-
Posts
569 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by LatiMacciato
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
LatiMacciato replied to Nertea's topic in KSP1 Mod Releases
maybe something is written in the log .. some error cannot load IVA for part thisandthat or something? @NerteaFor the comparison I made here: I have made a quick config (now working) that tweaks both greenhouses abit so it fits better in my opinion: Feedback is always welcome!!! -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
LatiMacciato replied to Nertea's topic in KSP1 Mod Releases
I have found something curious about snack production. Compared to KBPS producing snacks with both greenhouses is very high power consuming (~3000 ec/sec to be specific). Is this consumption intended? comparison (input/out are ratios from the cfg files): KKAOSS_Greenhouse_g: 2 seats Inputs: 0.5 Ore, 3 EC Outputs: 1 Snacks sspx-greenhouse-25-1: 3 Seats Inputs: 0.0005 Ore, 75 EC Outputs: 0.0025 Snacks sspx-greenhouse-375-1: 3 Seats Inputs: 0.0005 Ore, 75 EC Outputs: 0.0005 Snacks Large_Crewed_Lab (snacks stock config): 3 Seats (6 with another mod) Inputs: 0.002 Ore, 30 EC Outputs: 0.01 Snacks suggestion: Based on the 3 seated Lab part recycler that is actually just not intended to be a life support only part the EC consumption should be WAAAY lower! The stock Lab is more efficient than the 2 greenhouses are. calculations: sspx-greenhouse-*: 75 EC / 0.0005 Ore = 150,000 EC per 1 Ore Large_Crewed_Lab: 30 EC / 0.002 Ore = 15,000 EC per 1 Ore (10 times better) What I wanted to show is .. please check the greenhouse snack production ratios, they're seem wrong. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
LatiMacciato replied to IgorZ's topic in KSP1 Mod Releases
so ignoring the AVC - message is pretty much ok? (says 1.5-compatible because of 1.5.x - built) -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
LatiMacciato replied to Nertea's topic in KSP1 Mod Releases
@Nicias I suppose the extendables and inflatables are not suited to be crewed when packed/stowed/not extended or inflated. It makes perfect sense they have crew capacity once they're extended/inflated/unpacked. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
LatiMacciato replied to nightingale's topic in KSP1 Mod Releases
yeah, GH was bought by Microsoft, no wonder things don't work LMAO TY for the update!! -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
LatiMacciato replied to nightingale's topic in KSP1 Mod Releases
https://github.com/jrossignol/WaypointManager/releases/tag/2.7.3 The " WaypointManager_2.7.3.zip" there contains the wrong release! (.version file says 2.7.2!!) I downloaded the repository and now use the files stored in "GameData" and see if this gives the right version instead. please fix the regular release. ty! -
most likely not, I have all settings on high.
- 502 replies
-
- contract pack
- contract configurator
-
(and 1 more)
Tagged with:
-
funny thing .. TMA 3 is floating, not a contract bug!!
- 502 replies
-
- 2
-
-
- contract pack
- contract configurator
-
(and 1 more)
Tagged with:
-
[1.12] Extraplanetary Launchpads v6.99.3
LatiMacciato replied to taniwha's topic in KSP1 Mod Releases
this issue finally raided me too! I started building something, then moved the only engineer out of the productivity capable part and BAM! productivity went to 0 and craft was done building. (using the latest release of EL/6.2.2) Just in case it might interest people this bug is still present. -
[1.12.x] Near Future Technologies (September 6)
LatiMacciato replied to Nertea's topic in KSP1 Mod Releases
please explain. I assume you mean the last segment of subtypes of ModuleB9PartSwitch quickfix (I assume this now works by giving a child a proper name ) -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
LatiMacciato replied to Paul Kingtiger's topic in KSP1 Mod Releases
suggestion (despite I did not had the chance of experience this): You could let it "scan" for free item slots in the rest of the inventory on switch button click and move or re-create them in the free slots. Alternately if there is no room for that you could spawn it 1 meter infront of it like it would drop out. Imagine like a box where you put too many stuff in. .. unsure if it is possible to combine it with the switch option in flight and/or editor (VAB/SPH)- 1,581 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
LatiMacciato replied to Paul Kingtiger's topic in KSP1 Mod Releases
I'm abit confused because I noticed I can install both aside. Does UVS 2 include all UVS 1 parts but upgraded? EDIT: gaaahh .. I just saw your website and kept reading. I assume UVS 2 is a complete rework and UVS 1 are possibly the future depreciated part pack, right?- 1,581 replies
-
- 1
-
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
[1.12] Extraplanetary Launchpads v6.99.3
LatiMacciato replied to taniwha's topic in KSP1 Mod Releases
now THAT is funny, but a serious issue! If this happens to me I'll try helping and reporting too. I'm currently having another attempt to play without having too many issues at all. (in other words I just went into trying KSP again, new version, grabbed mods etc) regards! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
check out this one: Issue 1401 -
[1.12] Extraplanetary Launchpads v6.99.3
LatiMacciato replied to taniwha's topic in KSP1 Mod Releases
If that is so then something is not always working. Sometimes I undock a vessel where the docking port *should* become the new root, then it enters the bin and doesn't seem to be root because parts remain after the recycling process. Otherwise if I undock, then save a quicksave, load it again then recycle it, everything works splendid! -
[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
LatiMacciato replied to Mark Kerbin's topic in KSP1 Mod Releases
Totally ok to me, real life always priors! If there is something I can help I can try my best too.- 89 replies
-
- contract pack
- contract configurator
-
(and 3 more)
Tagged with:
-
Please read your quote again, and yes I confirm it's working completely for 1.4.3
- 1,554 replies
-
- 2
-
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
there we go, thanks! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
Dang I quoted the false section sorry .. it's not "ScenarioDiscoverableObjects" it is this section: SCENARIO { name = ScenarioOrbitalLogistics scene = 5, 7, 8 } It did not add another "ScenarioOrbitalLogistics". Ill re-add this section (without transfers) to see if it clears up and the GUI working again. EDIT: can't use KML (using the "bad" Linux here) .. all right .. after *SOME* motivation re-adding the above described empty scenario module the GUI started working again!!! it seems either failed transfers causing issues OR vessel-IDs. EDIT (again ): @RoverDude Is there a chance to add a "remove empty resource entries" from the global warehouse listing? (either automaticly or manual, both works) .. empty resources seem to clutter up the GWH overview. I'M usually spending more time searching and find it very cool it's listed alphabeticly. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
I just have this section: SCENARIO { name = ScenarioDiscoverableObjects scene = 7, 8, 5 } No active transfers etc. GUI is still borked as described in my previous posts and in my video. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
I cleared the whole transfers since it said Status = Failed (can't be reversed and the transfer mats sort of don't matter much). What really bugs me is that even after I removed the whole section ScenarioOrbitalLogistics (from "SCENARIO" to "}") it did not load correctly and did not went away when it should after the scenario is not present. Just for protocol: it seems failed transfers break the GUI! I'll try adding an empty scenario again when I find some time to tinker, maybe I just should have removed the transfer only sub-section. is what I had left in my savefile. I removed this section, then it should re-add the whole section if I'm not wrong. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
LatiMacciato replied to RoverDude's topic in KSP1 Mod Releases
I did that, saved again and no active transfers were there. same GUI issue happens, but glad to see I'm not alone. I made a video to illustrate the issue. When I find my motivation to play and inspect I try that again. Thanks!