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bdleitner

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Everything posted by bdleitner

  1. Intereseting.... From the linked issue: https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/issues/316 it looks like setting the Mineral Siphon converter's food intake to 0 solves the problem. So it seems (perhaps) that when away from the vessel it thinks the mineral siphon is also on? I don't know the details of how the resource converters and TACLS would interact. Is it possible that there's something malformed in the patches that fools the system into thinking the mineral siphon is also on when it's not? I don't know why that would only apply when away from the vessel, though. In the meantime, I've taken the approach there and zeroed out the mineral siphon food intake in the config. Since I'm not using the siphon, I think this should be a stable fix for my purposes.
  2. I've run into this as well (also, first ever forum post, so I'm not sure what I need to do in terms of add info on my mods/logs). I did a bunch of calculations for a 6-kerbal manned Duna mission (my first manned interplanetary mission). I included two PXL-RANCH hydroponics modules, TACLS 3.75 supplies and waste containers, and a 3.75m water container, since I noticed that even through the two hydroponics modules should balance 6 Kerbals in waste/oxygen, the water cost is nonzero. So this thing should be essentially self sufficient, and I tested the design in an experimental game my magicking it our to Duna with hypereedit and then time warping for a very long time (~ 1 year) and watched the food supply remain stable. But in my main game, where I don't have the focus on my ship, the food consumption goes haywire and I got a low-food warning after 18d en route. When full, TACLS says I have enough food for ~2y21d, but after 18d in flight I was down to 87d. I looks like Nanderson423 reported this over a year ago, but I don't see any responses. Is this a known issue?
  3. I was having the same problem today, and because this thread is old, I have no idea if you had the same problem. But in case anyone in the future also sees this and finds this thread, it looks like, for me, the issue was that Applicant Kerbals had a nonstandard trait (possibly due to a plugin I no longer use after the recent upgrade to 1.7.x). Removing all "Applicant" type Kerbals from the roster fixed the problem (and new applicants were promptly generated.
  4. I'm seeing something similar on an asteroid. I'm not sure if it's KIS related since it seems to also happen with the claw. I've attached a few different parts to the asteroid with Pylons, but having left and come back, one of my pylons (and one of my claw-anchored ships) are floating above the asteroid. Another of my pylons and its attachments have sunk beneath the asteroid surface. I haven't changed versions of KIS since I got it to work (I still have to use the press-an-extra-key workaround, but it works). Screenshots: Floating pylon (left) and "disconnected" claw (lower left). The sliver of gray at the top of the asteroid is a part of the sunken solar panel array assembly. The ship on the right seems to have it's claw correct. Sunken pylon and solar array assembly, seen from inside the asteroid. The panel on the left which is sunk below the asteroid surface still gets sunlight.
  5. Unforuntately, I do not have another keyboard to try this on. I opened up the debug panel and looked for messages. On left-clicks that didn't do anything (no keypress), no logging was generated. If I pressed a key and then proceeded, things appeared normal. The log would reflect that items were dropped or anchored as expected. My normal FPS is... I don't know.
  6. Well, this is interesting: I removed CKAN and all the mods and then proceeded to download KAS/KIS manually and unzip them into the GameData folder. I still had the same issue, but in playing around I found I got get it to work sometimes: If while holding down H to try and do a surface attach, a left click would normally do nothing, but if I hit R a few times to cycle through all the node options and then immediately started clicking the left button, one of the clicks would often take and the object would be attached. When removing, the same thing would happen. In that case, R was toggling RCS rather than anything for the object I was trying to grab. I tried to figure out the pattern: At first it seemed to vary whether the first, second, or third click would actually perform the action, but what I finally figured out is that if, while holding G, or H, I pressed another key and then paused briefly (maybe for a second or so), I could consistently make it work on the first click. Interestingly, if the key I used to "unlock" the click had a function, that function would occur. A rotated the part to attach, R would shift orientation (when attaching) or toggle RCS (when grabbing), and J would toggle my kerbal's helmet. But for some reason it would also cause the system to recognize the left click after a short delay (and if I clicked a bit too soon, I could just pause a bit more and then click and it would work, no additional key press needed). I could also, after the keypress, click and hold to return the part to inventory. Essentially everything works as expected if I add in a random keystroke and a short pause. I tried going back and deleting the mods from the GameData folder and putting CKAN back and adding them from there, and the above still held. So, it looks like I've found a workaround so I can get things to work (though it's rather odd). I was able to replicate this running in both 32 and 64 bit mode. Finally, for the last test, I reloaded my other mods (which I'd done a less-than wonderful job of backing up, so getting fully back will take more work than I have time for right now) and my other saves. I was able to reproduce the above there too, so it looks like I have a consistent workaround, and hopefully this summary will help you figure out what's happening.
  7. I uninstalled the game and manually deleted the remaining files (backing up saves and such elsewhere, of course). On a fresh install I used CKAN to install KIS/KAS (and the module manager came along as well). I started a new sanbox game and the same problem occurred. I can drop the items, but can't ever pick them up again, nor can I attach or detach items. :-( I opened up the debug console, but no new messages were shown as I (uselessly) clicked around.
  8. Apologies if this is the wrong place for this (it's my first post). I'm finally trying out KIS/KAS and running into an odd problem. Prior to the last update I had an issue where I couldn't equip anything. If I tried, I'd see the item go into my Kerbal's hand, but it wouldn't register as equipped. If I pessed he key again, a duplicate item would appear in hand and the one that had been in hand was left behind and persisted there (on the surface) or drifted away (in space). After updating to KAS 0.5.7 and KIS 1.2.9 I don't see that anymore, but instead I can't seem to actually manipulate objects correctly. I can drag them out of a container and drop them, but I can't ever grab them or attach them to anything. I equip a screwdriver, pull out an item and hold down X (or H, either way same thing). The icon changes to say "attach" and shows up green, but left-clicking on it does nothing. Similarly, if I'm able to drop an item I can hold G and mouse-over it. The grab icon shows up green (it'll change to gray as expected if I move the mouse off the item) but a left click on the object does nothing. Neither does double-clicking or click-and-dragging. I'm running KSP 1.1.2 with the following mods (copy-pasted from the startup screen) KSP: 1.1.2 (Win64) - Unity: 5.2.4f1 - OS: Windows 10 (10.0.0) 64bit Toolbar - 1.7.12 Chatterer - 0.9.8.1230 Community Resource Pack - 0.5.1.1 Contract Configurator - 1.11.3 Contract Pack: Bases and Stations - 3.2.1.2 Contract Pack: RemoteTech - 2.0.2 Contract Pack: Tourism Plus - 1.4.2 Crowd Sourced Science - 3.0.2 Contract Parser - 1.0.3 Interstellar Fuel Switch - 1.29 Kerbal Attachment System - 0.5.7 Kerbal Engineer Redux - 1.1.1 Kerbal Joint Reinforcement - 3.1.7 Kerbal Inventory System - 1.2.9 KSP-AVC Plugin - 1.1.6.1 RCS Sounds - 5.0 RemoteTech - 1.6.11 * // see below TAC Life Support Declutter Revised - 0.1.3 * // see below TAC Life Support - 0.11.2.1 * // see below Kerbal Alarm Clock - 3.6.1 TweakScale - 2.2.9 Waypoint Manager - 2.5.1 * TAC and the RemoteTech mods, they're not updated officially to 1.1.2 (or even 1.1.1) but I found unofficial patches for them in the forums. For RemoteTech i'm using prerelease build 526 from here: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases I saw someone else had a similar issue apparently related to using a laptop with a touchpad. I am using a laptop, but it's docked and I'm using a mouse. I even tried disabling the touchpad just in case that helped... it did not.
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