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Posts posted by smotheredrun
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A few pages back I'm guessingin a 1.1.x version of ksp, this mod had buttons to activate your science experiments.
Running the latest release of this mod in 1.2.2, I do not het anything more than a list of the science I can do (this is good), however it appears I can no longer activate the experiments.
Is this in purpose, or have I missed an instruction somewhere?
Edit: Ah ah! I did miss something! There is also a teardrop shaped button which apparently has those "click to do science without searching all over your ship for the individual experiments to run" buttons!
Never mind.
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Are you flying the KSO "mini" named Resolute or the "Super 25" named Ascension?
Let me know so I can do a benchmark test with mine
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@nightingale, There is no spoon though.
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3 minutes ago, Angel-125 said:
100% an IR problem, and the main reason that next release will have a custom centrifuge.
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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@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....
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20 hours ago, AndrewDrawsPrettyPictures said:
Yes, it is. As for adding it mid-save, I see no reason why it shouldn't work. I'd give it a shot.
Ok. I'll see what happens to my save.....
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On 01/11/2017 at 0:12 PM, Angel-125 said:
I would need a link to a working ASET Props and RPM in KSP 1.2.2.
I am fairly certain RPM works in 1.2.2?
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Is this mod compatible with OPM? And, is it possible to add this mod in mid-save?
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@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.
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6 hours ago, JPLRepo said:
Yeah that's a lot of mods.
But without logs and reliable reproduction steps not much I can do as unfortunately time does not allow me to sit for hours trying to reproduce your error.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.
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@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:
SpoilerFilter Extensions
Ares Exploration (Hermes replica, using it in a sandbox game to help test it in 1.2.x)
B9 Aerospace
B9 AnimationModules
B9 Part Switch
CactEye Telescopes
Chatterer
Community category kit
Community resource pack
community tech tree
Cormorant Aeronology
CTTP
Custom Barn Kit
Decaying RTGs
Direct_LV
Distant Object Enhancement
DMagic Orbital Science
Dmagic Science Animate
FASA (Launch clamps only with 1.2 fix)
Firespitter core
Hide empty tech tree nodes
Interstellar fuel switch
Raster Prop Monitor
JX2Antenna
KAS
Kerbin Environmental Institute
KER
Kerbal Konstructs
KIS
Kopernicus
Kerbin Shuttle Orbiter System (testing in 1.2.2)
KSP AVC
KW Rocketry
Lack Misc (for KK)
Infernal Robotics
Mechjeb 2
Modular Flight Integrator
Monthly Budgets
Shuttly Payload Technologies
DPAI
Near Future (all)
Orbital Material Science "Continued or whatever
Final Frontier
OPM
Persistant Rotation
RCS Sounds (out of date, but works... does throw errors in the
Alt+F12 debug console)
Real Plume
Real Plume Stock
REPO Soft Tech (not sure what this is?)
SCANsat
Science Relay
Smoke Screen
Speedy's Hex Truss System
Toadicus Tools
Trajectories
KAC
Transfer Window Planner
Tweakscale
Universal Storage
Vanguard Astrodynamics VX II engines (just trying these out)
EVA Parachutes and Ejection Seats "continued or whatever is
current"
VaporVent
KSPI-E
Wild Blue Tools
DSEVThat 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.....
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15 hours ago, Avalon304 said:
Holy crap... congrats on the release Pak... Imma gonna have to clean out my KSP and then download this and check it out...
Flies very well!
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On 01/02/2017 at 10:13 AM, sdj64 said:
Important stuff
Ok thanks. That all makes sense. I'll start making those adjustments as soon as I get my laptop talking to its second HDD
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@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:
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.
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Congrats @Pak! Will be trying it out in a few mins!!!
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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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@blowfish, @Flashblade and the rest of the B9 Team. Thank you! You guys rock
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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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Looking good!
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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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@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?
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[Min KSP: 1.12.2] Deep Space Exploration Vessels - Build NASA Inspired Ships In KSP
in KSP1 Mod Releases
Posted
@Angel-125 wow!!! Those consoles are cool!