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Bombaatu

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Everything posted by Bombaatu

  1. Sorry - don't know if this is a known issue or not. I installed this mod & tried to attach a Terrier engine to a 1.25 meter fuel tank. The tankbutt was 2.5 meter. Is there a setting that makes the tankbutt automatically conform to the size of the part it is attached to? If so, will it conform to non-standard sizes (like the 1.875 meter size used by Mark One Laboratory Extensions)?
  2. Ummm.... how does one actually *use* the JetWing? I can't equip it or attach it to a Kerbal.
  3. I know it's not yet "officially" updated for 1.1.2, but does it function with that version?
  4. I'm having problems docking a Mk2 Shielded Docking port (from the Mk2 Stock-Alike Expansion mod) to the Multiport-b. I've compared the config files for both parts and note the multiport-b dockingModule.nodeType value is size0, whereas the Mk2 port's was size1. As a test, I reset the multiport-b nodeType to size1 and docking worked. I also noticed that multiport-a had nodeType of size0 - I changed it to size2 and was able to dock a Clamp-O-Tron Sr to it. I have not tried with a regular Clamp-O-Tron (size1) on multiport-a or Clamp-O-Tron Jr (size0) on multiport-b yet, but suspect they would not dock properly. Has anyone else noticed this?
  5. EDIT: comment deleted. BTW, *LOVE* your stuff, RoverDude!
  6. My apologies; I hadn't read the OP. I won't trouble you again.
  7. I have an issue where craft re-entering the atmosphere can have extreme drag, almost to the point of being able to de-orbit and land without the use of parachutes. In the last instance, speed had fallen to just 16m/s at around 2km without deploying any parachutes. The aerodynamic overlay showed an extreme amount of drag coming from the undeployed parachutes. I was also unable to rearrange them in staging - they acted like they had deployed from the second I hit the atmosphere. As a test, I removed RealChute & reloaded my save. In that instance, the chutes behaved normally although the re-entry was extremely rapid; I suspect the rapidity was due to the drag coefficient changes mentioned in the 1.1.2 change log.
  8. Didn't know if this was already reported, but I have an issue where the GM7 Surface Gravimeter does nothing. The other experiments work, but there is no science and no error message from this particular one.
  9. I've run across this as well. If you jump back into IVA and zoom back out to the original level (this is tricky; it has to be precise), the ocean returns to normal. The other thing I've found is this: if you are in ship view in orbit, change to map view then shift focus to another body (say, Mun), when you come back to ship view the atmosphere haze stays stuck regardless of the ship's position or distance from Kerbin. I have not tried with other atmospheric bodies. If you rebuild the ocean, the haze disappears.
  10. As requested, along with system specs & CKAN file of installed mods. https://drive.google.com/open?id=0B5Ki0FTD375CS3BmY2RSSFg1NlE EDIT: I looked at the logs and saw several errors from JoolBiomes. Remembering your post from above, I removed both JoolBiomes & EveBiomes, along with Toolbar, Kerbal Engineer & a few others. Got 60 FPS in career mode. Re-installed CC, along with Contract Pack: Bases & Stations & Contract Pack Clever Sats. Went into same game, got 35-40 FPS. Quite playable but still a significant performance hit. The logs & CKAN files can be found in the folder "Second Run" in the above Google Drive folder. EDIT 2: Aaaand never mind. System settled down after 2nd flight; fps raised back up to 55-60. Disregard.
  11. I have the same issue as @code99 but in my case it didn't settle down after 5 minutes. WIthout CC I get 20-30 fps - not great but playable. Would be more without EVA/scatterer/SVE/etc. However, with CC it drops down to single digits and doesn't recover - only in career mode (as one would expect with a contract mod).
  12. Question - do greenhouses double as CO2 scrubbers and/or oxygen producers?
  13. I just saw a new mod called Kerbalism (a combo realism mod, details here) that I would *love* to see integrated with Universal Storage, if at all possible. Fantastic realism/life support overhaul.
  14. I started playing with this and noticed something you may want to tweak, if possible. I have Universal Storage installed with this & saw that the US Science Jr. was still available with Stability, whereas you'd moved the stock one to Space Exploration. Also, the US Mystery Goo Container was with Basic Rocketry, whereas the stock one is in Basic Science. Lastly the US PresMat/2Hot (combo thermometer & barometer) was Space Exploration, although the stock parts are available much earlier. Didn't know if this was something you could move or that the maker of Universal Storage would have to do by detecting your mod.
  15. This looks *very* interesting. I'd love to see if the makers of USI Kolinization, Kerbal Planetary Base System & Universal Storage pick up on this and integrate with it!
  16. Thanks, wasn't aware of that. Noted for future reference. EDIT: Aaaand now it's on CKAN. Thanks again!
  17. Wonderful, another one of my must-haves updated! Thank you! One question - CKAN still shows this as only compatible with 1.05 - will the 1.1 version be exported to CKAN?
  18. Part replication can occur if an item is attached to a node on a part that was added with radial symmetry. The screenshots below show what occurs. The radial attachment points had been added to the craft in the VAB using 2-way symmetry. A MK-V Airlock (from MKS) was attached to one of the radial attachment points and was immediately replicated, able to be attached to another node (had one been in range). This behavior was also observed with the UKS Docking port. Behavior is slightly different with surface-attach parts attaching to nodes. Using the same test ship, I tried to attach the Z-400 Rechargeable Battery to one of the Radial Attachment Points. The battery would not attach but would replicate with every click (the screwdriver was equipped and X press for the clicking). Replicated parts could then be picked up and surface attached to other locations. KSP 1.1 Build ID 1063499 Mods: KAS v0.5.6 Build 2, KIS v1.2.7 build 1, USI Kolinization System v 1.0.40.0.0, Community Resource Pack 0.5.0.0, Firespitter Core v7.2.0, Module Manager 2.6.21, USI Core 0.2.0.0, USI Kolinization Core 0.2.0.0, USI Tools 0.7.0.0 EDIT: Reattempted test using just KAS & KIS mods listed above; same KSP build, no other mods. Used a MK-1 Landing can build in VAB with two Radial Attachment Points added with 2-way symmetry. Slightly different behavior; parts would not attach to node and would replicate, but could not subsequently be grabbed. Here is the log from that test:
  19. Ran into something interesting in 1.1. I ran an extended mission with two orange-suit Kerbals & one normal one. Ran out of supplies (mission was waaaay longer than I thought it would take). I kept getting spammed with the "refuses to work" message for all 3, followed immediately by the "returns to duty" message for all three. At no point did any of them actually stop working, despite going without supplies for 15+ days. Didn't know if it was a known issue; at work so couldn't look through the thread. Please let me know if you need additional information. Macbook Pro, El Capitain (OS-X 10.11.4)
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