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viveleroi

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  1. Hot damn I am eager to try the update! I wish it worked on 1.10 as I'm currently early into an RP-1 play.
  2. Why does my flex tube look glitched? I attached one flex tube to my scout lander, the crew hatch faces out, another flex tube to my ball hub (crew hatch also faces out). When I link them, it lets me, but the tube itself looks all messed up.
  3. Learning MKS. I setup a ranger hab which has a "logistics consumer" component, and I have a 3.25m tank of supplies about 80m away. I can manually transfer supplies via the logistics GUI but the wiki says the consumer should be pulling stuff as needed, but no supplies are ever pulled from what I can see. Also, when my kerbal enters the crew hatch of the ranger hab module, whatever is in their KIS inventory is destroyed. Also, how can I tell how much life is left in the ranger scout-200 power pack. MKS Version 1.4.1 on KSP 1.11
  4. New user here, been reading the wiki and watching recent tutorials trying to get a good handle on things. Unfortunately the videos I found just walk you through the parts, no one seem to cover how to actually start building the base outside of sped-up/multi-hour let's play vids. Most of them just jump to a pre-made base. From my understanding, the process is: Find a spot you want to use. Using stock/SACNsat to find resources can help if you want to land somewhere convenient for mining. Ship in inflatable modules, and MaterialKits/engineers you need to actually inflate them? Use the Scout Landing Module to land stuff. EVA your engineer and use the Kerbal Attachment System to pickup, move, and place modules? (I assume nothing works with the 1.11 construction mode yet) How do you actually connect modules together?
  5. I guess it could be, the stock ones don't have this issue but they don't have extra bits. Unfortunately I need to problem solve, got a mission to minmus I can't undock. May need to abort and use them LEM to push the whole ship home. Ok well moving the ship around and starting my time-warp to my maneuver node was enough I guess. the ships finally came apart, although they shook enough it looked like things could go kraken any time.
  6. I launched a ship with a lander pre-docked. But when I decouple the nodes in orbit they won't actually detach, the bumpers seem stuck on each other. Nothing I do will let them separate. I tried extending the bumpers on both vessels but they're just locked together. Used RCS to reverse on ship and it just catches on the port and won't move. Any advice?
  7. I'm eager to try this out! But I'm on 1.11 and reports that the planets are invisible are worrisome.
  8. I'm using mods in 1.11 that support KIS. Does KIS work with the stock alternative or am I going to have a lot of problems? I scanned the most recent pages on this thread and didn't see any clear info.
  9. So the FAQ says this doesn't work with KSPIE - does that mean using both will break things? Or does that mean it just doesn't integrate? I've spent the past month learning KSPIE and have a love/hate relationship with it. I'm considering starting a new play through and am tempted to use this mod instead. It not only looks better than KSPIE but it doesn't look like it throws as many variables at you. Is there a good tutorial anywhere? I assume it's not as complicated as KSPIE either. Same... I just went "Oh..." while watching the vid. I've been saying "Ner-tee-a"
  10. I must have grabbed the log post-reboot. My bad. Next time it happens I'll grab it immediately. I tried the same flight process again last night but before the moment things broke the past two times, I quit to the tracking station and re-loaded my lander. When I docked with the mothership this time, it was not broken.
  11. Log: https://botsko.s3.amazonaws.com/KSP.log Mod List: https://botsko.s3.amazonaws.com/mods.txt Craft: https://botsko.s3.amazonaws.com/Mothership Nuria.craft Not sure where a cache is for the module manager, so here's the config cache which seems like it might be what you want: https://botsko.s3.amazonaws.com/ModuleManager.ConfigCache I've never had this problem until I made this craft. I'm not 100% sure it's NF at fault for the UI problem, but the RCS "effect" playing for that part only means it's at least affected in a way nothing else was. I launched the ship, went to the Mun, undocked the "lander", landed on the Mun, launched back to Mun orbit and rendezvoused with the ship. At that point I saw it's RCS thrusters firing. I've never seen that happen for ships I wasn't switched to, and I worried it was draining all my monopropellant. It was just a visual thing, but at this point I also noticed the UI buttons were broken too. I couldn't save, go back to the space center, or quit. Every time I tried, I'd get the error in the console I posted above. I force-quit the game, re-launched, had to rendezvous again, and it worked fine. But, everything broke again after I undocked and repeated the steps above.
  12. I have an issue I think is related to near future. I made a new "mother ship" that carries a lander. I undocked my lander and when I came back to the mothership for docking, I noticed that A) the RCS jets on the callisto heavy command pod were firing, except no rcs was being used and B) I couldn't click UI buttons any more. Something broke, and I get this error in the log: Bear Future Spacecraft Version 1.4.1 for KSP 1.11.1 [LOG 15:50:14.280] Game Paused! [LOG 15:50:14.281] [UIMasterController]: ShowUI [EXC 15:50:15.044] NullReferenceException: Object reference not set to an instance of an object PartModule.get_HasAdjusters () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) PartModule.Save (ConfigNode node) (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) ProtoPartModuleSnapshot..ctor (PartModule module) (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) ProtoPartSnapshot..ctor (Part PartRef, ProtoVessel protoVessel, System.Boolean preCreate) (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) ProtoPartSnapshot..ctor (Part PartRef, ProtoVessel protoVessel) (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) ProtoVessel..ctor (Vessel VesselRef, System.Boolean preCreate) (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) ProtoVessel..ctor (Vessel VesselRef) (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) Vessel.BackupVessel () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) FlightState..ctor () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) Game.Updated (GameScenes startSceneOverride) (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) Game.Updated () (at <f8bc9e2b903e48a5b248ab0083c07c I had to force-quit the game. Next time I tried undocking and came back, and the same situation happened again.
  13. I added this mod into an existing save, maybe not wise, I wanted it from the beginning but tweakscale needed updates. It's changed the list of fuels that are available for cryo tanks from other mods. This really doesn't affect any in-flight ships, but I'm wondering if there's a way to fix that. For example, this tank had LH2+Oxidizer but after I added Interstellar the fuel list has a bunch of new entries but only allows LH2 or Ox, not both.
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