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Everything posted by ktosiu
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I'm having a hard time grasping the scooping mechanics. What else is required to start collecting LqdDeuterium? Atmospheric Deuterium is discovered and identified. Hoover is taking in Hydrogen and Oxidizer but still no Deuterium (and no He3). Is there a certain abundance threshold before the scoops kick in? Edit: 10 km into Joolian atmosphere:
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Are such low values for exospheric scooping with Bussard to be expected? This is ~600 Km above Sarnus, but stock Jool is similar. If my math is correct, LqdDeuterium intake is about 0.01 u per 25 kerbal days
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
ktosiu replied to Poodmund's topic in KSP1 Mod Releases
@Apelsin Resource band patches need StarDust and FarFutureTechnologies to work, do you have both mods? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
ktosiu replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm a tad confused about the purpose of the Gravimetric Displacement Generator... The description suggests it serves as an alternative to the warp core (the "engine part")? Yet it offers no thrust capabilities and the warp core has a power source of its own. In what scenarios does it become useful? -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
ktosiu replied to Poodmund's topic in KSP1 Mod Releases
Any news on the support for SpaceDust in OPM? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
ktosiu replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 The warp field moves *every* object inside the bubble?! You absolute, wonderful madman! -
IIRC, you need an engineer onboard, level 3 minimum.
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Shaders compile, many thanks!
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[1.12.5] Restock - Revamping KSP's art (August 28)
ktosiu replied to Nertea's topic in KSP1 Mod Releases
Guilty as charged... -
[1.12.5] Restock - Revamping KSP's art (August 28)
ktosiu replied to Nertea's topic in KSP1 Mod Releases
Some more creepy crawlies for you to smack around: [LOG 20:07:24.656] ModuleAnimateGeneric: Could not find animation component 'RestockSpotLight_Rotate' - on part spotLight1 failed to load! Check the model file [EXC 20:07:24.657] NullReferenceException: Object reference not set to an instance of an object ModuleAnimateGeneric.UpdateAnimSwitch () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) ModuleAnimateGeneric.Toggle () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) BaseEvent.Invoke () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) UIPartActionButton.OnClick () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <a3d1b0aa92d84cb3b04eed7560dfc4cf>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <a3d1b0aa92d84cb3b04eed7560dfc4cf>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <a3d1b0aa92d84cb3b04eed7560dfc4cf>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <a3d1b0aa92d84cb3b04eed7560dfc4cf>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() -
I've recently explored the idea of adding partmodules at runtime and if I remember correctly, parts without backing .cfg module entries are incorrectly restored from the persistence file on load, so you'll have to write your own code to handle that. I haven't seen any examples of code though, only claims of success.
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Doesn't seem to work for me for some reason. I had various EnrU containers attached (a small drum, a reactor and the Whirlijig). Had to add a RadioactiveStorageContainer module to the smelter as a workaround.
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Can't figure out how to turn Uranium into NSW. Where does the 'Vulcan' Nuclear Smelter take its Enriched Uranium from? It does not have EnrU capacity (like the Whirlijig) and EnrU is set to NO_FLOW and NONE transfer mode in resource configs.
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[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
ktosiu replied to dboi88's topic in KSP1 Mod Releases
I'm not seeing any attachment nodes on the various freighter modules (science lab, recycler, etc). Am I missing some dependency? -
Can anyone tell me what's wrong with my part and why it refuses to animate? I want my engine's shutter to shrink and expand with throttle, like the stock afterburner jet engine. I've modeled the part in 3ds and exported to unity, where it plays the animation clip correctly. The part shows up in-game, is attachable and has thrust etc, it just doesn't animate. What am I doing wrong? Below are some pics of my setup. http://imgur.com/a/UIxPa FX Module setup EDIT: Found it, I bork'd my hierarchy in Unity. Silly me.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
ktosiu replied to DMagic's topic in KSP1 Mod Releases
Hi, I'm early in my new game with the latest DMOS installed. I have the telescope, thermometer and the magboom unlocked in career mode, but I'm not seeing any new contracts. Just the usual part tests, tourist ferries and visual observations. No instrument measurements. Is this normal? Or am I doing something wrong? -
Re-entering (boarding) the cabin after EVA leaves a clone of the kerbal outside the ship. [00:00:12]: Bob Kerman boarded Mk1 Command Pod on EAGLE-2-X. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [KIS] protoCrew seatIdx has been set to -1 ! (no internal ?) (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [KIS] Setting seat to : 0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [KIS] Item transfer | source Bob Kerman (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [KIS] Drop item (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at KIS.KIS_Item.Drop (.Part fromPart) [0x00000] in <filename unknown>:0 at KIS.ModuleKISInventory.OnCrewTransferred (HostedFromToAction`2 fromToAction) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+HostedFromToAction`2[ProtoCrewMember,Part]].Fire (HostedFromToAction`2 data) [0x00000] in <filename unknown>:0 at KerbalEVA.proceedAndBoard (.Part p) [0x00000] in <filename unknown>:0 at KerbalEVA.BoardPart (.Part p) [0x00000] in <filename unknown>:0 at KerbalEVA.<SetupFSM>m__93 () [0x00000] in <filename unknown>:0 at KerbalFSM.RunEvent (.KFSMEvent evt) [0x00000] in <filename unknown>:0 at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00000] in <filename unknown>:0 at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0 at KerbalEVA.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Edit: Looks like it happens when the kerbal has a DMAGIC OS part carried - upon first exit there is no model of the item attached to his back. Re-arranging the inventory updates the model.