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Posts posted by speedwaystar
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here's some more MM configs for the repository:
@PART[HGRRadial|HGR_RadialBooster]:NEEDS[CrossFeedEnabler] // Home Grown Rockets tanks { %MODULE[ModuleCrossFeed] {} } @PART[NBradialMiniTank]:NEEDS[CrossFeedEnabler] // MRS Lite MRS Fuel Tank, Radial Mini { %MODULE[ModuleCrossFeed] {} } @PART[argon-radial*|xenon-radial*]:NEEDS[CrossFeedEnabler] // Near Future Propulsion tanks { %MODULE[ModuleCrossFeed] {} } @PART[RLA_tiny_mptank_rad]:NEEDS[CrossFeedEnabler] // RLA Stockalike Stratus-V Capsulated Monopropellant Tank { %MODULE[ModuleCrossFeed] {} } @PART[radialXenonmicro]:NEEDS[CrossFeedEnabler] // Squiggsy Micro Radial Xenon Container { %MODULE[ModuleCrossFeed] {} } @PART[FTT_Tank*|RadialLqdTank|DERP_FuelCan]:NEEDS[CrossFeedEnabler] // USI Spherical Tanks { %MODULE[ModuleCrossFeed] {} } // Ven's Stock Revamp @PART[Oscar?tank|RadialLF*|RadialMonoMini|fuelTank1-5]:NEEDS[CrossFeedEnabler] { %MODULE[ModuleCrossFeed] {} } @PART[WBI_FLM*]:NEEDS[CrossFeedEnabler] // Wild Blue Industries { %MODULE[ModuleCrossFeed] {} }
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On 2/9/2016 at 8:39 AM, Yuri kagarin56 said:
one thing. I saw in your streams this sky crane part. Is that for mks only or is there a possibility we could see it with mks lite?
the skycrane is so useful for landing the Scout module that i simply ended up ripping it standalone from the parent mod. with radially attached LFO tanks in 8x symmetry it has just enough delta-V to land on the Mun from a 50km orbit.
another bonus: the skycrane can see use fuel from radially attached LFO tanks, possibly because it has STAGE_PRIORITY_FLOW in its PROPELLANT nodes, whereas other engines can't.terrier on bottom node: radial fuel tanks don't feed engine because reasons; stage unfueledskycrane on bottom node: radial fuel tanks feeding engine as expected; stage is fueledi admit i'm not 100% on how KSP handles fuel distribution, so i'm slightly mystified. is it because the Colony Hub module blocks fuel flow unless the engine specifically supports STAGE_PRIORITY_FLOW?EDIT: solved by writing ModuleManager tweak to adding CrossFeedEnabler support to the radial tanks in question.
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On 2/3/2016 at 3:36 AM, sumghai said:
That is definitely not meant to happen.
Can you provide the in-flight log by pressing the F3 menu?
maybe RealHeat is to blame. i'll try without it
EDIT: yep, it was RealHeat. problem solved.
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while you're thinking of what parts to add or not add, i've noticed that most contracts for planetary bases ask for a science lab (covered), living space for various numbers of kerbals (covered) and a cupola (not covered). maybe some kind of cupola module?
Anchor Hub + box kutter + kling wrap = instant cupola.
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13 hours ago, Kerbas_ad_astra said:
is that alright with you, @speedwaystar? Since the Deadly Reentry patch depends on the fixes I've made to the stock heat shield functionality, I will keep that patch here.
absolutely. please do! i've shot you pull request for some additional module manager tweaks for various things (specifically, CLS, CTT, WindowShine and a tweak to make it easier to attach the docking port to radial nodes such as those on the Cx Station Parts).
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On 1/14/2016 at 1:04 PM, Neutrinovore said:
Hey RoverDude,
whileif you're taking requests, any chance of fixing the IVA on the AES pod? I'm having a major problem that makes that part unusable: After about a minute into a flight, some props or items in the AES pod's IVA get insanely large, and clip out through the pod and any other parts that are near or surrounding it. I don't get any explosions from intersecting colliders or anything, but visually these big slab-like things just block views and look generally fugly. Interestingly, if I switch focus to another vessel outside physics range, or go back to the space center, and then switch back to the vessel with the AES pod, everything goes back to normal... for a few minutes anyway, then *DOINK*, the IVA internals go crazy again. I tried removing the IVA module from the config file and replacing it with Squad's placeholder 'black void' IVA, but then it looks like the USI transparent pod module interferes, and makes all of the crew position boxes in the placeholder internal visible as opaque black boxes surrounding the AES Pod, so that's just as bad. I then tried removing the USI transparent pod module from the part config, and now the window is still transparent but the entire pod is transparent from the inside, so again, visually the pod really isn't usable.Whew, sorry for the long-winded explanation. Just trying to be thorough. To recap: I'm having trouble with the IVA on the AES pod, something to do with the internal props that causes something to get really large and clip out through the pod.
Thanks for reading, and I hope this is enough information to at least point in the right direction.
Later!
i'm having the same problem. it's a shame, because the AES is a great little EVA pod.
^ giant phantom IVA prop visible in external camera.
the prop is opaque from the other side: "omg! it's full of stars!" no, wait...
^ also, giant glowing anomalous thing
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34 minutes ago, MeCripp said:
You mean just grab like a ladder thats set in the MU but unity but not sure why you couldn't also set it up to grab them with KIS and mount then on other parts ?
this space station part has yellow railings which are cosmetic only. they are not grabbable during EVA. i'd like to make them grabbable. i'm asking whether it's possible through .cfg file editing, or if it can only be achieved by modifying the .mu file.
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howdy. i'm building a replica Kerbal International Space Station (KISS) with the aid of your excellent parts pack.
is there an easy way to make the many handrails on the modules and the PMA grabbable by kerbals during EVA? i've looked at the .cfg files for ladders and also at the Nebula Handrail pack as updated by @linuxgurugamer, and can't see anything in there which would specifically define them as grabbable, so i'm suspecting the railing meshes needs to be tagged by the modeller in the actual .mu file,
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On 6/18/2015 at 8:39 AM, linuxgurugamer said:
I got approval from the moderators on how to distribute this.
So I'll be releasing it on Friday, I think, when I get home from the hospital
there are a whole bunch of station parts from various people which are covered in cosmetic but non-grabbable railings (for instance, CxAerospace Station Parts Pack). i'd mod them to be grabbable in an instant, if i could only figure out how it's defined. there's nothing i can see in the .cfg files for squad's ladders or your railings which mark them as grabbable.
is it buried in the .mu file, perhaps?
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i'm going to be using TAC with my first Scout moonbase, so i'll be on the lookout for similar issues and will report.
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yowser. i had actually detached and reattached parts in my previous test. this time i built the stack from scratch, and the LES took the service module with it (through the capsule).
before staging
after first stage (pod shroud and LES)
O_O
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great! it's all working nicely now. the only minor quibble is that the SM Fairings detach with a worrying explosion, even if nothing is stowed under them. it seems to be a cosmetic issue, though, since in a second test with stowed solar panels and RCS nozzles everything survived the experience unscathed.
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this looks really promising! (i don't have any bases yet, hence the blankness, i'm guessing). i'm having visions of:
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if it's not already on the todo list, a "warp to alarm" option would be really really useful (like KCT's "warp to completion"). doubly handy if there was an option to set an alarm for local sunrise/sunset (either when in orbit or landed on a body).
(unrelated: do the left/right cursor keys not work in this edit box, or is it just me? >< )
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20 hours ago, Synthesis said:
EDIT: Ah, I see--the new parts and dll seem to do the trick, however, they also break previous ships designs, so I'll hold off until I can update everything. Looks good though!
are the new parts and dll available as prerelease? i can't see anything on github.
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for those using CKAN to install Contract+, be advised that it isn't installing the new ProgressParser folder, although it is present in the zip file.
solution: install manually for now.
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he's level zero for sure. he couldn't reset experiments, which is why i noticed and checked his xp.
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1 hour ago, magico13 said:
They should still level if the lab is on another planet, but Roster Manager might not show that...
the lab is in a space station orbiting the Mun, which may or may not count for being on another planet. i'll bring him back to Kerbin and see what happens.
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should Field Experience be granting xp to scientists in research labs who are actively researching. i ask because Lord Flashheart (below) has been doing so for months on end and still has 0 xp
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success! the DLL fixed the problem. thanks!
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if i was going to make an addon for KSP, which would involve blender skills i don't possess, it would be this:
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i came across this rather amazing Discovery et al. interior plan resource t'other day (scroll down). you might find it useful if you're still working on an IVA.
sample:
interesting revelations: the Discovery's bridge is oriented such that the rectangular window on the front of the command pod is on the bridge ceiling.
there's also this:
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10 minutes ago, Erebus1 said:
Are you running Linux by any chance? I see the same issues in Linux, both the empty roster (though the contract window is populated), and when I click save debug log, it says its written, but there is nothing in the listed location.
it's probably a 64-bit problem then, since i am (or was) running ksp x64 at the time of the bug report.
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
in KSP1 Mod Releases
Posted · Edited by speedwaystar
whenever i revisit a station with a carbon extractor or water purifier, i have to manually pump the carbon dioxide from adjoining modules into the extractor, and ditto with waste water for the purifier. they don't seem to automatically scavenge them while the station is on rails. i'm not sure if this is a bug or a KSP limitation.