danielboro
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Everything posted by danielboro
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KSP Interstellar Extended Continued Development Thread
danielboro replied to FreeThinker's topic in KSP1 Mod Development
@Nansuchao its a ship on the way back from minmus flyby ve mun flyby whit 12 turists i didnt think to try a stage. can you give me an estimate of EC/s you get? i turned off all ec users but didn't get any increase in EC alas this ship had a bad airobrake and lost most of the solar panels so even in the sun it cant get inaf EC just from them -
KSP Interstellar Extended Continued Development Thread
danielboro replied to FreeThinker's topic in KSP1 Mod Development
probably not im getting 0 EC generated. throttle has no effect on this. i didnt try a very long burn time but up to 60 seconds i didnt see any effect on EC generation do i need to change a slider in the engean? (i tried to change a new slider from 1 to 5 but didnt see any effect) is it (thermal electric generator) a different part? p.s. wem thers a change in warp number thers a jump in EC and MJ but its a 1 time event and not every time thers a change in warp number -
KSP Interstellar Extended Continued Development Thread
danielboro replied to FreeThinker's topic in KSP1 Mod Development
i have updated to the new version using ckan after the update my tourist tug (that uses 4x Solid Core Nuclear Engine) EC production dropped to 0 is this a bug fixed or introduced? -
@kerboman25 yes thers an example of truset aliment script somwer
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Kerbal Construction Time/StageRecovery Dev Thread
danielboro replied to magico13's topic in KSP1 Mod Development
@JeffreyCor @magico13 in the KRASH tread i posted a number of logs and pics of similar problems its been a long time sins i had problem but that probably because i sim until the games creases. then restart the game and avoid the sim until i need too do a number of them ( so i can sim to crash) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
danielboro replied to RoverDude's topic in KSP1 Mod Releases
@TheRagingIrishman the new log https://yadi.sk/d/vukDwMvF3HMHtx -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
danielboro replied to RoverDude's topic in KSP1 Mod Releases
or change the settings to fit the way you think (i did that) @Cynor @voicey99 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
danielboro replied to RoverDude's topic in KSP1 Mod Releases
i have logs from the time i took the pics https://yadi.sk/d/f2STFG4L3HGjMk https://yadi.sk/d/ty7TmVyG3HGjPp next time i start KSP ill del the ModuleManager.configCache and make new logs -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
danielboro replied to RoverDude's topic in KSP1 Mod Releases
megamike discovery ani-grav propolsion the source is the inflatable LFO tank wen set to Liquid Hydrogen it has -12 mass wen empty who need to be informed of this to fix it? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
danielboro replied to RoverDude's topic in KSP1 Mod Releases
@GeriX its a mod/MM error/conflict try deleting the Salamander pod or just the IVA (SalamanderInternal) and/or look for MM that modefay it -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
danielboro replied to FreeThinker's topic in KSP1 Mod Releases
@FreeThinker replicated look at the parts mass, its -12 . only as LQH2 the rest are 250 (LF,LFO.Ox) on the way up very high logs https://yadi.sk/d/f2STFG4L3HGjMk https://yadi.sk/d/ty7TmVyG3HGjPp- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
danielboro replied to FreeThinker's topic in KSP1 Mod Releases
in later posts it was mantiond that this behavior was not sean by a different player using CC and B9 so IFS is the main suspect (it was suggested a negative mass) ill try to replicate it, but i was not the one to observe this. i just noticed IFS is the main suspect and that it was not posted in IFS tread- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
danielboro replied to FreeThinker's topic in KSP1 Mod Releases
this is from the MKS post posted by megamike- 1,187 replies
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[1.9.x] EvaFuel Continued. No more infinite EVA Fuel!
danielboro replied to linuxgurugamer's topic in KSP1 Mod Releases
@GenryRar look for a .cfg file if this version uses the same cfg as the EvaFuel mod you can set the fuel ther or chack the game mod options it could have been moved to ther edit: i had a look in settings cant chainge it ther but it writs what you are using edit 2: get the old version from https://github.com/AliceTheGorgon/EvaFuel/releases and use the setting .cfg from ther. see if it works -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
danielboro replied to erendrake's topic in KSP1 Mod Releases
@Probus in the pic the line marked as "boot file" choos a file that is in boot dir in scrips dir /KSPDIR/ships/scrips/boot -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
danielboro replied to erendrake's topic in KSP1 Mod Releases
yes boot script but you need to assign it in the VAB look at linuxgurugamer mods wernher checker EERC this was canceld -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
danielboro replied to TriggerAu's topic in KSP1 Mod Releases
A save game and the kogs would help heaps yeah i have this problen i posted logs in the past i found it happanse mainly wen using lots of ram (more then 6G) i can jump if i use it wen i start the game, but not long after my mem is full and an attempt to jump from KSC will hang the game jumping from ship to ship is safe -
i second Phillip Ian problem i edited my save to add all mudols to as mach ships as i had the pasiance to do
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
danielboro replied to erendrake's topic in KSP1 Mod Releases
@maculator when is a trigger- it loop until the condition is true- tested at phis tick every tick if is a single test- tested only if you are at the line its in -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
danielboro replied to erendrake's topic in KSP1 Mod Releases
@maculator i had a look at the functions you are using when in stagecheck add preserve and move stagecheck out of the until loops or change it to if a when gets chked every phys tick. you are adding more checks every time you loop -
KER is reporting the hub section has only 900 dv. that not inaf to get to minimus. so I planned and at the cost of 500000 funds Russ build extra fuel to 2x the fuel in the hub section. on docking the fuel I see no increase in dv. running an old kos script to calculate the dv I see I have 6k dv. wow that's inaf to get to urlum. I don't need the drive section. but I carry on whit the plan to dock whit the drive section in minmus orbit. and that was very good since later I found the 6k is assuming supply's and fertilizer and mono propellant are all used as fuel small bug from the days I didn't use LS. the transfer was far from afisant ~1500 dv. the 2 lander's are providing all the trust. they were docked in space and aren't perfectly allind the drive section is full. and the crew are in minmus orbit. time to go. the crew e-pod`s are doking whit the drive section to wait until the hub section arrives at minmus hub section 1 day from minmus whit a better KOS dV script and most fuel in KER read tanks stoping at minmus and setting up a meeting a night dock of hub and crewed drive sections 2 days to window all my time, funds and building line are used for the urlum project i didnt do any science for a long time but the hub section is fully stoked whit science things so i finally got some sci points times up
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
danielboro replied to Boris-Barboris's topic in KSP1 Mod Releases
@redmonddkgamer you can try Kramax Autopilot http://spacedock.info/mod/1019/Kramax%20Autopilot%20Continued -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
danielboro replied to erendrake's topic in KSP1 Mod Releases
stok button works fine for me but kos has a long standing bug whit blizzy78's addon and KOS wont work whit it as of 1.0.3 (broke some time bifor 1) -
no but its only a problem if you add it mid game starting a new game after instaling them you wont see any problems
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the good- pinpoint acuresy wen landing on target - every time the bad- the target is a base and every time it crashes right on top of it is ther a miss by X meter option? if not can you add it?