Cheostian
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Cheostian replied to Angelo Kerman's topic in KSP1 Mod Releases
Hi Angel-125, I seem to be having some trouble with your mod and connected living space mod playing nicely together. The issue I've run into is if I start a ship with a M.O.L.E. attached in "wet mode" and then subsequently while "in flight" convert it to the standard M.O.L.E. setup. It will no longer be available to transfer crew to using the connected living space mod. Any idea's? Thanks. Edit: I figured out that if you leave the ship (going back to space center) and then return to it, reloading the ship allows transfers again. I guess that works. -
I haven't tried routine mission manager sorry.
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I wanted to offer some "Tips" for issues you may run into while using this mod that may be of help. These are things I noticed while using the mod myself. This is also a very quick new user guide to how to get started right away with a few basic's. Their are three types of missions you'll want to likely record. First is a deploy mission, second is a Transport mission for fuel, third is a Transport mission for Kerbals (you may also want a blended version of transport missions). Step 1 of any mission: Build your SSTO rocket. - If your doing a deploy mission, you can use various options to disconnect the "payload". Personally, I use docking ports (one on my ship, one on my payload) be sure though that you disable crossfeed on them.(if you use resources in any fashion from your payload, the mission won't work) The key when building this is get as dense in terms of weight a package as you can. size or parts count don't matter. Just weight. If your using USI mods, I find the smaller Karbonite tanks filled are pretty dense for form factor. I also will clip smaller side mount tanks in between them and stack them together. - If your doing a transport mission, the key is to have a docking port and carry as much additional fuel as you can while still reaching a stable orbit. - If doing a kerbal transport mission, just pack on some kerbals and have a docking port. ****FINAL IMPORTANT NOTE**** I'd suggest landing gear or side mounted launch stands (forgot the name while writing the post but the launch pad structures with the red ends that hold your ship in place until you launch) The reason for this, I discovered, is if your ship "falls" a bit to far when loading onto the launch pad, KSTS, registers that as if the ship had taken off without you starting the recording (I believe because it moved from it's starting spot) and so it will no longer allow you to start recording the flight. Step 2: Pick if your doing a deploy or a transport mission by selecting the option under the record tab. Then be sure to hit the record button before you start your launch sequence. Step 3: launch and achieve orbit Step 4: payload - for deploy missions, be sure to select the docking port or separator that is connected to YOUR ship, not the one on the payload. Then hit the deploy payload or whatever it's called button. DO NOT hit the save and record mission button after, unless you don't plan to do a return trip to land your rocket. - for transport missions, use the sliders to select as much fuel as possible that you can dump, while still having some left for de-orbit. Then hit deploy. DO NOT hit save after unless your not planning to return your rocket to the surface. Also, if you have an extra cargo container that was holding the fuel your planning on disconnecting before the return trip, I'd suggest you make sure you've transferred all the fuel out. I use fuel balancer mod for this. Step 5: deorbit and land back on kerbin (do not recover vessel yet) Step 6: hit save and record mission button in KSTS Step 7: Recover vessel DONE! Now to fly a mission, go to the deploy tab and select a payload that is equal or lower weight then the payload you delivered and an orbit that is above 70k but below your achieved orbit on your mission, and then select your deploy mission and your good to go! Have fun, hope it helped!
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@LuciferNZ I was looking at the save file. what do you use to edit it? I am on a pc with windows 7
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@LuciferNZ How specifically did you update this "last home" thing, where do you go etc. I am having the same issue.
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posted this on USI's LS forum. though you might want to have a look at a response MM, I wouldn't hold your breath. But as @RoverDude has said before he takes Pull requests if the mod author of KSTS wanted to look at the code and figure it out.
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@RoverDude Not sure if you have time to look into this issue. But their are conflicts with your mod and a very useful mod named Kerbal Space Transport Systems (KSTS). Effectively, what's going on, is for some reason when using KSTS to deploy a ship into orbit using a SSTO recorded mission, the Kerbal switches to a tourist. The owner of the mod -MM- has attempted to look for a solution but the problem seems to be in how the USI life support system wants to track a traditional launch to land mission, and has issue with the deploy directly to space situation. He doesn't believe he can fix the problem from his end without adjusting your mod's code directly. Both of your mod's are so good, I would love to continue to use them both. Any chance you could look into the conflict and see if you can determine a solution? Thanks, Cheo
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right... so I went and got groceries and forgot to pause the game came back an noticed my kerbaunaut is now a tourist again. That's when the it clicked...N.O.M.S. I have USI life support installed, they ran outa food. that's annoying. Now I need to start adding food for every rocket I send up into space with a kerbal on it. What's next... I mean before you know it they will be asking for unions and a better than 12% odds of survival per trip. You can never satisfy these guys. Actually, I have another question. How does the select reference vessel option work? I have a bunch of vessels in orbit currently, I want to send a ship up beside one so I can then dock it together, but when I click on select reference vessel, no options come up for actually picking a vessel. Can I only select reference vessels that I have sent up post 1.4 patch (I am working off a save currently) Or, only vessels I have sent with KSTS up? how specifically, does it interact.
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I just attempted for the first time to transport a ship with a pilot up into space and once it got there, I noticed the pilot is being listed as a tourist instead, and can now no longer control the craft (my gal valentina kerbin). Is this normal? I am on v1.3 of the mod right now, installed with ckan. Thanks.
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Hey MM, how soon before this lands on CKan? My concern is, while using ckan, if I load a mod directly and then use CKAN to load any other mod, that in any fashion affects a similar file, ckan refuses to load the other mods after.
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There have been some questions raised about KSTS and deployment loads. Thought I'd chime in with my experience so far. I have been using SSTO rockets (not space planes) to get my loads up to orbit. I have also exclusively so far been connecting my "payload" for transport to my "launcher rocket" using a set of docking ports to connect them. If you are transporting a payload that has resources that can be used by the launcher (such as liquid fuel for instance), you'll want to make sure before you take off that you dissable crossfeed on one of the docking ports to prevent the Payload fuel from being used. If you use fuel from the payload, your payload delivery will suddenly drop from the 10t or whatever you meant to send up, down to a .05t weight of something of the docking port itself. You may experience similar issues with decouplers, if the fuel is used. Once the mission is recorded, you can send up whatever you want at that point. Secondly, when doing that sort of payload delivery, you'll see two docking ports as options when you first start recording. You'll obviously want the one that shows the .05t more (which is the payload's docking port). Thirdly, as mentioned by someone earlier, you need to ensure the "root part" for your rocket mission is on the "launcher" part of the vehicle, and I'd suggest as well it not be either of the docking ports. Otherwise, your payload's will be all wonky, or the mission will not record payloads at all (as it will think you use resources from your payload, especially if the root part is on the payload itself) My own final point. I'd suggest not trying to send up two payloads at the same time. For example, I launched a payload, went into the VAB, adjusted another payload I wanted to send, went back out and launched it shortly after. Sped up the clock and waited for the timers to both run out. Then went to regular speed and saw both messages for the payloads being deployed show at the same time. I had this sinking feeling in my gut. went to tracking station and then to the ships only to find them both intertwined and quickly breaking apart. Basically, what happens from what I can see, is the deployed payload doesn't appear in space until you slow down the clock to normal after the timer runs out. If you have multiple missions sent (even if you left time between them) if you don't have the clock going faster while they both deploy, then they both end up deployed at the same time and in the same orbit (if you selected the same orbit) when you go back to normal speed. Hope it helps.
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On the first trip out with the docking ports, I didn't actually look at the payload amount on the recording tab after releasing. First time I noticed was when I landed and had tried to send out a new flight using it. On the second trip: so on the second trip using the separator I watched the recording info as soon as I released payload and it only registered as .02t which I later checked in the VAB and confirmed is the weight of the separator on it's own. So short answer, No. On the second trip it did NOT display correct payload after decoupling. On the third trip using the decoupler, the recording tab immediately showed the correct tonnage of the payload once I hit release payload. As to sending you a craft-file. I don't know how to do that. However, my game is... some would say "Healthily Modded" however, I don't expect any of the mods should be causing issues with yours. Here is a list the of Mod's I have loaded currently (Most installed using C-Kan) : [x] Science!, Action Groups Extended, AT Utils, B9 Part Switch, BZ-1 RAdial Attachment Point, Community NavBall Docking Alignment Indicator, Community Resource Pack, Community Tech Tree, Community Terrain Texture Pack, Connected Living Space, Contract Configurator, Contract Parser, DMagic Orbital Science, Easy Vessel Switch (EVS), EVA Struts, EVA Transfer, FIrespitter Core, Firespitter Resources config, Flexible Docking, Haystack Continued, Hide Empty Tech Tree Nodes, Karibou Rover, Kerbal Aircraft Expansion, Kerbal Attachment System, Kerbal Inventory System, Kerbal Joint Reinforcement, Kerbal Reusability Expansion, Kerbal Space Transport System, Kopernicus Planetary System Modifier, KSP AVC, Malemute Rover, MechJeb 2, ModularFlightIntegrator, Module Manager, Near Future Electrical, Near Future Electrical Core, Portrait Stats, Progress Parser, RemoteTech, Science - Full reward!, Sounding Rockets!, Station Science, Throttle Controlled Avionics, Toolbar, TweakScale - Rescale Everything!, USI Core, USI Exploration Pack, USI Freight Transport Technologies, USI Kolonization Core, USI Kolonization Systems (MKS/OKS), USI Life Support, USI Survival Pack, USI Tools, Waypoint Manager. (Here it is listed in the KSP Add-on version checker. Sometimes the names are slightly different which is why I typed them all out above) KSP: 1.1.3 (Win32) - Unity: 5.2.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit 000_AT_Utils - 1.0.2 Toolbar - 1.7.12 USI Tools - 0.7.4 B9 Part Switch - 1.4.3 Community Resource Pack - 0.5.4 Connected Living Space - 1.2.3 Contract Configurator - 1.19 DMagic Orbital Science - 1.3.0.2 Contract Parser - 1.0.4 Progress Parser - 1.0.5 Easy Vessel Switch - 1.0.3 EVA Struts - 1.0.2 EVA Transfer - 1.0.4 Firespitter - 7.3 Flexible Docking - 1.0.2 Haystack Continued - 0.5.1 Kerbal Attachment System - 0.5.9 Kerbal Joint Reinforcement - 3.2 Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - 1.1.6.1 ModularFlightIntegrator - 1.1.6 NearFutureElectrical - 0.7.8 RemoteTech - 1.7.1 ThrottleControlledAvionics - 3.2.3 TweakScale - 2.2.13 USI Core - 0.2.4 USI Exploration Pack - 0.5.4 Freight Transport Tech - 0.5.4 Karibou - 0.2.4 Kolonization Core - 0.2.4 Konstruction - 0.1 USI-LS - 0.4.4 Malemute Rover - 0.1.4 Sounding Rockets - 0.4.4 USI Survivability Pack - 0.5.4 UKS - 0.40.4 Waypoint Manager - 2.5.3 [x] Science! - 5.0 ************** One thing I may have neglected to mention earlier is that I am playing in Career Mode while using your mod. Pic of full rocket ready to fly with decoupler and fairing built. Pic of payload with fairing taken down Pic of main rocket with LFO tanks emptied to show fuel line connections. Okay, above are photos of the rocket I used. The only modded parts that are added from what I am aware is as follows: Inflatable LFO Tanks (Think this is from one of the USI mods, these are the yellow bags attached to the sides, invaluable IMO) MechJeb 2 Module (from Mechjeb) Falcon Landing Gear Small (Kerbal Reusability Expansion) Landing Stabalizer (Think this may also be from USI. It was only used to help bring the payload weight up to an even 4t And you see it offset into the tank a bit so the fairing would fit. The craft was just a "weight" not intended to be used after.) Derp Storage Box (Also a roverdude expansion USI Survival Pack, you can see it offset into the side of the payload tank as well, (looks like two yellow buckles) also just added to bring payload to an even 4t) AE-FF1 (the fairing. I think this may actually be stock but I don't remember now.) Everything else is stock parts. However Kerbal Joint Reinforcement would also have effect on the craft. I did not use TCA to bring the ship to orbit, (Manually flown) if it makes a difference. So this rocket worked, the only difference between it and the two that didn't register was how they were linked up. The first rocket replaced the decoupler with two stock Jr. Docking ports connected port to port. instead (one on top of pod and one on bottom of payload tank. This didn't register the payload correctly. The second replaced the decoupler with a stock TR-2C Stack Separator instead. No other changes occurred I believe between them. ************** Onto your final point! cannot wait for functionality for bringing crew up with payloads. Currently my plan is to use deploy to put a craft into orbit, then transport to bring the crew up. Haven't tested it yet but expect it should work and still keep everything reusable without me having to flying all the missions myself at this point. Your mod is excellent by the way, keep it up! Thanks, Cheostian
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Hi, I am having an issue with KSTS I am hoping you might be able to help with. I built a reusable rocket with a docking port on the end of it and one empty crew cabin spot. The root part was the main fuel tank I believe. Then I built a small set of tanks and connected them to the top docking port with their own docking port (port to port). I disabled flow through so the main rocket wouldn't use any of their fuel up (I basically wanted to put a full tank of fuel into space that could be docked with). I had a fairing on the main rocket that I then used to encapsulate the fuel tank docking port "cargo" I went to launch pad, hit record (at bottom of the window) on KSTS and launched into orbit. Everything was recording properly it seemed. Once I achieved a complete orbit I checked the box for the only detachable part to my rocket which showed as the docking port. Then hit the release payload button at the bottom. It correctly detached the docking ports on it's own. I then re-landed the rocket on the ground at which point it gave me the option to "save and close" I believe. which I did, and it seemed to save fine. I then recovered my rocket afterwards and was back at ksc. So.... Everything seems fine. Now to test if it worked. I went back to my rocket. took away everything that WASN'T the payload portion of it. So now I am just down to the docking port and fuel tank portion, saved it as it's own ship. Went to deploy, selected the "payload" ship. which is identical to the one I just sent up and recorded the mission for. then it says to select the mission profile. And here's where I run into a problem. I can see my mission profile of the mission I just recorded but when I try to click on it, it does nothing and gives me no messages on why. Here's the info of it: Supply Rocket (Supply Rocket) Mass: 98.1t, Cost: 10,145, round-trip Type: deployment (this is in green colour) Duration:0/00:05:16.89 Crew Capacity: 1 Payload: 0.0t to Kerbin @ 71,349m (the 0.0t is in red) So.. My concern I am thinking is the payload is an even 4t yet it shows a payload of 0.0t for the mission profile. I don't understand why that would be. Any help would be useful. Thanks, Cheostian Edit: I just tried it again, this time I changed the docking clamp on my reusable rocket with a separator (not decoupler) which was connected to the docking port on the payload. Flew up to space and when I released payload I noticed it only showed in the notes a payload tonnage of .02t (which is the weight of the separator itself) instead of the 4t weight it should have shown. Retrying it again this time taking off the other docking port and using a straight decoupler only to see how it reacts. Edit 2: Okay, so testing it with just a decoupler works. It registered the full 4t payload being delivered. I then modified the SSTO Fully Recoverable Rocket a bit and managed to just barely push a full 11t up into a stable 90km orbit. I landed with no fuel (not even mono propellent) left. Anyways, it registered that as well fine. I ran a test deploy mission after and it correctly placed it into the chosen orbit. So it seems that the issue is with docking ports and separator's. Not sure why it's not counting the payloads correctly. My next question though, is, can I in some way put a kerbalnaught into a deployed ship without having to send up a second mission? Kinda sucks the only payloads I can launch are unmanned ones, even if I have available space for crew.