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Foozle

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Everything posted by Foozle

  1. That's very interesting. In what way, if you don't mind saying? I ask because I've been using the two together & they seem to work OK... so far (well, except for seeing available Kemini/KEES contracts for experiments I've already run) Caveat: I'm still on KSP 1.3, with 1.3-appropriate versions of the mods. Wondering if it's best to drop crowd-sourced science for now. Kemini/KEES is more important to my load order, and I'd rather not get an unpleasant surprise later in my career game.
  2. If you load FASA and the FASA launch clamps mods together, the launch clamps disappear. Just run one or the other.
  3. As I understand it, on an industrial scale the extraction of O2 from air is usually done by fractional distillation, that is, by cooling air until the O2 and nitrogen fall out at their own liquefaction points. So cooling, lots of of it. With radiators to carry away the heat.
  4. YES!!! A set of adapters that hold fuel (or fuel tanks that are also adapters) is just what the doctor ordered. And the conventional tanks make it a nice matched set. Haven't tried the engines yet,. They look good though, and useful sizes. Did a simple MFT config because I'm an H2 enthusiast, and will try a tweakscale config next. They're far too useful not to come in a wide variety of sizes... BTW, since I'm posting I noticed the KBB service module has an ISP of 410 (and therefore vast dv). Was this intended, or is it a paste-o from your cryo engine? Since it's LF/OX, maybe 310 or so would be about right? ----- The BK capsule + concept 2 are an excellent school bus, but are also nice with USI LS/MKS because they provide enough capacity for extended hab time in a compact package.
  5. Thanks very much! I have found that engaging the R key only when it's really needed works quite well. Will try out the rest of your advice as well. Now that I'm getting used to it, definitely goes on the "must have' list.
  6. On closer examination I think it's just MechJeb being MechJeb, and not a bug. MechJeb is having trouble staying on target (because nerfed RCS) and tends to oversteer during ascent warp. Hence the guzzling of monoprop. Didn't realize that at first because I haven't gotten used to nerfed reaction wheels yet. Still not sure how MechJeb managed to use up the monoprop that the pod with disabled RCS though... Sorry for the false alarm Gotmachine, I should have been more thorough before posting.
  7. I like Mandatory RCS very much. Fills a need, well conceived, does what it claims: makes RCS relevant again. There's only one thing that's keeping it from going on my "must have" list. I'm seeing an interaction with MechJeb that is causing issues (KSP 1.3, MRCS 12for13 per linuxgurugamer, tons of other mods). Whenever Mechjeb timewarps, monopropellant is consumed at an extremely high rate whether RCS is enabled or not. By the time I reach orbit, all my monopropellant is gone, from every tank (including an isolated tank which had the RCS systems feeding from it disabled, as a test). I'm not sure why this occurs, but it's consistent and repeatable on my setup. I haven't yet tried with just MechJeb + Mandatory RCS, and I do have a lot of mods installed, so there could be something more complicated going on than just the two of them. Just thought I should mention what I'm encountering. Will try just running the two mods by themselves on a clean install and see what happens.
  8. The downloads history speaks for itself, and at less than 15MB it's pretty small for a parts pack. If you just do the all-in-one I expect few, if any, folks will be disappointed.
  9. I like this mod quite a lot. A useful part, and does what it says on the tin. As you continue to develop the mod, do you anticipate being able to change the max crew size at some point? Even having several hard-coded variant configs (1-crew, 2-crew, 4-crew, etc) would be very useful if making that value editable is tricky. Hard-coded (separate) configs would also make the IVA issue easier to deal with, I'm guessing. Also, though it would imply a mod dependency, I bet "Decal Stickers" and/or "NEBULA space engineering - Decals Continued" could pretty easily be adapted to create (flat) decorative parts such as windows and fiddly bits. I don't think they support normal maps, which is a limitation. Still, could be useful. Thanks for making this. I'll be using it.
  10. Actually, Retrofuture has a couple of these, "Anywhere Cockpit" and "Anywhere Cockpit Mk2". Not sure how well it's working in 1.3 (there's a 1.1.3/1.2 release) but might be a good starting point for what you want to do.
  11. The newest version of Contares has a "paraglider" part (deployable parafoil) that uses the module. I've been playing around with that a bit, and it's great fun-- Works flawlessly, turns your capsule into a fully-controllable glider (or plane, if you have an engine)
  12. There's an "EVAComms and Supplies" mod on CurseForge but it's for 1.1. Dunno if it works in 1.2, but probably worth a try.
  13. It's not down, just very slow for the past couple of days. With the flood of mods being updated to 1.2, their traffic must be immense :-)
  14. Hmm, it works for me. Just downloaded the file, seems fine. Are you blocking cookies or scripts in your browser?
  15. Mods that throw null experiment refs such as L-Tech, Nehemiah, and Station Science can cause this as a side effect. Do you have any of these loaded?
  16. Yes, and it's not specific to ksp 1.2 or L-Tech. I ran across it a little while ago in 1.1.3 Nehemiah OMS and L-Tech both have this issue because they use null experiment IDs in their code, and the vanilla Squad list traversal's default behavior is to bail when it runs across a null. kerbas_ad_astra figured out a patch for L-Tech some time ago, which, does error checking so the the "null found, abort!" behavior is changed to "null found, just ignore it and keep going". However, that patch would need to be applied separately for each "list-traversing" mod by its author. Here's a link to the discussion about it: Hope this helps
  17. Hi Kerbas_Ad_Astra, thanks much for updating Landertron to 1.2-- it's a mod I enjoy greatly. OSX, KSP 1.2 (not pre), Landertron v0.14, tons of other mods. Seeing an exception on loading, looks like it's trying to call KSPUtil. I can provide a full log if it's helpful, but since I'm currently testing compatibility of all the 1.2 mods I can get it's rather... large. This might be the cause of jfigueredo's issue as well. jfigueredo, are you getting a similar exception in your log? Hope this is useful to you, and thanks again for the update!
  18. TY much (both). I've decided to forego experiment list traversing mods for now. Nehemiah and L-Tech are much too good to sit on the sidelines. Yeah, from your previous posts, sounds like it's much more practical to patch on the "null-affected mods" end rather than on the "null-generating mods" end. Good validation is good practice, but I'm guessing the other authors never imagined that some mods would routinely seed the experiment list with nulls. One man's error condition is another man's core functionality... :-) Thanks again
  19. Thanks very much for recompiling and maintaining N3h3mia's Science Mods. I'm new to KSP, and wouldn't have had a chance to play them without your efforts. In the course of stabilizing my mod list, I've noticed that the null experiment ID issue identified and patched by Kerbas_ad_astra (0.7a0-mw6) seems to affect several other mods, specifically, mods that depend on traversing the set of available experiments. The ones I've seen affected are [x]Science!, KEI, and All Y'all, but I expect it would apply to any such mod that isn't written to tolerate null experiment IDs. When triggered (UI) they throw a log error identical to the one in Kerbas_ad_astra's post, and the mod does nothing. My guess is they start their traversal, hit the first null, then bail. Interestingly, L-Tech Scientific Industries Continued generates the same set of symptoms as this mod. Do you happen to know if the two share the same approach to pluggable station experiments, under the hood? It would explain a lot. You recently mentioned plans for a KSP 1.2 update, so I'm posting in the hope this information might be useful.
  20. I'm seeing the same visual artifacts with OSX/Steam. Manual install of the latest available versions of SVE, SVT, Kopernicus.
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