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KSP2 Release Notes
Everything posted by Chippy the Space Dog
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USI Kolonization Help
Chippy the Space Dog replied to ProjectZero's topic in KSP1 Technical Support (PC, modded installs)
Just wondering if you installed the latest mod update. The latest version is not compatible with KSP 1.05 according to the creator. The previous releases are on github too, if that happens to be the case. -
I'm not sure if there's anything I can do to save my game, but I seem to have awoken the kraken, although the wiki says this is a fixed problem. I'm playing in a career mode and it seems any aircraft I build will randomly start to fall apart shortly after takeoff. I use Kerbal Construction Time and the simulated flight flies fine, but as soon as I try to fly a built plane pieces just start falling off it. I know it's not the plane design because at the same time I see explosions happening on the Launchpad where nothing is sitting, and which is about a kilometre from my take off point. I have previously flown propeller aircraft in the current career and they were unaffected. I suppose I could do a backup and start experimenting with workarounds using different plane designs to see if it makes any difference, though its tedious with KCT installed. I'm kind of hoping this a known issue that has a fix hiding somewhere. Any advice appreciated! {UPDATE} Ok, it seems if I load the game and fly the plane all is well. It seems only to explode if I pilot another vehicle first.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Chippy the Space Dog replied to Yemo's topic in KSP1 Mod Releases
Aha. Ok, I haven't looked at where the M-700 is on the tree yet, but I can't fault your argument there otherwise. The point I was trying to make about the OKS/MKS modules is they're all at tier 9. I'm not sure how they ended up there though if you haven't placed them, as in the community tech tree and stock they appear at tier 5 (90 points) While I dom't think they should all necessarily be that low, there's a heap of difference in their placement from stock/Community. and the SETI tree, and it would sure be nice to be able to aim at sustainable stations before the very end of tech advancement. At least it would for me.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Chippy the Space Dog replied to Yemo's topic in KSP1 Mod Releases
Woot, I found them! Both the scanners are in the level 9 (1000 point unlock) "Experimental Science". This is pretty much long after all the other tech for Karbonite has been unlocked, and the kethane scanners unlock at level 7 (300). The highest level of scansat scanners unlock at level 8 (550) I'm not sure how intentional this is, and I'm something of a newb when it comes to KSP, but it seems odd to me that you acquire most of the resource converting and implementing tools before you have the ability to find it. That said, I don't know if other resource scanners can find karbonite too, so it may not even be an issue. Looking at greater depth at the tech tree though, the first stock orbital modules start appearing with 'Early Orbital Stations' at tier 6 (160 points). The OKS Pioneer, and most OKS stuff, doesn't start to appear until tier 9 (1000). By comparison advanced nuclear pulse engines are level 8 (550). This essentially means easy transit to the rest of the Kerbol system can be implemented before orbital industries become available. My feeling is that's a little backward from an industrial/commercial standpoint, whatcha think?- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Chippy the Space Dog replied to Yemo's topic in KSP1 Mod Releases
Hi folks! Okay, so.. I have this awesome new tech tree and having loads of fun. I'm about ready to start doing SCANsat stuff, and wanted to be efficient and add on the USI Karbonite scanner too. I normally sits in the 'Advanced Construction' branch. but alas it seems to have moved. I've looked and looked but I can't seem to find it anywhere. But then again, it's a big tree.. I see things around like Karbonite containment tanks, so the rest of the mod seems to be there. So, what I'm kind of hoping for, is someone to fess up and tell me where they hid it. Please don't tell me I've fallen for some newbie engineering trick, like sending me to get a left hand screwdriver...- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Chippy the Space Dog replied to Yemo's topic in KSP1 Mod Releases
You da man, Yemo!- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Chippy the Space Dog replied to Yemo's topic in KSP1 Mod Releases
Ok, I took pity and tried with this... Still no connection on probe stack { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2016.03.23.01.45.36", "identifier": "installed-default", "spec_version": "v1.6", "recommends": [ { "name": "SETI-CommunityTechTree" }, { "name": "SETI-RemoteTech" }, { "name": "RemoteTech" }, { "name": "KSP-AVC" }, { "name": "ModuleManager" } ] } Connected fine with DP10 fitted btw.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Chippy the Space Dog replied to Yemo's topic in KSP1 Mod Releases
Thanks for the reply. Umm.. I hope it isn't too much of a nightmare when you see the list. I notice in the Remote Tech folder there is a cfg file from each of the mods that have custom probes, and I was kind of hoping that there not being one from Seti was the answer. Having said that, I do see in the Stack probe properties infos that aren't in the new parts cfg in the SETI folder, so I know it may not be so simple. Anyway, close your eyes and take a deep breath..- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Chippy the Space Dog replied to Yemo's topic in KSP1 Mod Releases
Hello Yemo, Firstly, thank you for all the goodies that this mod promises. It looks awesome! So, today I took a fresh install of KSP and used CKAN to set me up for hours of SETI goodness. Starting n career mode I came to an instant grinding halt. I saw it had been raised elsewhere but I have the same problem a previous user had with the initial probe core and Remote Tech. Looking through my Remote Tech folder I cant find an entry anywhere that configures the probodobodyne stack to communicate in that mod. As it's the only command module available and the Comm 16 is unlaunchable (being like it just falls off when extended on a rocket in atmos) it's impossible to get off the ground. No matter how hard I stare at the command communication light it refuses to go green. According to the thread elsewhere you put in a fix in version 0.9.6.3 but if so it seems to have fallen out again. At least it seems to be missing on my CKAN supplied install. If things look okay from your side and you need any info from me, I'd appreciate any insight you could give Many thanks!- 2,515 replies