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KSP2 Release Notes
Everything posted by Vive_moi
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I'm returning to KSP and can have a clean install to test if further help needed.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Vive_moi replied to Nils277's topic in KSP1 Mod Releases
@DStaal I tired this at the end of the Construction_port.cfg (just after the NEEDS:[ConnectedLivingSpace]) @PART[KKAOSS_MKSAddon_Construction_Port]:NEEDS[CommunityTechTree] { @TechRequired = advMetalworks } @PART[KKAOSS_MKSAddon_Construction_Port_Habitat]:NEEDS[CommunityTechTree] { @TechRequired = advUnmanned } Now the construction ports are placed with the KPBS ones. If that helps. :-) Vive_moi -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Vive_moi replied to Nils277's topic in KSP1 Mod Releases
@DStaal There is something strange in my install. In the KPBS cfg, the K&K docking port is under UnmannedTech as it must be. But, in the game it is under advUnmannedTech. However, the K&k Construction Docking port is correctly placed in the UnmannedTech node. I don't why. Perhaps a mod is modifying the original one but not the inherited one. Thanks for your answer. Vive_moi -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Vive_moi replied to Nils277's topic in KSP1 Mod Releases
Oh, I had a look to my save. The standard docking port is not visible because not researched yet. But, the construction docking port has been available as soon as installed the pack. That's why I guessed the docking ports were from the pack, just not unlocked by the same tech node. See you, Vive_moi -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Vive_moi replied to Nils277's topic in KSP1 Mod Releases
Hello This one is working great with 1.3 and last releases of KPBS and MKS. I'm currently building an münar hybrid base with KPBS and MKS. But, caution all KPBS modules deployments are now charged as MKS do. Also, one great thing is the docking ports in the KPBS form factor (both standard and construction one) giving my modular base a great looking (sent a vessel with an engineer to change the docking ports). See you, Vive_moi -
[1.2.2] [0.9.5] KPBS/MKS Integration Pack
Vive_moi replied to DStaal's topic in KSP1 Mod Development
Ready to test it when available. :-) -
[1.2.2] [0.9.5] KPBS/MKS Integration Pack
Vive_moi replied to DStaal's topic in KSP1 Mod Development
Hi, Just seen your mod. I'm using KPBS and MKS and was looking just for better integration of KPBS. I love the docking ports. I would suggest the normal one should be included in KPBS. The Stage 2 beta 2 seems running fine on my normal install (1.3.0 with about 75 mods) in an empty sandbox. I will try in my normal save. Thanks for this work. Vive_moi EDIT: Did not find out how to install it. So I installed the beta first then copy/replace with the beta 2. -
Accurate Life support and USI Conversion Charts?
Vive_moi replied to Vinhero100's topic in KSP1 Mods Discussions
Hello, This ? https://github.com/UmbraSpaceIndustries/USI-LS/wiki or https://github.com/UmbraSpaceIndustries/USI-LS/wiki/Recycler-Mathhttps://github.com/UmbraSpaceIndustries/USI-LS/wiki/Recycler-Math Or this one with MKS ? https://github.com/UmbraSpaceIndustries/MKS/wiki/Core-Conversions or https://github.com/UmbraSpaceIndustries/MKS/wiki/Life-Support Also explore the two wiki. See you, Vive_moi- 3 replies
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Vive_moi replied to DMagic's topic in KSP1 Mod Development
This is the dev topic of SCANsat. The official release of this mod is already on CKAN. Just look for SCANsat (but the current version does not support 1.3.0 yet.) -
Again, thanks for the video, @allista. After looking at it, I have something almost functional. Just some strange things (and different of your video) with engines activation/deactivation/thrust. I think after some tweak, it will work.
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Wow @allista Thank you very much for the video. I will have a close look to it. Vive_moi
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Hum, I think I see what you mean, @allista. I think I have to practice again the transition with these new information. Also, I did not notice TCA can be toggled with action group. That's nice. Thanks for advice @allista and @ss8913
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Hello, I have a H/VTOL configuration problem with TCA. No problem with VTOL but I cannot HTOL with TCA or use TCA in normal fly with V-engines off. My question is: how to configure TCA correctly to VTOL then fly horizontal normally with V-engines off and at last re-VTOL on arrival ? There are some images about my craft : http://imgur.com/a/F4dv3 (1: plane config; 2: vertical take off with only v-engines; 3: horizontal flight but v-engines running; 4: v-engines manually switched off => control lost) Thanks for any help. Vive_moi
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Hello, Seems functionnal on my save (60-70 mods). (AG config save by vessel, no UI glitch...) Thanks for the recompile. Vive_moi
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Vive_moi replied to ferram4's topic in KSP1 Mod Releases
Stockalike station parts 1.2.2 works fine for me in 1.3 even if not released yet. Also KJR 1.3 unofficial works great for me. Thanks for the recompile. See you, Vive_moi- 2,647 replies
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[1.3+] Stockalike Station Parts Expansion [retired]
Vive_moi replied to Nertea's topic in KSP1 Mod Releases
@Blouup, I loaded my 1.2.2 save with space stations using this mod parts without any problem. So, yes, I guess if it worked for me it must be ok for others. But, be careful and backup your save before the first loading. -
[1.3+] Stockalike Station Parts Expansion [retired]
Vive_moi replied to Nertea's topic in KSP1 Mod Releases
Hello, Despite a "unsupported version" warning, it run normally on 1.3.0, MM 2.8.0 See you, Vive_moi -
[1.2.2] Kerbal Aircraft Expansion (KAX) v2.6.4
Vive_moi replied to keptin's topic in KSP1 Mod Releases
Hello, Fresh 1.3.0 x64, MM 2.8.0, Firespitter 7.6, KAX 2.6.4 1 pod, 1 tank, 1 intake, 1 rotor : Running normally expect lots of NRE just after start (staging) the engine. [ERR 22:20:28.981] Module FSplanePropellerSpinner threw during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at Firespitter.engine.FSplanePropellerSpinner.OnUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0 craft/log on demand if needed See you, Vive_moi -
Thanks for this information. Did not know that.
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Hello, I use RemoteTech but I guess the CommNet structure I use would also work with stock comm system. For almost full coverage of the Kerbin system, I place 4 CommSat around Kerbin on a 700km height equatorial orbit with multiple (2-3) Comm16 and a dish (HG-5 ? Check the distance). Two opposite sats have their dish pointed to Mun, the other two to Minmus. Then I place 3 stats at also 700km height equatorial orbit around Mun and Minmus with Comm16 and a dish (all dish to Kerbin). This way, except for the pole at low altitude or landed, you have full and permanent coverage. All mission vessels will only have omni antennas. So you will lose transmission during transfert. But, I usually don't have to do any maneuver during it and you will recover control before entering Mun/Minmus SOI. See you, Vive_moi EDIT: oups did not see the previous answer. Post not usefull...
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Missing "Extra Ground Tracking Stations"
Vive_moi replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
Save file editing (RT adds a part in it with the location of the ground station. Don't know about the stock system.) I added these ones : https://pastebin.com/8nvYQ34C -
Missing "Extra Ground Tracking Stations"
Vive_moi replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
Hello, Remotech ? It overrides the whole comm system AND the extra ground stations. Using RemoteTech my self, I had re-inserted the stations by hand. See you, Vive_moi