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Everything posted by TDplay
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Kerbal Space Program update 1.4 Grand Discussion thread.
TDplay replied to UomoCapra's topic in KSP1 Discussion
Here you go: MODULE { name = ModuleSAS SASServiceLevel = 3 } Add that to any part you want to have SAS, or @PART[*]:HAS[@MODULE[ModuleCommand]]|HAS[@MODULE[KerbalSeat]] { %MODULE[ModuleSAS] { %SASServiceLevel = 3 } } this MM patch will add SAS level 3 (that means every stability mode is usable) to all command devices. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Did you quicksave (F5) any time before updating? If so, quickload (F9) after going on the save IN 1.3.1!!11one11!! Did I put enough emphasis on that you need to be in 1.3.1? No? Ok, IN 1.3.1!! DON'T COMPLAIN THAT IT DOESN'T WORK IN 1.4(.1) A quickload will revert all to the quicksave. If not, well... First, you'll have to edit persistent.sfs and change every "Missing" or "Dead" under Roster to "Available". Then... Have fun building and launching ALL your ships again... And next time, think twice about loading your career on a version that your mods don't support.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Try not using KSP's AutoStrut and use KAS struts instead, that way you can know what's bolted to what. In the meantime, I'll go look at Konstruction's compat notes. Doesn't look like there are any- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, while 1.4.1 may be on the edge of release, I'm not updating until your fantastic (and necessary for my KSP play style, keep up the fantastic work and make sure you enjoy making your mods as much as I do playing them ) mods update too. I do hope the EULA complications get sorted soon, and if the EULA means no 1.4 mods, so be it - I'll stay right here on 1.3.1 with my favourite mods forever.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
I am also not in any rush to update. Especially not with T2's EULA. I'd leave a snotty review on Steam (like all them other guys on 7 March), but I too did not get it from Steam and a review on GOG probably won't speak to T2 as GOG is not the main selling service for KSP, and I am NOT giving T2 an extra 30 bob just so I can post said snotty review. If I give them MORE money, they won't get it - we all hate their new EULA and they need to understand that if the KSP fanbase is upset, then there'll be less mods (makes game less attractive), less videos (you REALLY need that extra publicity, T2) and therefore less sales (and less $$$ for T2) A like alone does not say how well said this was.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
You're welcome. It's just something that bugs me about the Pipeline - you have to manually send boxes. Also it'd be cool if there were a way to have ISRU work out of physics range. Maybe a system that just remembers what's going on ISRU-wise, e.g. how much of what to turn into what, what planetary resource gatherers are on and what concentration, then work out something that works like a converter, then a similar thing for asteroid drills but it treats the asteroid as another required resource, etc... But I can see implementing that, even in a dedicated mod, being really difficult. I'm off to see if a mod's available. Or maybe, since converters quickly rush anything they need catchup on upon load, you could trigger this "converter-catchup" every time an Auto-ROC is sent. I will call the idea Auto-ROCs from now on. The reason I'd like this is so I can distribute miners around the planet, e.g. ore miner in best ore spot etc, and to resupply orbital stations (the non-closed life support in USILS can be awkward on orbital stations).- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
I've no idea what that means tbh. I'll (try to) see if I can do it. I'm new to kOS * so I can't really program in kerboscript (yet) but learning it should be easy. *but NOT to programming, you saw I can code KSP .cfg files back when I posted that fix for EnrichedUranium which I have included in my TDPI Tweaks for WBI mod (unpublished, don't go looking for it (yet)), I can also code some full languages, e.g. Small Basic, Python, Lua (learnt that one with ComputerCraft, a mod for Minecraft XD. Yes, I learnt programming from Minecraft, and I'm going to apply the skills I learnt there (and in ICT and those times when I was bored so I wrote a program) to KSP). Don't worry, I'm actually rather good at programming (and with particular speed, if you watched my fingers type you'd probably struggle to follow them) Is there a way to get automated deliveries via pipeline without kOS or similar mod? I think it'd be cool as it'd allow distributed bases over a long distance.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Me neither. If I ran a real space program, I'd make sure the whole craft was bolted together properly before even rolling it to the launchpad. Does anyone know if I can order and/or send items via Pipeline using kOS?- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Lemme make sure I got this right: Reconfigure cargo -> click reconfigure -> KABOOM. If it's that, then I can't see why it's going boom. I don't know what Gratian and Thalia are, I'll assume they're planets from a planet pack. Check if your planet pack is known to have issues with Pathfinder, it doesn't seem incompatibilities are reported with Kopernicus (I assume your planet pack uses it, most do), then try to recreate the issue in the stock planet pack. If the issue does not persist with stock, you may need to report an incompatibility. Likely an issue with KSP's physics easing. Try because it eases physics better. Also try 1.3.1.- 3,523 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
For 150m logistics, no logistic unit needed. For 2km logistics, Karibou or other recognised rover needed inbetween vessels. For planetary logistics, logistic unit and pilot needed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
You'd need a Logistics unit (either Duna or Tundra Pioneer will do) to engage in Planetary Logistics. For some reason, the MKS tabs aren't showing for me anymore anyone know a fix? -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
1 - Ensure you have done a Biome Analysis in a Geology Lab (can be made from anything supporting PATH_HABITATION, Pathfinder itself offers the Ponderosa and Casa,) or Buffalo Crew Cab at the mining site, and ensure the results show RareMetal as not "unknown". I believe you need a Biome Analysis to dig anything but ore or prospect through the ore. 2 - Put the drill in the same biome as was analysed (KER can tell you which biome you're in) and ensure it's set to RareMetals 3 - Turn on the surface harvester, and make sure you have storage for RareMetals ready. 4 - If it still doesn't work, dig up ore and try a WBI_PROSPECTOR (you can find some in Geology Labs (PATH_HABITATION, such as Ponderosa and Casa), or the Claim Jumper (PATH_INDUSTRY, such as Hacienda)) Note I have not listed non-pure-Pathfinder options like the Rockhound for Bigby Orbital Workshop as WBI_PROSPECTOR or the Homestead as PATH_HABITATION.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
I think it might be a KAS issue. I've also noticed the ground attatchy things flying off the vessel AND the ground, but the attatchments seem to stay "attatched" to the floor. Also, do you have 0.625m, mk2 and mk3 configurable tanks? I'd love to be able to configure my spaceplane tanks and probe tanks.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Here's a ModuleManager patch for anyone who wants to put it in their GameData: @RESOURCE_DEFINITION[EnrichedUranium] { @flowMode = STACK_PRIORITY_SEARCH @transfer = PUMP } @RESOURCE_DEFINITION[DepletedUranium] { @flowMode = STACK_PRIORITY_SEARCH @transfer = PUMP } For those of you who don't know, this should be pasted into a .cfg file in the GameData folder or any subfolder. You're welcome! Feel free to add a :NEEDS[!mod] to the end if it's ever bundled in Pathfinder so as to not disrupt MKS/NFT's way of refilling reactors. (I hope it works, anyway - I haven't actually tested it) It works. Only answer I can give is quicksave often. Then just quickload if the Kraken is having a bad day and rips the place to shreds. I often have exploding parts when building on EVA.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Right, I have a NukeWorks up and running. I want to transfer EnrichedUranium into a SAFER reactor, but the resource transfer buttons aren't appearing. How can I get EnrichedUranium into the SAFER? Aand now a game crash, no crash report generated DX- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok thanks. By the way I think there's a typo in the Hacienda's ClockWorks, the equipment printer is labelled as an equipment recycler.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks. I am also having trouble with the context menus of parts (eg Buffalo Crew Cab has a long context menu) being longer than my screen.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
What do I do with Oxygen? My flashy new NukeWorks needs somewhere to put it because it's refusing to function (it will not produce EnrichedUranium, it wants me to use the oxygen that can be so easily made by other means (watney, etc) but is 100% useless AFAIK). For now I'll do a cheap fix - I'll go set the NW to dump excess Oxygen by changing the line DumpExcess in the OutputResource to true. EDIT: Woah, that's a lot of EC for my base!- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Now that my base is expanding, I'm having trouble managing it without taking Bill on EVA. Anyone got any suggestions? A mod I can use to change the focus point from the CoM maybe? EDIT: Oh, just found something that might help on Kottabos' channel. Camera Focus Changer, yet to verify if it works on 1.3(.1). EDIT 2: It works on 1.3, but EVS has the same functionality (o-lclick) along with alt-lclick to switch vessels (much better than trying to get Bill with [], just alt-click him and he is selected). You should add this to OP as a recommended mod: Who wants a complimentary base photo? Getting a bit big- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, sorry, modding is not my area of expertise. I can make parts, MM patches and WBI templates, but when I tried to make a configurable science lab it absolutely murdered KSP.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
If you're using the WBI-style experiments (done in labs), then you should bring a scientist and antenna (you need a scientist and KSC connection to add an experiment) along or pre-load them. It's also best to be on the ground, but not 100% necessary.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Ponderosas and Casas are by default geology labs, and you can configure any part supporting PATH_HAB to one. The labs are VERY important due to their ability to do a biome analysis, thus allowing you to change Gold Diggers' output resources and/or sift ore for minerals in the biome with either a Geology Lab, Claim Jumper, Rockhound or any other part/configuration supporting WBI_Prospector. Thus, this may have happened with you building a Ponderosa or Casa.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, rovers are out of the question. The nearest Exotics are on the poles, I'm on the equator (nearly) in a small crater in a giant crater. Full on material kits though so I guess I can just 3D print my equipment. Cue long micromanaging session involving the Buckboards' limited output... I need to set up a Brew Works. EDIT: Aah, I misread my little Buckboard's Equipment maker as using Exotic Minerals - it only needs Minerals.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
As for pipelines, can I automate them? I'd really like to not have to constantly request shipments. kOS maybe? For now, I'll just 3D print Equipment in my Blacksmith.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TDplay replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, I did an orbital scan (but only looked at ore). No exotic minerals here DX is there anything I can do that isn't shipping it in or using the Blacksmith's equipment maker?- 3,523 replies
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