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mavric1298

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Everything posted by mavric1298

  1. I might be doing something very dumb, but on 6.1 and 1.4.4 - I cannot get the UI to open with MKS parts when landed. Is the pioneer module no longer the part I need to build using my stakes/mallet? I have tried using the EL launchpad, and it opens fine, the survey station/stake works fine.
  2. Yeah I was working with the small drills so only 1. Can you explain what the "resource=>resource" setting does in the VAB then again? The first one is obviously the active drill resource, but what does the second selection do?
  3. Wearhousing (both local and planetary) for all the tanks - and the dashboard is seeing the excess dirt so it's at least partially working . The MPU was attached I THINK with bz-52 radial nodes, so that would explain that, but do the ports attached with KAS/KIS not work on it? The MPU however, IS pushing fertilizer to the inflatable tank and seems to see it just fine, and sees the gypsum that is being pulled from the drills. I'll just fly another MPU with a tank on the end node out there at this point
  4. I might be missing something simple here, but no matter what I do I cannot get my MPU to process fuel. It just says "LFO: Liquid fuel full" when there is tons and tons of space. I tried adding a port directly on it to a tank, no go. Any ideas? https://i.imgur.com/2nDWNb8.png Also I might totally be misremembering this, but on the drills, didn't you get to switch between the two resources you set in the editor for free? I thought you got a quick switch (the two in the editor) then all other changes would cost MK and MP, but that wasn't an option. Am I totally making that up?
  5. Again, sorry if I'm missing something - does the status window not take into account the Nom-o-matic? I just sent my fist base to Duna on a new save using LS from the beginning, and it's only showing my supplies that I brought. I loaded up a big tank of fertilizer, a couple recyclers, and my colonization dashboard (under Kolony inventory) is showing 0 supply usage as expected as production > usage - but under LS status window, it's only showing 66 days. Kolonization inventory shows 102 years of fertilizer though?
  6. This might be a silly question; but what's the best way to track how much life support we actually have when we send a ship with fert/recyclers/and agro - the LS statistics panel shows my kerbals time at something like 7 days (didn't bring many initial supplies), but I THINK I have enough fert for my long duna trip, and that time is going up instead of down since production > usage currently.
  7. Has anyone with realchute installed played any of the DLC missions? The second mission for me won't actually deploy the chutes. They never show red/yellow/green, and make the noise to deploy, but don't actually do anything. Wondering if anyone else has seen this?
  8. Once accepted they don't disappear, they totally randomly fail. Half the time before I'm even out of the VAB - I'll suddenly for example have tourists disappear, or mid flight. While I'm clicked on contracts as well in mission control the screen showing the contract contents will go blank the come back as well. All sorts of funny business
  9. So what started with accepting a contract - and in the middle of the mission it randomly failing, I've discovered something really strange going on with my contracts. While in Mission Control, I can watch as contracts flicker as available and then disappear. Running a TON of mods, and this seems to randomly have started recently, and hasn't been an issue in the past. Mods effecting contracts; contract configurator, all the contract packs , contract parser, contract reward modifier, and the SETI pack. Anyone seen anything like this before?
  10. So I'm not sure what I'm doing wrong...nothing came up on a kerbnet flyover of the area, and from the screenshot - the scanner doesn't seem to find anything in the area. I'm sure I'm missing something simple, but any thoughts?
  11. Tested on another machine - and same results; wonder if it's something with Sierra 10.12.3 (beta)...I'll try running on a non beta install next.
  12. So strange. Argh I want to start to move all my bases to be actual colonizations, then bring up LS. Into my game once I'm closer to being self sufficient
  13. Heres the player.log https://www.dropbox.com/s/sdxbxd8l7eohamz/Player.log?dl=0
  14. I'm curious, is there anyone else using the latest release on a mac? Tried a fresh install of ksp, fresh install of constellation from GitHub, and can replicate the error every time (pressing "b1 next bay" does nothing, pressing "b1 previous bay" causes instant crash). Cleared the unity state from ~/library as well. Any ideas? Time Awake Since Boot: 500 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_PROTECTION_FAILURE at 0x00007fff5f3ffff8 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Segmentation fault: 11 Termination Reason: Namespace SIGNAL, Code 0xb Terminating Process: exc handler [0] VM Regions Near 0x7fff5f3ffff8: Stack 000070000ca14000-000070000cc16000 [ 2056K] rw-/rwx SM=COW thread 52 --> STACK GUARD 00007fff5bc00000-00007fff5f400000 [ 56.0M] ---/rwx SM=NUL stack guard for thread 0 Stack 00007fff5f400000-00007fff5fc00000 [ 8192K] rw-/rwx SM=PRV thread 0 Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 ??? 0x00000001924f25de 0 + 6749627870 1 ??? 0x0000000122de6542 0 + 4879967554 ..........continued
  15. Just finished a fresh copy install - just MKS and required parts, and still having the same issue. Instant crash - nothing showed in the player.log crash log at https://www.dropbox.com/s/sgrdbyzrygffdmq/crashlog_KSP.rtf?dl=0
  16. Cleared MM cache, but is there more "whatnot" I should try that I'm oblivious too ?
  17. When I hit the B1 - next bay on the tundra expandable habs in the VAB to change from greenhouse, I get a full game crash - I tested it in a new sandbox, but need it's a heavily modded game so going to try on a fresh copy later today. Anyone else seeing this?
  18. So I'm thinking of doing a new build - as now I'm just always on my MBP - and need to replace my last desktop that I sold. I will be mostly be doing KSP, streaming lecture, and some Lightroom/photo stuff on the side. I run a TON of mods, but not many are visuals. I'm really looking for something that can handle higher part counts rather than better visuals, most likely won't be running scatter, etc. How does this build look? I'm just educated on the stuff to know I know nothing. https://pcpartpicker.com/list/KFFrwV
  19. I brought back a kerbal and their craft, recovered them both, and now the kerbal is showing as part of the space program, but for some reason the contract won't complete - still says to recover the vessel (I didn't EVA the kerbal, I returned everything as one). Is there anything to be done other than the dreaded red X? Edit; found in my persistent file that it appears the game thinks the ship I recovered is still in orbit - however it's not showing as such on the track station - any ideas of what do to do/edit?
  20. So I think I'm going to jump into the USI-LS game, but I have a save a couple hundred hours deep that I'd like to keep working off of. Since unlike TAC kerbals aren't killed, would it be more reasonable to shuttle everyone home - resupply my bases (have a large Duna, Minmus, and moon base currently) to be self sufficient, then send my kerbals back.....or should I just let them go grumpy, setup the bases, and have them come out of tourist mode as the bases become functional? Any downside to this second option - obviously it's a lot easier.
  21. I'm having it too - all science is there, but all solar panels is not. I have a log from a fresh save - although I have a crap ton of mods. Let me know if you want me to PM the dropbox link to the player log
  22. So....my mobile processing unit, which is full of data, currently has -493 science - this is a bug right?
  23. So I know this was addressed in the 1.1.3 update, but my Mun base was built in 1.1.1/2, and I have a bit of a problem. I am using rovers attached at docking ports, and my entire base (it's got about 5 modules all together) is being driven around right now to a new/flatter area. Problem is, when I try to extend the landing gears at the new location, the instantly all explode. Do I have any options (including editing the persistence file if needed) to fix the "old" struts? I was thinking of sending a couple containers of new struts with KIS/KAS, but attaching 20+ legs at a exact height does't seem feasible. Thoughts?
  24. How on earth am I supposed to rescue a kerbal from an untracked ship, that doesn't appear to let me track it? This is the second contract for it, I'm sure there is some trick that I'm missing. And while we are on the picture, that orbit isn't the pod, it's a polar orbit I did for a mission in career. Do you guys just terminate them when you are done to avoid clutter and too many tracked objects to be useful, or keep them around?
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