Mace from Space
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Everything posted by Mace from Space
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[WIP] Nert's Dev Thread - Current: various updates
Mace from Space replied to Nertea's topic in KSP1 Mod Development
@Nertea in the FFT CTT patch the KV-1 gets patched to the nuclearRefueling node which isn't existing. -
curious that no one has reported the double cargo mess. If you switch any WBI Tank that is also B9PartSwitchable you get both after scene switch. After reconfiguring in the Editor it look OK at first. After a bit of switching to KSC etc. I've seen that the content changed and B9 had magicaly returned to the tanks giving me extra fuel. The Delta Tanks were holding Aurum and Equipment. Will take a look at the MM patches when I have the time for it, maybe someone already has mentioned it and an idea/solution
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I'll take a look at the USI-LS values. Give me a day or two.
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Hi @magico13 in my current career game I get enormous lag spike's in VAB when I modify/build ships. I could track it down to the "Auto Apply Inventory" function of ScrapYard. As soon as I have a part on my mouse, either new or from the ship, the console gets spammed with: [KCT] Inventory was applied. Recalculating. It seems it tries to recalculate for every part that is on the ship and has a counterpart in the inventory every second. If Auto-Apply unchecked it runs smooth again. Obviously that lag gets worser with game progress as more parts are available and inventoried. For now I will try to remember to apply the inventory manualy after finishing a craft. Im sure I will fail :-)
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Hi magico, the latest build on GitHub (1.3.0.38) is marked for KSP 1.3.1. I'm a bit confused as the Version of the latest build is lower than before. KSP is also telling me that it was build for KSP 1.22. I'm even more confused as it is even working in 1.3.1 but I see some diffrence to your pre-release 1.3.5.91 with which I had Tech's that are undergoing research marked green/yellow. The newest version isn't doing that. Is there something messed up in your versioning or did I something wrong?
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I'm glad this issue is a matter to more of us. I was kinda afraid when ShotgunNinja was replying to a lot of problems but ignored this one. I am eagerly waiting a new version which hopefully has at least a workaround we can live with. I really love the mechanics it is adding to KSP.
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Which is the reason I cant use Kerbalism at the moment. I lose every crew as soon as I go to 10k Timewarp. Even at 1k Timewarp the scripts sometimes do not get called and crew dies.(Talking about vessel in shadow and scripts use to minimize EC need) At 10k in interplanetary space, crew dies cause of missing power while there always is plenty of it. Doing a Duna transfer on 1k Timewarp is far away from fun for me. I really hope this issue can be solved soon. ( I really mean soon. NOT soon™)
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Hi has anyone seen a similar issue?: Sometimes when I undock a vessel I receive a kinda phantom force which phushes the vessel directly upwards from the body it is orbiting. I have no indication what is causing this as it is happens randomly. Different rent vessels with different parts. The only solution to stop it is to quit ksp and reboot. If I go back to the tracking station the orbit stays correct. If I fly the vessel from which I undocked and the undocked one is still in physics range that force is again applied.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Mace from Space replied to JPLRepo's topic in KSP1 Mod Releases
Ok, to get more precise: Taking a picture with a TST camera doesn't work for me when Research Bodies is installed. Tracking Bodies does even with a TST camera search for bodies at the front of the ship and not in front of the camera(you get what I mean?) If the camera is looking at minmus it doesnt find it as it is searching in front of the ship(though the control of the vessel was on the camera) aka in front of the root part. The observatory UI, after starting a new game, has some text on the left side which gets cut off. After I tracked minmus their should be something to do in the observatory, right? There is now Text on the lift part of UI: Make a selection. Nothing else. Even after tracking more bodies I get no option. Then upgraded Observatory and Tracking Statoin to max, still no option. The install I tried it was a heavily modded one which is otherwise running fine and up to date. I will try to test on a new clean install but im running short on time these days. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Mace from Space replied to nightingale's topic in KSP1 Mod Releases
Well we are on the way already. ScanSat, Tac FB, USI, EPL are already updated. I think even more but cant remember every bit- 5,201 replies
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Mace from Space replied to JPLRepo's topic in KSP1 Mod Releases
Hi, did some testing with the Dev build. After thinking a second time about it i'm not sure if it is a bug: i used the TST Space Telescope not the TB-75. I zoomed the camera at minmus but the Track bodies function just always told me that there is nothing. After fiddling around a bit i found that it looked for the objects ahead of my ship, so control back to the pod and align on target works to discover the bodies. Too bad the placeholder does nothing even if upgraded I cant select anything. Just get: Please make a selection. But none of the discovered objects appear. In terms of the telescope, am I wrong that in earlier versions you could use TST parts camera to discover? Anyway great work on the mod especially with the new building. I am looking forward to fully integrate it into my career -
[1.12] Extraplanetary Launchpads v6.99.3
Mace from Space replied to taniwha's topic in KSP1 Mod Releases
Great. Thank you very much. Will test soon as I encounter the problem in carrer install. Edit: Yes it works. Only complain: Do you mind to make it optional which toolbar to use via settings? I NEED to have blizzy's toolbar installed to keep ScanSat working but I rather want to use the stockk toolbar. Right now EL is only on blizzy's toolbar if installed. -
[WIP][1.3] PersistentThrust v1.0.9
Mace from Space replied to mrsolarsail's topic in KSP1 Mod Development
Could you please be so kind and update your toolbar intergration. For now your mod is not usable cause there is no way to open it in game. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Mace from Space replied to RoverDude's topic in KSP1 Mod Releases
Exactly the same behaviour for me. Tested everything coming to my mind. I even sent it out to the suns soi. Tried both engines with every cartridge size available. With 0.3.2.0 coming with the Constellation release i even dont get animations, just sound. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Mace from Space replied to ObiVanDamme's topic in KSP1 Mod Releases
I tested 1.05 , 1.07 and 1.08 The game crashes quite reliable after 10 seconds i am browsing through the workshops catalog. Crash does mean a total freeze with windows telling after some time that ksp isnt responding. I have to kill the process via task manager. The logs dont recognize a crash, though if you want em just tell me. Anyone having similiar issues? Just to clarify: im running latest ksp version and everything else up to date. I get that issue even on a clean ksp install with only workshop and of course its dependencies installed. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Mace from Space replied to RoverDude's topic in KSP1 Mod Releases
When closing in it gives the info on the body's SOI youre in. If youre grappled to it, no info on any ressources, just thatit is an asteroid. I wroteabout that issue in the ART thread btw -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Mace from Space replied to RoverDude's topic in KSP1 Mod Releases
Well, as you are on that topic now. The surface scanner gives only Asteroid in the biome as readout.