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Everything posted by smotheredrun
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Ok. I'll try to seek answers over in IR thread. I've had some "fun" happenings with manipulator arms and vessel switching (all of the parts "reverse 180 degrees and extenders become inverters....), so I was thinking this may be related. Thanks! p.s. Please make sure to have plenty of disposable Red Shirts for Away Teams available in the living quarters. There is a mandatory casualty quota that must be met on all deep space exploration missions.
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@Angel-125, I built a ship as an experiment using part of this mod, namely the "Centrifuge Hub" Assembly shown in the imgur album link in the OP. I accidentally left the hub rotating and hit time warp. Gradually reducing timewarp to 1x speed led to a Kerbal-tastic explosion just aft of the hub. Poor Jeb, Bill, Bob, and a bunch of (going with the theme of your upcoming command module) let's say Red Shirts are now stuck on Kerbin escape with only 1 year of food....(TAC-LS). The ship rapidly and unplanne....dedly(?) disassembled itself right between some 2.5m LS inline tanks. So, is this an Infernal Robotics - Time Warp related Kraken, or a DSEV - Time Warp Kraken? I have my suspicions that it may be IR related, but any input you have would be appreciated.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
smotheredrun replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo, in reference to my post a week or so ago, here are 2 output logs.... I hope. FYI, the crew numbers displayed for each ship only change in a flight scene. When at the KSC or in the Tracking Station, they are at their appropriate numbers (the actual numbers of Kerbals I actually have on these stations and ships). Please let me know if these help. KSP 1.2.2, heavily modded https://www.dropbox.com/s/pnbu1n3u4twh686/output_log (2).txt?dl=0 https://www.dropbox.com/s/xcr8pprnfh37p9x/output_log.txt?dl=0 Edit: I seem to be having issues getting dropbox to do the uploading thing.... Let's see if this works.... -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
smotheredrun replied to Andi K.'s topic in KSP1 Mod Releases
Ok. I'll see what happens to my save..... -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
smotheredrun replied to Andi K.'s topic in KSP1 Mod Releases
Is this mod compatible with OPM? And, is it possible to add this mod in mid-save? -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
smotheredrun replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo, I have the log file. Is there a part of the log in particular I should look for? It is 419 MB in size. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
smotheredrun replied to JPLRepo's topic in KSP1 Mod Releases
True. I didn't realize exactly how many I had until I started copying them out into a text file! Plus side though, my Thinkpad T430 seems to work pretty well through it. Ok. I'll see what I can do about reproducing this and getting this log thing up for you. It may take a while to ne honest. So far it is a VERY random occurance. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
smotheredrun replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo, I have a station, the originally named "KSS" with 4 crew and 188 days of supplies from the "Life Support" containers and a bit more than that of the "Waste" containers. I am using them instead of the individual life support resource containers to save on part counts. When I switch to another vessel (e.g. Kerbin High Orbit Space Station), and click on the TAC-LS menu, the first station ("KSS") is displayed as having anywhere from 12 crew to 28 crew at one point. My "KSS" has space for 19 kerbals at the moment. The LS supply values are no longer at 188 days of supplies, but, depending upon the crew numbers displayed, anywhere from 4 days to 12 days worth of supplies are displayed. I have even received the "x,y,z is depleted!" messages. Upon returning to the KSS, everything is as it should be: 4 Kerbals, 188 days worth of supplies. Using KSP 1.2.2, TAC-LS 0.12.8.0. I have a whole host of mods, here is the list: That is my entire List. All except for Direct LV, RCS sounds, Speedy, and KSO are updated to 1.2.x . If you need logs for this one, where in the log file should I look or should I just upload the whole log? And as I have never posted a log file before, do I need to have KSP shut down, and then upload the log? EDIT: Switching back to Space Centre and/Tracking station sets the values to where they should be. Interesting. EDIT 2: It seems to be a random occurrence. I am only able to replicate it a few times..... -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
smotheredrun replied to Pak's topic in KSP1 Mod Releases
Flies very well!- 2,359 replies
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The Ultimate Jool 5 Challenge - 1.0 to 1.3
smotheredrun replied to sdj64's topic in KSP1 Challenges & Mission ideas
Ok thanks. That all makes sense. I'll start making those adjustments as soon as I get my laptop talking to its second HDD -
The Ultimate Jool 5 Challenge - 1.0 to 1.3
smotheredrun replied to sdj64's topic in KSP1 Challenges & Mission ideas
@sdj64, I have some specific questions regarding this challenge after doing some search bar voodoo: I looked at your list of permitted mods and non permitted mods. I understand that if I am doing a "Modded" Jool 5 Challenge, I am not permitted to use either B9 Aerospace or KSPI-E? I ask, as I would like to know if the use of a handful or less of specific parts could be permitted? Specifically regarding KSPI-E, the folding deployable radiator shown in this picture: https://camo.githubusercontent.com/ee7f14b6f8c77ee313c59cd9b39cac104adf349a/687474703a2f2f692e696d6775722e636f6d2f76646d4a6778562e706e67 Why? I like how it looks. I have tested installing the whole mod and then deleting every part from the Part folder, leaving just this part. The radiator still works when doing this. I like the stock rads in some builds, but the ship I am envisioning for this challenge has a bit of a different look. With respect to B9, would the use of the various 5-way RCS blocks be permitted? (they look" cool" to me, and keep part counts down). Again, I have used the same process as above to have only those parts installed in the past. Also for clarification, Near Future Propulsion is still out? I haven't used it much except for the lithium fueled engines (Colossus) for making theoretical Duna and Eve mission ships. Those have yet to do much other than sit in LKO in a few Sandbox saves. -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
smotheredrun replied to Pak's topic in KSP1 Mod Releases
Congrats @Pak! Will be trying it out in a few mins!!!- 2,359 replies
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@Raptor22 I just re-read my last post to you. I think it may sound a little rude. I apologize if it did come off that way. It looks like I wrote that in my typical direct and very abrupt way.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smotheredrun replied to bac9's topic in KSP1 Mod Releases
@blowfish, @Flashblade and the rest of the B9 Team. Thank you! You guys rock- 4,460 replies
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@Raptor22, Testing of existing parts continues (my post right above yours has details). Download the files in the OP, and go ahead and have Lego-styled fun with them. KSP doesn't seem to have issues recognizing parts with the KSO mod. Please see previous posts regarding the existing orbiters. I will not comment on anything regarding the EX version; as I have mentioned, I am not involved and know as much as you. I have not been able to test anything lately, because real world is real world (new job, busy with family, building a partnership with a company I have worked with for 10 years), so yeah, life. Speaking for myself and myself only, if I say "I'll test 'x' part this 'time period' , please take the time period stated with a grain of salt. I'll get to 'x' part when I can. Please note, I am not testing the Space Centre (or Center for the Americans) Vehicles part of the mod. I won't have any info regarding them. Please remember, I am not speaking for any one of this project's dev team/creators/leads. I responded to the open invite to test the current orbiters, and am providing feedback.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
smotheredrun replied to Pak's topic in KSP1 Mod Releases
Looking good!- 2,359 replies
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Will be testing out the KerbalLab this week. May get to the GreenLab too. So far all of the docking ports, solar panels and the SST all work as desired (with that fix for the RCS boom mentioned above)
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
smotheredrun replied to ethernet's topic in KSP1 Mod Releases
@V[Sky] I have never experienced this.... Interesting. Usually the only time I have issues is when I run out of power. Then the experiment stops and must be restarted. I have never had any issues regarding engineer's levels, so I am not too sure what is causing that issue. Also, what is your orbit? Specifically your station's Periapsis/Apoapsis around the Mun? -
You left the lights on and locked the keys in the lander?
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Haha, I just saw the dates at the start of the thread. Ok, that's alright. From what I can tell so far (haven't really gotten into the bones of using Kerbal Konstructs) KSC++ hasn't broken anything in 1.2.2 for me. That said, I have not really done anything other than actually say "OOhhhh, KSC looks cool and my frame rate isn't tanking!" as I do a fly over/tunnel run
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Hello @linuxgurugamer, looks like you're taking on more and more. My goodness. Quick question, KSC++ used to be part of the old LackLuster thread. Has that been removed or relocated? Either way, once again good on you.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
smotheredrun replied to Thomas P.'s topic in KSP1 Mod Releases
Thanks @Thomas P.!