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Everything posted by eberkain
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Thank you for the quick response as always. I have another question. I want to use the KerbalGPS mod but it does not appear to work with kerbalism. Its just a single part that has an energy drain. Let me go get the config... Ok, I see now, it is using a custom module which is implementing the energy drain. Is there a Kerbalism module that could be added to make the energy drain work in the background and planner?
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I'm pretty sure in stock you have to use the biggest scanning arm to get all the points from a ROC. It looks to give me the full value from the light arm. I'm thinking this might be intended? But not sure, it could be a bug.
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great work keeping this mod up to date. Love it.
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lol, yeah, my bad.
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I apparently recieve the full value of a ROC while using the light scanning arm. Not sure if this is intended or a bug.
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
eberkain replied to Athlonic's topic in KSP1 Mod Releases
It works fine for me too. 1.10.1 with both DLCs and crap ton of mods.- 751 replies
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
eberkain replied to IgorZ's topic in KSP1 Mod Releases
Its not the first time they have pulled a mods features into the stock game, I think its great. A feature in stock is much easier for mod makers to build on, instead of having multiple interdependent mods that each have to be updated when a new version releases. It looks to me like the update will let you build anything in the field, not restricted to only the parts you brought in a container. So it might actually replace KIS and OSE? Can't wait to see more details. -
I never realized this, Kerbalism might should flag it as a conflict on CKAN as a temporary fix.
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
[snip] LGG is a godsend for this modding community. Use CKAN and you won't have all these instillation problems. Years ago CKAN was not that great and I always had trouble, but these days it seems to work perfectly. -
JNSQ + FAR = how do you survive reentry from Mun? I managed to get it to work at 37km pe and constantly bumping the controls different directions. The pod would just vaporize the instant the heat meter showed up with me hitting the controls to distribute the heat around. It also burned through 495 of the 500 ablator on a 1.875heat shield. I tried 30 km and couldn't survive no matter what i tried. Anything higher than 37 will take multiple passes to come down. I am using parts from Restock. I should unlock the 3 man pod soon and will give that a shot. Oh, and I can't get the round pods to survive from even LKO return.
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That makes me feel better, because I have played this game for years and never realized you could click that. The other thing I wonder about, on the map screen, if you mouse to the top edge there is a menu for toggling all the different vessel types. Can you make it so that does not auto hide?
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I'm having an issue where randomly during a session my game will go into a bugged state. While in this state I have noticed a list of things that are wrong/broken. Unable to create manuvre nodes, I can switch to other vessels, but clicking an orbit path does not give the option to create a node. The dot showing the spot you are clicking does not appear. Most of my MJ modules vanish from the in-flight scene, pretty much anything with a execute manuvre function is gone. Ascent guidance works, but does not circulize. The VAB/SPH show build limits, but I'm playing in science mode. Here are the logs when it happened yesterday. https://drive.google.com/file/d/1a29yvjjWe_sM1ocAqrrTMX3h6rlUODCW/view?usp=sharing https://drive.google.com/file/d/1etWwfLqEm5ox4OY9xZ3wlnmZfPVZD-oF/view?usp=sharing I can't figure out a consistent way to break out of it either. Yesterday this was the situation. For example, I have two sats that I need to do burns on but going to either one MJ is missing modules. So I restart the game, which takes 5 min. Load back to both sats, still bugged... So I try launching a new vessel, still bugged. Ok, I have a burn on other sat I haven't checked on in a while coming up, go to that one, most everything loads there, except for a couple MJ modules, dont remember which ones. Try to load back to the first sat that I was stuck on and now it works and all the modules load... Like what, I literally just loaded this vessel a min ago and it wasn't working. It is so inconsistent and frustrating. Today I have the same thing. I went to the VAB to build something and noticed that it was showing build limits. After finishing that I load the next vessel that needs to make a burn and sure enough, back to being bugged and most of MJ wont load up. So I go launch a new vessel and its bugged there too. So I switched over to a random satellite that I have not loaded in a long time, still bugged. Went to tracking station and scratched my head for a minute... Tried to load up another older satellite, still bugged. So back out and quitting game. Here are logs from this session. https://drive.google.com/file/d/1W33U-IFzm2BcXNIsasuiW6-_x2YRBorF/view?usp=sharing https://drive.google.com/file/d/1jmSy3AflFwUPHsHS771b_Dggr6T-CG8Y/view?usp=sharing I reloaded the game and researched some techs then went back to the vab, the build limits look reset so I try launching something with KRASH. Everything looks good, Woohoo. Back to my ship that is about to need to make a burn, and yep it loads correctly. I do have a lot of mods installed, but I'm pretty experienced with the game and managing things. CKAN is used for everything for this playthrough, except KopernicusBE and EVERedux. I am playing 1.10.1 and a good many of the mods I am using are not yet updated but seem to work fine, I tested that every mod functioned before starting the playthrough in earnest. Here is the mod list. I have a feeling that this is a mod compatibility issue and has something to do with the upgrade state of the KSC facilities getting out of whack, based on the symptoms. Which makes me think is KK or Custom Barn Kit? I've tried watching for errors in the console in game, and have looked at the logs, sure there are errors and exceptions here and there, but nothing that points me in the right direction. If you have the time to look at this and give me suggestions on what to do I will be very grateful. One more thought, could this be related to using alternate launch sites with KK / KCT? I will have to watch and see if there is any correlation. Because I was just using several different launch sites to shoot off 4 rockets in quick succession. EDIT: I have two long game sessions where I only used KSC to launch vessels and I did encounter the bug once. When I loaded up a vessel to make a planned burn, MJ didn't have all its modules. I switched to another satellite and it immediately corrected, so that was maybe an unrelated hiccup? It weakes the idea of it being a problem with other launch sites, but I'm still leaning that way.
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:: In my best R Lee Eremy voice :: Holy lovenuts! You mean to tell me that was there the whole time!
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When you click on the orbit path beyond the next planned manuvre, there is a popup option to warp to next node. I believe this is a stock feature, is there a way to keybind this action or an easier way to activate it?
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[1.12.5] Restock - Revamping KSP's art (August 28)
eberkain replied to Nertea's topic in KSP1 Mod Releases
Anyone ever have issues with the reverse shrouds on the engine plates coming loose before getting decoupled? I have had this with both the 1.875 and 2.5 in various different lengths. Its annoying, but seems to be cosmetic even with FAR installed. I swear it works fine a bunch of times in a row, and then this happens. -
it definitely works, so you must have installed something wrong. Did you use CKAN? What game version? What mod version?
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Could those experiments be hidden in the archive, while not actually removing them as valid experiments from the game? Would that even be worth the effort? I know its not an issue of science points, but the science archive is so well done now it would just make things look better to remove the silliness.
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So, asteroid samples are by landed biome? How does that work exactly? Space Low/High per body is going to be complicated enough. I kind of feel like it should be only for the Sun with maybe several bands instead of just low/high, or maybe by asteroid class?
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[1.12.x] Cacteye 2 Refocused Full Release
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
I will also add that I played with this mod a ton back before 1.0, and I don't remember that module either. -
That is so weird to have an experiment on a LES. Thanks for pointing me in the right direction. I kind of don’t want delete it because if PEBKAC updates I will have to remember to remove it again. How complicated is a patch to add it as another configurable experiment to the Variometer When PEBKAC is installed? Maybe it would be better to just make a duplicant barometer and switch the experiment.
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There are two different experiments in the Kerbalism science archive UI. The barometer and the US2 part both have this experiment. The Atmospheric Fluid Spectro-Variometer has several experiments. I only have 2 unlocked currently
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What is an "Atmospheric Pressure Differential Scan"? I can't find the part that conducts the experiment?
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I am having strange texture issues with the parts in this mod, but no others, and I have quite a few mods installed. Log files https://drive.google.com/file/d/1pdVH2nuCauPheC-HhIN-1d-AiEUPPFEu/view?usp=sharing https://drive.google.com/file/d/1h5vU5kfnl7h1-WHa6ABkxkIxmdHRHSmN/view?usp=sharing
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Well, you wouldn't retire them in the middle of a mission, but if they spend more than 5 years out on a mission then I'd say they should retire when they get home. I don't think I have ever stuck with a single playthrough to 20+ years.