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harleyquinneth

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Posts posted by harleyquinneth

  1. On 2/17/2022 at 11:20 AM, Joontry said:

    Hello, I'm not sure if this has already been addressed, but I have a station that charges its batteries fine while loaded (using large solar panels and a few RTGs), and has enough battery storage to get through the half of its orbit that is not in sunlight, but that runs out of electric charge when not loaded while TAC LS background processing is enabled. Is there a easy fix for this besides disabling background processing or sending an engineer to slap some more RTGs on the station? Thanks

     

    On 3/8/2022 at 2:32 PM, SouthPhilly said:

    Still seeing this as well. 

     

    On 4/13/2022 at 4:32 PM, Revilo2601 said:

    I have a similar bug for power. My minmus base is powered via nuclear reactor, has a surplus of fuel and the overall consumption is less than the production, hence no change of running out. While in loaded it is like said, if unloaded after some time warp my power storage is signaled empty. Loading the vessel, my power is at 11K ec (max amount).

    But that would be okay, but my food is running out too. I have my bases set up to be self sufficient, yet while unloaded the expiration time of food is decreasing one minute every second,  which can't be.

    A second vessel has the same problem, while in loaded my food reserves increase, while unloaded they diminish like nobody's business. 

    Anyone familiar with the food prob?

    I'm having the same power issue. did anyone find any solutions?

  2. Does anyone else have an issue where using procedural fairings throws off DeltaV calculations from mechjeb/kerbal engineer? Using stock fairing or the ones from AIES for example, the calculations are fine, but procedural fairings seem to make the calculations think each stage will remain attached and therefore slow the rest of the stages down. Hope that makes sense. 

  3. 1 hour ago, Flipper028 said:

    @harleyquinneth

    You can get RESCALE 2.5 to work with any planet pack, make sure you get the latest sigmadimensions and rescale directly from their respective github pages as the versions on CKAN are outdated/misbehave.

    It worked! there's so issues, like the KSC floating off the ground, and I assume any ground scatter might have the same problem, but it's working and seems stable

  4. I don't know if this is a problem with CKAN or the mod, but when trying to download it comes back with an error, saying it can't be dowloaded. I've seen this with other mods too, so i suspect it's something to do with CKAN

    WELL NEVER BLOODY MIND THEN. sorry, it's always the way that when you report something it suddenly decides to work

  5. KCT seems to have spontaneously removed itself from my career mode game. Works fine in another game I loaded (sandbox). But the icons for it don't appear in either the VAB or the main screen viewing the KSC. KRASH is still there. But now vessles launch instantly. Used CKAN to uninstall and reinstall, Same thing.

    Thanks in advance

    UPDATE: loaded a different career mode, seems to work fine there. Went back to my main game and the icon for KCT is back, in all the places it should be. But clicking it does nothing, no window pops up like usual, and KCT's features are still inactive. vessels build like stock and upgrading buildings takes no time

  6. Exception occured while attempt to generate contract of type 'STGUnmannedMissions.Kolniya Orbital Satellite':
    System.ArgumentException: Cannot use a Kolniya orbit with the Mun.
      at ContractConfigurator.Behaviour.OrbitGenerator.ValidateOrbitType (ContractConfigurator.Behaviour.OrbitData obData, ContractConfigurator.Behaviour.OrbitGeneratorFactory factory) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.Behaviour.OrbitGenerator..ctor (ContractConfigurator.Behaviour.OrbitGenerator orig, Contracts.Contract contract) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.Behaviour.OrbitGeneratorFactory.Generate (ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.BehaviourFactory.GenerateBehaviours (ContractConfigurator.ConfiguredContract contract, System.Collections.Generic.List`1 behaviourNodes) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ContractType.GenerateBehaviours (ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ConfiguredContract.Initialize (ContractConfigurator.ContractType contractType) [0x00000] in <filename unknown>:0 

    Was told to post this

  7. 11 hours ago, ShotgunNinja said:

    @harleyquinneth From what you describe chances are an exception is being thrown in the planner, resulting in the 'empty gray window' you see. Send me the log when that happen again. Quick question: does it happen only on vessels that have a SCANsat module?

    I'll try. I won't lie haven't done that before. how would i go about doing that? just wanna be sure, want to be helpful you know?

    And no, I haven't been using scansat items on vessels yet. 

    If it helps i believe it happens on vessels with more that one probe body (for example a lander and orbiter probe on one rocket)

  8. Hiya,

    Having a problem with the window in the VAB that helps you plan the mission. On some vessels it works normally and on others it doesn't appear. instead a large empty grey box will appear in the top left corner of the screen (filling most of it). From what i can tell having opened every saved craft i have, it only seems to happen with probes. Any manned vessels seem fine. 

    Im using more than 70 mods, including the UKS-kerbalism patch which makes kerbalism work with UKS/MKS parts. Although its a career mode game, and I haven't actually unlocked any of the UKS/MKS parts yet. I could try looking at it in a sandbox game.

    Thanks in advance for any replies

  9. 2 hours ago, SilverlightPony said:

    That sounds like a bug.  Building upgrades with KCT aren't supposed to update the building model and listed stats until the upgrade is complete.

    No clue what would cause that, tho.

     

    Ah, my bad worded it wrong. The upgrade did complete. then the model changed, but no difference in function. And like I said i even changed it in the save file, so the model is the fully upgraded one, but the functions are still of the basic one

    WEEEEEELLLLL don't i feel like a right moron! Didn't upgrade the launch pad!

  10. So I'm playing career mode (moderate difficulty, loads of mods, 1.1.3). I made enough money to upgrade the VAB because the mass and size restrictions were holding me back. The model of the building changed, and the right click box tells me the upgrades should have applied (max parts now 255 etc) but i can't launch anything bigger than the basic VAB allows. 

    I also changed the save file to upgrade the building fully, in case it was just the middle stage that had this problem. But even at the highest level I can't build anything bigger than the basic VAB.

    I'm using kerbal construction time, this might be involved? As it makes upgrades to buildings take time. But that time has passed and nothing has changed. 

  11. So I'm playing career mode (moderate difficulty, loads of mods, 1.1.3). I made enough money to upgrade the VAB because the mass and size restrictions were holding me back. The model of the building changed, and the right click box tells me the upgrades should have applied (max parts now 255 etc) but i can't launch anything bigger than the basic VAB allows. 

    I also changed the save file to upgrade the building fully, in case it was just the middle stage that had this problem. But even at the highest level I can't build anything bigger than the basic VAB.

    I'm using kerbal construction time, this might be involved? As it makes upgrades to buildings take time. But that time has passed and nothing has changed. 

  12. Hello again. So I tried a few different combinations (stock tech tree with new update, stock with the last version, community tech tree with both versions). Unfortunately it seems nothing has worked. All the parts appear in the tech tree, but the title of them says they have been removed for tweak scale. Although in the old version there was that one nose cone that didn't have that. But in the newest version it is the same as the other parts. 

    Just thought I'd let you know. I have very little experience with actually messing with mods, but I might try and fiddle around. 

    Loving project Ares btw!

  13. Ah! It may be because I'm using community tech tree? I'll try getting rid of that and seeing if it works in stock.

    I'll also double check I've got the most up to date download. Would that be the one on the original page, or the pre-release from a few comments back?

  14. As previously mentioned the fairings don't work in career mode due to tweak scale (or at least that's what it says on the part in the RnD center). Although interestingly there is one piece (the expanded 2.5m nose cone I believe) that will appear in the game, but since the part that fit with it aren't there you can’t use it.

    Off course i don't want to create work for you. Do you know of any quick fixes I could apply?

    Thanks for the mod though!

     

     

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