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speedwaystar

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Posts posted by speedwaystar

  1.  

    On 2/6/2016 at 1:39 AM, Sardaukar said:

    Great mod, i play Realism overhaul and all the stuff that makes it harder ;-)

     

    So, i stumbled over a "bug" when i finally achieved Mars crewed flyby...

    I had 2 Water purifiers (TACLS) on my spacecraft and my water never decreased during the  2year trip, only waste Water increased. Food and Oxygen worked quite as they should ...

    On another station it happened too.

    Sorry for my bad english.

    Anyone had the same issue with Water purifiers ?

    Btw. The CO2 recycler with Potassium Superoxid worked amazing :-D

     

    Great mod indeed, thnx for your attention.

    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.

  2. 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] {}
    }

     

  3. 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 unfueled

    phGYnbO.png

    skycrane on bottom node: radial fuel tanks feeding engine as expected; stage is fueled

    MmJB9Nh.png

    i 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.

  4. 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).

     

  5. On 1/14/2016 at 1:04 PM, Neutrinovore said:

    Hey RoverDude, while if 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!  :D

     

     

    i'm having the same problem. it's a shame, because the AES is a great little EVA pod.

    7tjkxzB.png

    ^ giant phantom IVA prop visible in external camera.

    htDblJx.png

    the prop is opaque from the other side: "omg! it's full of stars!" no, wait...

    Ifv7kEl.png

    ^ also, giant glowing anomalous thing

  6. 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 ?

    bT5NCGV.png

    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.

  7. 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,

  8. 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?

  9. 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.

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