such as the fuel tanks, fusion reactors, or crew cabins? -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
My next test: I'm replacing the files in the corrupted(?) pathfinder install, one by one, with files from a clean download. When it starts working I know the last file I replaced was the bad one. Update: Evidently the problem is not WildBlueTools, replacing it has no effect.- 3,523 replies
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
I already did so. The issue persists. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
Welp, might as well post it here: Installing this mod makes the vast majority of reconfigurable parts in MOLE and Pathfinder stop working. The only exceptions are the OMS kit and the Hogan. Deleting this mod doesn't make the problem go away. It might also be what's making the DSEV parts not work. I can't for the life of me figure out how the changes persist after the mod is deleted, or why they happen in the first place. For those interested in the full documentation of my plight, see the Pathfinder thread. -
Oh, yeah, that didn't even occur to me. A play mode could go even further than what I originally had in mind, maybe even making the WBI parts balanced with MKS's complex supply chain.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm going to delete the mods from the otherwise stock install one by one, starting with KFS, ending when the issue disappears or with MOLE. If I delete all of them before that happens, I'll reinstall them one by one, starting with MOLE and ending with KFS (and the latest WBT). With any luck this will allow me to conclusively determine the source of the issue. Deleting KFS: No change Deleting Buffalo: No change Deleting DSEV: No change Deleting Heisenberg: No change Deleting Pathfinder: No change Therefore, since MOLE on its own worked when freshly installed, I have to conclude that the problem is in one of the dependencies or assorted WBI mods: WildBlueTools, KerbalKISItems, KAS, KIS, NearFutureProps, or one of the assorted ASET mods. The next step is to install the WBI mods, fresh, one at a time, starting with MOLE and ending with KFS or when the issues start. MOLE, Pathfinder, and Buffalo, with KIS and KAS: No issues at all, everything works fine Adding Heisenberg: Pathfinder and MOLE both break in the same way as before, but Heisenberg parts work as normal I've got stuff to do before bed tonight, so I'm going to stop for now. Right now it seems like Heisenberg breaks MOLE and Pathfinder, then something else breaks Heisenberg. Removing Heisenberg doesn't seem to change anything; the MOLE and Pathfinder parts stay broken. Frankly, I'm more confused than I was when I started. Adding DSEV: Adding KFS:- 3,523 replies
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Yeah, I'm realizing now that TAC-LS might be an easier option, but also I kinda want to do this for its own sake. When I started this thread I thought that TAC permanently killed kerbals but I've checked and it turns out you can turn that off. I still like the habitation mechanic, though, since without it I basically never rotate my crews.
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Hmm, on inspection it doesn't seem quite as difficult as I expected. USI-LS/MKS habitation: In theory the greenhouse module that WBI uses can just as easily produce Supplies instead of Snacks. Replace some of the recyclers with USI style recyclers, fiddle with the numbers a bit, and you'd have a workable if not entirely balanced patch. Adapting to the colonization system is a bit trickier but it would be really nice to have alternatives to some of the MKS parts, which can be difficult to transport. Currently what I'm thinking: Where Snacks would have a soil recycler put a USI recycler, capacity unchanged, efficiency varies depending on the part Where Snacks would have a greenhouse, also have a greenhouse, set the output to supplies, change the input to include... mulch? Dirt? Substrate? More fertilizer? Something for balance. Or maybe not; after all, the WBI greenhouse module has a variable yield and a long cultivation timer. Perhaps the reduced input would come with a risk of running out after a weak harvest. Add hab modules to certain parts/templates, most notably ones with Hab in the name and ones that mention being comfortable. Maybe add a medbay setup to the Doc? Snacks: This is probably the easier of the two, since Snacks is overall rather less complex than USI-LS. Simply replace any USI-LS recyclers with Snacks recyclers, and tell the agriculture modules to produce supplies and consume mulch if needed.
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So, I'm playing a game with both the USI suite of mods and the WBI suite of mods. This presents two problems for me: MKS's habitation system means that WBI habitats won't work for long term habitation The only life support mod compatible with both is TACLS, and I don't want that level of difficulty Is there any way to bridge between the two other than writing my own MM patches?
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Oh krud, I've completely forgotten to post my various adventures here. I have a gargantuan backlog of screenshots. Updates should start flowing shortly. In the meantime, have a preview:
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Screenshots Re-imagined Restarted [SRR] [Post your screenshots]
RocketSquid replied to cratercracker's topic in KSP Fan Works
If this is back, could I resubmit my previous submission?- 71 replies
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[1.12.x] 1869 Steampunk Mod - Back in Black! (and brass)
RocketSquid replied to Fengist's topic in KSP1 Mod Releases
Why do I feel an urge to make a patch so that the boilers can run on karbonite? -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
Okay, it has to be install problem, not an incompatibility problem. The same problems persist even when I have no mods except the WBI suite and their dependencies.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
Alas, it didn't work. I'm going to try and copy the WBI mods (and their dependencies) directly from my install to another clean install, so I can see if the problem results from another mod or from an error in the installation.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
The play mode is indeed CRP, I'll try the Module Manager thing now.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
OH! Yeah, sure. Reinstalling has not helped.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
Okay, I can see two places where it could've one wrong for me. One is that I think I forgot to remove the PlayMode file, two is that I think I ended up installing Buffalo last, not pathfinder. I'll reinstall and see if that fixes things. In the meantime, I've compiled a list of the parts that still have convertible storage or reconfigurable habitats: I can't figure out what they have in common, so I'm just gonna hope that another reinstall is enough to fix things.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
Okay, M.O.L.E. works perfectly on its own, before I test all the others alongside it I'd like to ask: Are there any known incompatibilities?- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
Fair point, I'll see if it persists in a clean install. Is there any way I can download the whole set at once?- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RocketSquid replied to Angelo Kerman's topic in KSP1 Mod Releases
Okay, I completely deleted and reinstalled, but the problem is still there. Some parts just don't have any of the WBI specific modules they're supposed to have. They have the modules in their cfg files, so I know it's not that; and some parts have the modules in the game, so I know it isn't the dlls. The only thing I can think is that it has to do with the gamemodes. The weirdest part is that it varies within the same mod, for example the MOLE and logistics modules don't have any convertible modules but the OMS kit is fully convertible.- 3,523 replies
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