Jump to content

DStaal

Members
  • Posts

    4,001
  • Joined

  • Last visited

Everything posted by DStaal

  1. To help others: What was your issue? What did you have to delete? Maybe there's something that can be fixed in one of the mods so they can work together. (Or if not, at least it means next time someone has an issue we'll know where to start.)
  2. Trivial yes, but hard to remember when you've got as many .cfg files as RoverDude does. This way he can keep track.
  3. I see this is on Spacedock. I'm having a bit of trouble though - For some reason the Hanger deck won't load in my install. I've found this error: [LOG 22:07:45.352] PartLoader: Compiling Part 'WildBlueIndustries/Airships/Parts/FlightDeckSystem/hl10HangarDeck/hl10HangarDeck' [ERR 22:07:45.355] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0 [ERR 22:07:45.355] PartCompiler: Cannot compile part If you need something else to help debug, just ask. I'm still just testing 1.2.2, so this is a fairly clean save. (More than a few mods - but no launches yet.)
  4. A resource used by EL (when MKS is installed) and OSE Workshop to build things. Also used by MKS for various other purposes.
  5. Sorry I haven't done as much testing on the dev versions as I'd hoped. I'll take a look at the released versions as I have a chance as well. Glad to see some buoyancy fixes in the release.
  6. Could you post a pic? It's possible you've encountered an unknown bug, but it's also possible your Akita is stuck. Hard to tell without looking at things. (I'll admit I usually push the Akita out of the bay by hand...)
  7. I see you posted this in the correct place (the MKS thread) as well and got your answer there.
  8. If you're not wedded to the 5m size factor, Mod Pods might solve your problem as well: It's a set of add-ons for the Mk1-2 pod - basically a continuous transition up a size. There's a variety of parts, including a crew pod with a capacity of 8. (Not including the Mk1-2, which you'd put on the front...)
  9. Just as a comment for whenever you get back to this pack: I really love the look and the performance characteristics of the Supernova engine - but most of my parts for long-term ships and stations are in 3.75m or 5m form factors, so I find it's awkward to use. (It doesn't even cluster that well, because it bulges outward.) Would it be possible to get a larger variant? (Or - more importantly, actually: Larger *tanks*, so the tanks can fit with the main backbone.) (On my mind at the moment because I'm doing a save that's just to explore - so I need something big with huge amounts of delta-v. Supernova engines would be ideal, if they weren't at least a size smaller than anything else on the design so far.)
  10. It's no one thing really - it has to do with imprecision on floating-point calculations, relating to locations and the surface of the planetoid you're on. Lots of things can add on to it, and larger stations have more chances for errors to occur, but the root problem is that KSP's physics simulation is just a simulation, not an exact match.
  11. Challenge accepted. I happen to be working on a ship for a grand tour of the OPM system - while using USI-LS. It's nowhere near done (this version can probably make it to Plock, but the goal is everything), but here's the current design: http://magehandbook.com/KSP/screenshot5.png Current mass is ~3,100 tons. Now, storage ratios on the various containers probably need to change, which may affect the mass greatly. And I haven't designed the landers to go in the hangers hanging off outriggers, which will increase things. I have yet to decide how I'm going to get it into orbit. I might build in orbit with EL - or, on the other hand, it's actually got enough thrust in that USI Karberundum Torch to lift off on it's own at the current mass... So one option would be to stick the whole thing in a fairing hanger and lift off.
  12. If MM is removing them for some reason, take the logs over to the MM thread, and they should be able to help you figure out which mod is removing them. (The file with the patch should be in the log.)
  13. Yep, just delete it. Nothing special. If you can't remember what was in it, try extracting a new download of it to some empty folder and comparing.
  14. Well, sorta. Xenon is a byproduct of a nuclear reactor in MKS - so you can mine uranite, refine it to EnrichedUranium, put that in a reactor, and your smallest output will be Xenon. But it is possible...
  15. It's not a MKS thing, so the wiki doesn't cover it. It's just stock, and in general no, they don't. (I think there is support that they could, but I don't know of any mods that make use of that. CRP resources like Gypsum definitely don't.)
  16. I'm not having as much chance to get into KSP as I thought this weekend, but I did manage one test - a cargo pod full of Supplies (the heaviest thing it could contain), a probe core, and a parachute. (As well as a drogue chute on the side.) About all I can say from that test is that it seemed to work; it was a fairly rushed test. The one notable thing that happened: The landing happened at sea - at which point the cargo pod promptly sank until it collided with the seafloor at ~150 m/s. Something will need to be changed there to make it possible to land in the water. (I've thought about adding some floats to it for future tests - USI has some that I think should work.) My one other comment from looking at things is that the combination of a cargo/KIS pod, the probe core, and the lander engine has a total of about 20 EC - which isn't going to last until landing basically anywhere, which means the lander engine won't fire. I wrote up a modification that adds some EC storage to the engine, and will likely test with that. (Part of the reason my first test was with the parachute over Kerbin - Parachutes can be pre-staged, and will release even without EC.)
  17. For all MKS things, you'd probably be better off heading to the MKS thread in Add-On Releases. Or, for that matter, the wiki. To answer your specific question: Potentially. If you can mine either Minerals or Gypsum you can convert those into Fertilizer (the ratio being better for Gypsum) in either the Crush-o-Matic or the Tundra Agriculture Support Module.
  18. I'll qualify dboi88's comment a bit: Not with just this mod. However, this mod does support KIS, and makes it easier to manipulate parts. (Things like the forklift can help lift things with KIS.) So with the two mods in combination you could do that, even with the usual attachment nodes.
  19. No problem. Glad I could be of service.
  20. Nice - but it looks like the cover will get in the way of the docking port.
  21. What type of play are you looking for? There are good mods for colonization gameplay, life support, boats, warfare, airships, realism, non-realism, exploration, heck there's even a submarine mod. Some mods make things harder, some make things easier, and yes some outright cheat - but if you want to play a game of interstellar conquest against each other, maybe you want the warp drives so you can get to each other's solar systems in a reasonable amount of time.
  22. I for one am glad you're waiting and including the jump jet - While I want to send a zepplin around Kerbin to explore, I also want to land some Bison rovers, and they'll be very useful for that. (Well, I hope they will anyway - it depends a bit on how literal the word 'jet' is in their name. )
×
×
  • Create New...