Jump to content

DC

Members
  • Posts

    40
  • Joined

  • Last visited

Posts posted by DC

  1. 2 hours ago, Aelfhe1m said:

    Go to your KSP install folder and then go to GameData folder, then the KerbalConstructionTime folder. You will see the KCT_ModuleTemplates.cfg file there.

    While KSP is not running, open the file using a text editor (e.g. Notepad on Windows) and then copy and paste the  fixes from my previous post to the end of that file and resave it.

    The next time you start KSP science modules used by these mods should be cleaned whenever a vessel is recovered by KCT. 

    I'd recommend taking a copy of the original file before making any amendments, just in case.

  2. I've been playing the developer line of the new version and having fun. When the full version came out I created a fresh new install, but I've found that if I try to import old craft files there's an incompatibility between the Procedural Tank (Conventional Structure) parts between v2.0.0.0 (Test) and v2.1.0.0 (Live). When I try and load a craft it can't find a part called 'RO-RFTank-Seperate'. This also applies to craft created by other people in other installs that I've download (e.g. NathanKell's games)

    I've tried creating a craft with just one part - a procedural tank, and it's incompatible between versions with the same issue both going backwards and forwards.

    Is this expected or is there a workaround ? If this a case of 'hard luck, that's what you get for playing a beta version' then I'll shrug and move on, but it would be nice to know if I can do something.

  3. Has there been some sort of change to solar panels recently ? Last year I built some early game space craft with solar panels that would keep them perpetually powered up if oriented correctly. I started a new game late last year and now these same craft slowly lose power (daytime exposure no longer offsets nighttime drain) and I don't understand why. I've had a look around and can't see any in game options to change this nor any notification of changes to the mods, or am I missing something obvious (again !). I've been patching the mods when updates have been made available.

  4. Is there any way to edit or modify subassemblies once you've created them ? I don't so much mean editing the craft files themselves, but editing or reorganising the entries in the subassemblies menu. I can neither find a mod or work out if there's any way to do it in game. I know you could edit the craft files directly but that's a bit of a drag.

  5. 9 hours ago, Fihnakis said:

    Last I played RP-1, if my memory hasn't totally failed, there is an option in settings you have to check to enable avionics stacking. If you didn't enable it, they won't stack.

    Ah, I WAS missing something. I never knew that option existed. Thanks so much. Looks like the wiki needs to be updated, because that option is unchecked at all difficulty levels but the wiki makes no mention of it an says that avionics stack.

  6. I'm on v1.11.2 and have a weird problem. My avionic units don't stack. e.g if I have a 2 ton upper stage and set the avionics to be able to control 2 ton, all is good. I add a decoupler and a 20 ton second stage. Now as far as I understand it I now have a 22 ton vehicle with 2 tons of avionics control, so if I set the second stage avionics to control 20 tons then I should be able to control the whole vehicle of 22 tons. But when I look at the RP1 avionics is says only 20 tons of avionics controls, it seems like only the largest unit counts.

    This seems weird, am I missing something, do I have a corrupt install ? Anyone got any ideas ? Thanks

  7. I've noticed that at the start of my settings.cfg file there's the line -

    "Reliability = false                 // component malfunctions and critical failures, missing configs and so disabled"

    I've got reliability set on in the settings so I'm guessing this is saying that something is conflicting with it and so it's set itself to off ? Anyone know how I can diagnose this ?

  8. 15 minutes ago, John Sheppard said:

    This should be only temporary and i sometimes had it in the stock game aswell. It should fade if you zoom out past the moon or even untill you can see another planet if you're looking from the "top" of the solar system . Then when you zoom back in , it should be fine and the orbinal lines should slowly fade

    Thanks for your reply but no, that doesn't help. I've tried various zooms in and out, even to the edge of the solar system and back and waiting but nothing changes.

  9. I've got a really annoying effect where the orbit lines of planets and craft show up through planets which makes it really hard to orient yourself in the tracking station. I've ported the game directory to different hardware and it makes no difference.

    I downloaded clean versions of 1.6.1 and 1.7.3 and loaded just RSS via CKAN and had exactly the same problem with no other mods installed.

    Am I missing some obvious setting ?

  10. I'm playing KSP v1.6.1 with RO and RP1 and I've got a really annoying effect where the orbit lines of planets and craft show up through planets which makes it really hard to orient yourself in the tracking station. I've ported the game directory to different hardware and it makes no difference. I can't deinstall any of the graphics mods as they're prerequisites for RO / RP1 and cause RO or RP1 deinstall via CKAN.

    Has anyone seen this effect before ? Am I missing something obvious ?

  11. 19 hours ago, Sippyfrog said:

    I have tried doing a fresh install of this mod and magicore with only toolbar controller and blizzys toolbar installed and I am still experiencing this bug where I cannot open any of the KCT menus.

    I am on 1.7.3 and no matter what I click or do my menu for this mod will never appear. Any thoughts?

    I'm thinking you'll get nowhere without providing logs.

  12. On 4/27/2019 at 8:57 PM, linuxgurugamer said:

    Sorry to say, this is a game, and does not reflect reality. What you are asking for would be a huge effort, and won’t really add that much to the game other than added complexity

    Thanks for the reply. To be fair KSP reflects reality far better than the vast majority of games and many players want added complexity. Oh well, I appreciate there are far better and more productive uses for your valuable and much respected time inside and outside KSP.

  13. Feature Request

    A single build queue for use in games with multiple launch sites.

    I don't know how viable it would be to program or if there are architectural issues that preclude it, but the current set up within KCT does not reflect the way rockets are really built and deployed. In KCT you apply upgrade points to speed the building of vehicles. In games with multiple launch sites you can choose to either develop each one individually or have them all upgrade together. Neither option reflects how rockets are really built, they're not build at the launch site but at a central factory, then shipped to the site, readied for launch there and then launched.

    A more realistic option would be to have a single build queue. Roll out would then involve selecting the launch site at that point and perhaps varying the cost and time due to the logistics of shipping the rocket to different sites.

  14. 13 hours ago, BlackHat said:

    What is the criteria for recovering a vessel/plane to VAB/SPH through KCT? I have always just used the Game's Stock Recover button before, but after seeing someone on a YouTube video do recoveries through KCT, I tried it a couple times but got warning messages Cant recover through KCT use the stock recovery.

    SO, What are the advantages of doing a KCT recovery, and what are the limits? (ie do you have to be within xx distance from Pad or Runway?)

    Stock recovery simply tidies everything up, returns kerbals and science and gives you funds based on the vessel and how close you are to the KSC.

    KCT recovery recovers the vessel intact and adds it back to your list of ready ships (after a suitable time delay to allow for recovery) meaning you don't have to built a new one from scratch. I don't know about limitations in terms of distance etc, I've mostly used it from the Launchpad because I've suddenly realised something is wrong (wrong crew, missing equipment etc) just before I launch !

  15. On 1/7/2019 at 7:56 AM, garwel said:

    Same here. I haven't noticed any issues with KCT at all with KSP 1.5, but I haven't played 1.6 yet.

    Interesting. I'm playing in 1.4.5 and although KCT seems to work largely OK I am unable to use KCT to 'Recovery Active Vessel'. I get the error "There was an error while recovering the ship. Sometimes reloading a scene and trying again works. Sometimes a vessel just can't be recovered this way and you must use the stock recovery system'

    Can anyone else using KCT with 1.4.5 or above successfully use 'Recover Active Vessel' ?

  16. On ‎9‎/‎6‎/‎2018 at 7:17 AM, Seria17hri11er said:

    I'm a total noob.  Can someone tell me how to get the UI up to collect science?  Only stuff I can find talks about doing an EVA with a Kerbal.  I seen in tutorial 1 he didn't click anything but the menu popped up, so I am assuming he used a key binding.

    If you're a complete noob to the game you are certainly jumping into the deep end with RP0. If you're having trouble with some of the basics, science, staging etc I'd really recommend you look at some of the tutorials out there online.

    I'd recommend Scott Manley's intro to career mode as a great place to start with the game basics -

    https://www.youtube.com/playlist?list=PLYu7z3I8tdEkUeJRCh083UT-Lq5ZIKI75

     

×
×
  • Create New...