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bdole92

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Everything posted by bdole92

  1. Any chance of the GPP sheet being updated with the additional parts from the first sheet? I would do it myself but my excel knowledge is not good enough to merge them without breaking everything (believe me i tried)
  2. Hi, i just recently downloaded the mod and been playing around with it. Its great so far, but i keep running into graphical issues. i'm currently running on the latest build of ksp, 1.12.1, and i'm using scatterer and EVE. i'm using the latest version of EVE redux, and scatterer 0.0336. The issue i'm running into is the black skybox/no water problem it seems some other people have run into in the past. i can't figure out how to attach a png, but essentially the water doesn't render at all and the sky is black with the exception of the clouds from gpp_clouds. Could this be an install problem? i redownloaded the GPP_scatterer file which doesn't seem to have helped. I've been letting ckan install things mostly but i feel like some files might have gotten put in the wrong place or just not downloaded. I don't have any loose config files laying around that might be interfering. Addendum: After monkeying around a bit, i think i've come to the point where i'm just going to leave scatterer uninstalled and keep EVE installed. Its not quite as pretty, but it seems to more or less work as intended. If anyone has any suggestions on getting scatterer to work though i'd be grateful to hear them!
  3. FWIW, i've run into this bug without Hyperedit installed. I've got a ton of other mods installed though, so i can't rule out interactions with something else on my mod list, but i'd bet some money the bugs native to KRASH
  4. Is this compatible with 1.1? I downloaded this and the most recent kopernicus and parallax releases but the ground for the planets just appears white. Do i still need to use the old parallax release as indicated on the first page? The link for it 404s so i just got the most recent parallax but i'm curious if thats causing this issue i'm having.
  5. I will second the issue with jumping around during simulations. I haven't run into this outside of sims, but it really messes with my ability to use the mod to test out any kind of mission beyond simple "are all the parts bolted on the right way and behaving as expected"
  6. Life support feels like the kind of thing that's best done by mods to me, but i think including a simplified version like Snacks into stock isn't a bad idea, it adds another level of mission planning that i, at least, find rewarding
  7. Can you elaborate? I was under the impression the kerbals produced enough mulch to keep agroponics fed, and thats the only input other than fertilizer right? And you need fertilizer for cultivate anyways
  8. Can someone explain to me the use case for cultivating over agroponics? I feel like i'm missing something, the agroponics option in agriculture modules produces more supplies per day than the corresponding cultivate options, and doesn't require dirt, substrate or water. Agroponics just needs fertilizer and mulch, and seems simpler in terms of supply chains
  9. Hi, i've run into an incompatibility between this mod and Kerbal Space Transport System. It seems that KSTS can't 'see' the extra seats on my low kerbin orbit station that are provided by the inflating parts, specifically the PPD-E-1 dirigible hab module. I de-inflated and re-inflated the module on the off chance it would fix it, but i still can't deploy additional kerbals to the station with the transport mission from the other mod (which lets you 'simulate' flights you've done before, e.g crew transfers . I've included here the log file for my game and the craft file for the station, and a list of all the mods that are active on the save https://www.dropbox.com/s/lej4f7bfqa8l1rt/Ksp Training Camp.craft?dl=0 https://www.dropbox.com/s/wu80jjqd2nnaeig/Player.log?dl=0 https://www.dropbox.com/s/jinaeqsrmox3ppo/ksmpodlist22.txt?dl=0
  10. Hi, i've run into an incompatibility between this mod and Stockalike Station parts redux. It seems that the mod can't 'see' the extra seats on my low kerbin orbit station that are provided by the inflating parts, specifically the PPD-E-1 dirigible hab module. I deployed the station with this mod, and de-inflated and re-inflated the module on the off chance it would fix it, but i still can't deploy additional kerbals to the station with the transport mission. I've included here the log file for my game and the craft file for the station, and a list of all the mods that are active on the save https://www.dropbox.com/s/lej4f7bfqa8l1rt/Ksp Training Camp.craft?dl=0 https://www.dropbox.com/s/wu80jjqd2nnaeig/Player.log?dl=0 https://www.dropbox.com/s/jinaeqsrmox3ppo/ksmpodlist22.txt?dl=0
  11. Has anyone else had any trouble with this mod on 1.9? I have the latest version installed on 1.9 and the hangar components just don't show up as being interact-able at all and there isn't a hangar mod button in the VAB. Looks like the game just doesn't register the mod is there, other than the parts being included without functionality. Am i out of luck until the developer updates it ti 1.9? Kudos on the great mod btw! edit:I fixed the problem, the ckan installation was missing some files, redownloading from spacedock brought back all the functionality
  12. God i hope its WOLF, i will throw every other mod i use out an airlock to get my hands on it
  13. Hey @RoverDude, sorry to revive an older thread but i'm having trouble with ART. I downloaded it with the USI constellation (mod version 1.0.0), and none of the extraction modules seem to work. I haven't actually put them on an asteroid yet, but on the runway the only options when i click on them are aim:camera and autostrut. I assume i'm missing a file or loaded something incorrectly? Okay coming back to this, i attached a Jaw module to an asteroid and started the mining laser, but it doesn't appear to be excavating any resources or space This is after letting the jaw work for some amount of time. None of the extraction/distillation modules show any functionality attached to the asteroid either. I definitely think i have something installed wrong, any idea what i'm missing?
  14. PSA, the comparability patch (for PBS and USI-MKS) found here is out of date and doesn't work with the current versions of PBS and MKS. It doesn't look like it's being maintained anymore, but there might be a more up to date patch floating around that i haven't been able to find
  15. Hey all, I believe the latest update to the USI constellation broke the patch files for Global Construction. All the workshops/assembly lines don't have the recyclers that are listed in the parts file. I'd update the files and post them here but i don't know enough to revise them. Assuming i'm not mistaken, of course
  16. @RoverDude I looked in my gamedata folder and saw i didn't have firespitter, so i added that back and everything works normally now. Guess i missed it when i moved the constellation over. Thanks for the help!
  17. Hello all, I'm playing on 1.6 with the latest USI constellation and have noticed that none of my Kontainers can store any resources. Picture evidence I'm using the Community Resource pack provided with the constellation download, as well as the USI tools and the USI main files. Presumably i'm missing some file or using incompatible versions of different files? Does anyone have any suggestions, as it is i can't really go about Kolonizing anything if i can't store resources
  18. Have you thought about adding a 0.625m Cryotank at some point? I really love this (and all the Near Future) mods, but it seems weird to me that the Eel atomic rocket motor doesn't have a corresponding size cryotank, and i am loathe to put LH in a non cryo tank. I'd really like to use the Eel for some high-thrust probe concepts, but having to use an H4 cryotank just ends up making the probe look weird and chunky. Not a huge deal though, and overall all your mods are super awesome!
  19. I was thinking particularly of craft destined for low orbit, where you can execute repeated high altitude aerobrake maneuvers that are fairly easy for most craft to handle without breaking apart. This changes a bit if you wanted to get your craft to a surface base, then you do have to figure in reheating numbers
  20. The problem with Dres, imo, is you can't aerobrake around it, which makes your insertion burn that much worse, but those asteroids are a tempting mining opportunity
  21. Sitting in the KSP laughing his ass off at those newbies stuck on 3 year long research missions around the moon
  22. This definitely sounds like something that would be really, really cool with USI integration, i look forward to following its development
  23. Honestly, my proudest moment was when i first entered low duna orbit with a big ass interplanetary craft. A huge 4 man ship loaded with probes and relay satellites, running USI-LS. Took me 22(!) launches to assemble it in low orbit around kerbin, its a shame i didn't take any screenshots for posterity
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