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Amnesy

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Everything posted by Amnesy

  1. I have noticed, that the menu for craft selection in the "deployment" screen does not show any subfolders or crafts within. This probably due to the plugin only looking for files inside the ships folder (?) Is it possible to include subfolders in this query? Cheers and happy new year!
  2. Hey @Galileo, there is a small typo in the 3.2x config that causes Kopernicus to fail loading any planet system. In line 164 it needs to be instead of EDIT: I created a Pull Request with the fix.
  3. Do you have MKS installed? In that case you need some Material Kits to inflate the centrifuges and habitats. The exact amount should be in the tooltip of each part.
  4. Does anyone know what happened to the large harvesters and dome parts that were teased quite a while ago? Since Roverdude hasn't been very active lately I suppose he's busy with other stuff right now (which he totally deserves ) but I was wondering if those parts are still in the pipeline for a soonTM release. Cheers
  5. Kopernicus is version locked which means it will only work with the KSP version it has been compiled for.
  6. Yeah I guess that would be the way to go. Or you could flag that MM patch as opional so that the player can decide if he wants the stock upgrades alongside KRnD or not. I think that's what Nertea does e.g with his NF Electrics mod for depleting RTG Power or the optional LF Patches for the nuclear engines.
  7. As described in my post above, when upgrading a part with KRnD it loses it's upgrades from your mod with the stock system . The most notable case is the Kodiak where you apply a series of upgrades over the engine tech line to boost it's thrust and ISP. For me it isn't an issue anymore since I've just stopped upgrading that engine with KRnD but if more more mods start using the stock upgrade system, it could be worth finding a way for the two systems to coexist since KRnD (for me at least) is the best way to tackle an upscaled system without messing with SMURF and consorts.
  8. Hey, @blowfish I just wanted to report, that the mod appears to work fine on 1.4.2. I've used it for the past week on my career save and haven't encountered any issues so far. On this note - how much effort would it be to include the texture switching feature from the MH expansion into this mod? Shouldn't that be something B9 Part Switch would be perfect for? Cheers
  9. I hereby stand corrected - I thought the upgrades were applied by squad but as it appears they are a part of the UBM extended mod. The author uses the upgrade framework to place some parts in a weaker form early in the techtree and then created upgrades for them later in the tree. Sorry if i got you excited for nothing Nonetheless my "bug-report" stands as the stock and the KRnD system dont play nice with each other but I dont know if that's something that can be fixed without extensive coding.
  10. The *** upgrades applied *** seems to come from the stock upgrade system which squad applied on some of the MH-Expansion engines. (Namely the Kodiak). In my career save for 1.4.2 i found this to be a minor issue because no matter which upgrades get applied by the stock system, KRnD will still only upgrade based on the first tier values. (e.g. the Kodiak gets a significant ISP Boost from the stock 95Science Tier which gets removed after applying a weight reduction in KRnD - to get the same ISP back one would need like 3 or 4 tiers of upgrades in both ISP categories).
  11. Got it - I figured a pack this extensive would be based on a number of background dependencies. In that case I'll just patiently wait until everything gets updated to start a new and exciting journey through the Ciro System :-) Thank you to all the devs that made this pack possible by the way if I haven't posted that before!
  12. Just out of curiosity - Since Kopernicus has been updated to 1.4.2 why wouldn't GPP work fine now? Are there other dependencies that need to be updated?
  13. yeah, the album is just a mission report about the preparation process! But after finishing that I also updated the game and after messing around with the indices I managed to get everything back to normal The process of rebuilding the base in an improved version is going well and I love the new location!
  14. Alright, here is my report of getting my game set up for GPP 1.1: http://imgur.com/a/1cEu2 The mission: Get most parts of my Iota base into orbit so they won't be crushed by Iota's changing height map. - This is the base!
  15. Ahh I just found out what happened. I did update to 1.0.2 as soon as it was released (been using KSC++ so it should be the right version) but I didn't update to the 'second' 1.0.2 update (see page 11 of the thread). Oh well I guess that's what you get for being hasty Anyway could I just remove the flightglobals from the cfgs and expect things to be the same as before? EDIT: I managed to get everything back to normal by playing around with the indices until I found the matching configuration for my ships! The new Iota looks beautiful and I can't wait to get my base back down and running.
  16. actually the .version file from the old version states 1.0.2. But I probably didnt do a clean install during that update and just copy-pasted the update. Could this have broken something?
  17. hey, it's me again. In a long and totally kerbal session I removed all of my base from the surface on Iota and put the parts in low-ish orbits between 20 and 50km. (imgur album coming soon) Excited about that success I installed the update only to find out that all of my ships orbit totally different bodies now. (Stuff around Gael moved to Icarus e.g.) Did you by any chance change some body indices?
  18. Alright, thanks for the info - looks like a preparation mission will have to be scheduled for tonight! I'll have my finger close to the F1 key and attempt to put most parts of my Iota base into orbit. Also I'm quite curious what the newest curse of Thalia may be about
  19. hey, shame on me if I didn't pay enough attention to see my question already answered - but I was wondering about the effects on existing GPP career saves. I currently have an infrastructure (sattelites, stations, ferries) deployed mostly around gael and iota including a nice mks base on the surface. These are the bits that I'd love to keep after the update. Additionally I have a couple of probes orbiting Thalia, Tellumo, Gratian and Gauss plus lander probes sitting on Thalia and Tellumo. Can anyone tell me which craft I should take care of (e.g. put into orbit) before trying to update? Anyway the update looks amazing! Thanks to the whole team for the hard work and I loved the experience so far!
  20. I've been messing around with a GPP career and sstos in it and the only major difference I noticed is the different KSC location. In GPP it's about 8.5° off the equator which means that if you just launch straight 90° from the runway you will end up in an inclined orbit. However I found the beauty of sstos to allow a launch to equatorial orbit by going south (well sort of 130-150°) after liftoff. Upon reaching 14-18 km level off and cruise south until you reach the equator and then do a turn onto it. This probably means your designs will need more LF than usual but you save loads of lfo for correcting your inclination later. Cheers and have fun trying out this amazing planet pack!
  21. well the only thing seperating the storage unit from the greenhouse is a flex-o-tube and disconnecting and reconnecting that dosn't change anything. I've also tried recreating the issue in sandbox mode but if I just put a base on the launchpad everythign works as expected... maybe my kerbals on Iota (GPP mun of kerbin) just like the recycled supplies so much they don't wanna try new ones
  22. If you want more speed out of your airbreathing engines, how about looking into using scramjets in your designs? I know the Mk2 Expansion has one that only activates above Ma = 4 but then will provide good thrust up to I think Ma = 10-12 and pretty high in the atmosphere (40-50km for a 1x game). The part itself is pretty far down the CTT Aerospace Technode (1500 Science IIRC) but probably still cheaper than what you have to use in KRnD.
  23. Well the save is pretty heavily modded and the base also would need procedural parts and KSP:Interstellar. But I'll try and disconnect those bits (Power station and skycrane) and see if the issue persists and then report back.
  24. hey, in my current 1.2.2 save the Ranger Greenhouse Module set to Cultivate(D) claims it is missing water, even though I have some in storage. (See pic) Any ideas what might be causing that and how I could fix it? thanks!
  25. Hey, quick question - is it intended when running MKS along with KSP Interstellar, that both the narrowband and the surface scanners only show the Interstellar resources? If it is intended - how would one get detailed scans for the MKS resources? (Metallic Ore, Minerals etc...) If it isn't intended and I found a misbehaviour - can I simply paste the MKS resources under the following MM Patch Part? @PART[OrbitalScanner]:FOR[SCANsat]:NEEDS[WarpPlugin,KolonyTools] Thanks and merry christmas!
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