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Cruzo

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Everything posted by Cruzo

  1. Yeah that's what I ended up doing. I was hoping maybe there was a setting on the core or the fairing that I was missing and not just what seems to be a bug.
  2. I seem to have discovered that if you build a ship with a universal storage module placed between an ISRU and the empty tank in the stack, the ISRU won't work (can't see the empty tank). Interestingly it CAN access ore tanks on the other side of the US module. Anybody noticed this and know of a way to fix it, other than just putting the US core somewhere else?
  3. Well it's only been out for a month, you haven't been missing out that long
  4. This mod is great and makes rovers be actually useful but the rover speeds seem pretty OP to me. Right now I have a rover being driven across the bumpy parts of Minmus by a noob engineer at 27m/s, whereas I have a hard time driving the same rover above 10m/s on the flats without losing control and flipping it. Is there a way I can edit down the default speed to a number that feels fair?
  5. Like I said the converter controls in the "manage operations" window don't do anything under this patch. I'm a noob just trying to figure out what I'm doing wrong.
  6. Still wondering about this. Is there a guide somewhere on how to correctly patch a template?
  7. Forgive the noob questions but I'm trying to make some patches to get some basic USI-LS functionality into some Pathfinder parts and I can't figure out how to modify an existing template correctly. For example, I want to make the ponderosa habitat function exactly like a hitchhiker can does in USI-LS using this chunk of code copied directly from Roverdude's patch for the hitchhiker (other than the top line obviously): in the VAB, this seems to work properly. The USI-LS panel shows the extra habitation time like it should when the ponderosa is in habitat mode. But if I try actually deploying the thing in the world, there is a toggle in the "manage operations" window but it doesn't do anything, and the start/stop habitation controls are missing from the PAW. If I use this same code at the part level instead of just one template, it works properly. What am I doing wrong?
  8. I had a mission to do some experiment on the Mun and then return it, so I flew a MOLE out there ran the experiment and then collected the science and left the MOLE behind for my return stage. I did not complete the contract when I got back. I guess I was supposed to bring some sort of container that could hold the experiment itself and not just the science? If you do return the experiment intact, do you get more science than just bringing back the report in a crew pod? Also, I set my scientist to pre-generating lab time in the MOLE during the journey, switched away to do some other business while they flew to the Mun and when they landed I noticed the labtime was back to 0 and the part dialogue said inconclusive or somesuch. Do lab stints just randomly fail sometimes? Wat about the experiments themselves?
  9. It's in the OP, Restock overhauls the stock parts and Restock+ adds some new parts
  10. The Barrakuda - a cruising vessel meant to support long term interplanetary missions. It has a lander that can land and return from Duna, a couple of deployable relay/scanning satellite probes, greenhouses and enough crew space to keep 6 kerbals happy for years with USI Life Support. Fully loaded the main engines have 4200 dV, though the crew section can detach and deploy nuke engines for another 3000 dV if it becomes necessary. more pics and details here if you're interested.
  11. Is there still a way to get the legacy parts? I have a beloved craft file from an old save I'm trying to revive and the one part preventing it from loading is the old version of the 2.5m greenhouse.
  12. Does the bumper let you fine tune the rotation without drifting because the magnetism is holding you steady? I hadn't thought to try that.
  13. Thanks tom, downloaded the update and the parts look great!
  14. That sounds cool. I probably did do what you said because this is my first Pathfinder base and I'm still feeling out how all this stuff works.
  15. The version in the curse link is the old version for KSP 1.1.2 though, right?
  16. Tried both the github link in the OP and CKAN, as Stratickus did upthread.
  17. So is there a way to get the newer part models shown in the OP? The release still has the old models.
  18. I'm having the same problem with my geology lab that DarkGod was having on the last page I think. I started a base with a conestoga with two casas attached, one hab and one geology lab. I then put a scientist in the geo lab and hit start research and it seems to have just broken the part. Now when I hit "manage operations" instead of bringing up the management UI it adds another converter line to the lab's tooltip every time I press it. I set up a brand new geo lab at KSC to see if it would work and that part is broken right off the bat, the part tooltip doesn't even have any buttons, just the list of the resources on board. I can try to get you an error log later tonight but I'm not sure where error logs go when they don't cause a crash. For now here is a picture of the base with the broken lab's tooltip.
  19. Since nobody has mentioned it yet, let me point out that there's a typo in the thread title.
  20. Just tried again with both the wrench and the electric screwdriver, I get the hammer & drill sound effect either way but the thing moves either way too.
  21. I don't seem to be able to actually attach my saddles to the ground. I "attach" them and hear the drill sound and everything but then I can just push them and anything mounted on them around by walking into it. I've tried attaching them directly from inventory or dropping them first and then grabbing and attaching (like it says on the wiki). Is there a trick I'm missing or is something broken? This is version 0.9.21.
  22. Thanks for your work ethernet, your mod looks cool and it's going to be a part of my 1.1 career reboot.
  23. Welp, the only game in my steam library with more hours logged than KSP is War Thunder, so needless to say I gasped in delight when I found out this mod existed. This is awesome.
  24. Just stumbled on this mod and I have to say it looks really neat. I'm getting ready to start a big new modded-out save as soon as everything is updated and I'm thinking this is going to be a big part of it now. Can't wait.
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