Jump to content

smotheredrun

Members
  • Posts

    750
  • Joined

  • Last visited

Posts posted by smotheredrun

  1. @Z-Key Aerospace

    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.

  2. 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.

  3. @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.

  4. @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....

  5. 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.

  6. @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:

    Spoiler

    Filter 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
    DSEV

    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.....

  7. @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.

     

     

  8. @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.  

     

     

  9. @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?  

×
×
  • Create New...