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bunjatec

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Everything posted by bunjatec

  1. the only buggy thing I had was lots of explosions when I loaded a craft (to attach to one of the marker pads) that didn't have a free node on the root part. (this was on a surface base, on the runway) explosions happened underground and appear to have been the craft file I was loading.
  2. I'm currently using it to build in orbit, but until KAS/KIS is fixed I've avoided using it on an planets. the UI is working fine here though. I've used the pads (that attaches the built part directly to the craft the pad is on) and on the orbital construction thinggy.. oh and its bad form to ask about updates (even though I'd really like to see one myself). patience my friend.. the good mods come to those who wait (or make them)
  3. I'm glad I spotted these posts too, I just designed my usual mining rig, it would have got rather explodey should I have launched and then tried to use it..
  4. SEP does this better and the KAS features having to pug them together (and/or to a craft with power) makes a lot of sense .
  5. anyone else seen bugs in the surface experiments, some of mine keep turning themselves off. I have 3 experiments and 1 control module about 2km form the KSC they have 6x solar modules, but I keep finding that the experiments have turned themselves off and it's not transmitting back. I'm in science mode. So far I'm tempted to install KIS/KAS and SEP as it was more reliable.. Otherwise I've found surface features and played with robotics and they're really rather good.. so I'm pleased with 2/3rds of the DLC...
  6. Thanks for the reply Re: exploding stakes.. Maybe this is a KSP bug I've just got to work around.. I may try building a launchpad instead and just shift everything off it.. Perhaps this is a worthy part to add (or for me to find), a build target that's cheap but big and flat.. and doesn't explode.. Edit: I may actually look at using kerbal konstructs to see if I can use that as a place to put stakes... and see if they keep exploding.
  7. EPL is up to date (As far as I know) but I've asked the question on the EPL forum and see were it goes.. Thanks.
  8. Hi, not sure If this is in the right place, but I have an issue with exploding stakes! I'm running 1.6.1 have the latest EL build (6.4.0) and the latest KIS (1.18) on entering timewarp (non physics) I can almost always explode the 2 stakes I had previously placed. the only place that they survive is on minmus when placed on the flats.. Any ideas? or is this a KIS issue?
  9. I don't know if this is a common occurrence, but almost every time I go into timewarp (non physics) the Survey stakes (from extraplanetary launchpads) attached to a planet's surface explode, the only place this doesn't regularly occur is on minmus's flats. I haven't got logs for this right now as I'm just wanting to see if it's only me first. BTW I'm loving the revamped KAS connectors and hose parts/mechanics (oh the KPBS corridors)
  10. Hi, Anyone here tried running the current version on 1.6? (I just want to save time if it's known not to work) If not I may give it a go. Thanks!
  11. The stock ISRU has a buggy behaviour at high warp rates, occasionally coming out of warp at 6000K the EL code seems to not do this.. (so I personally think it may be better)
  12. I think I found a bug with the thermal management of the smelter.. it wasn't getting up to temperature so I stole some the .cfg code from the EL smelter and tweaked it in.. The ELCoreHeat needs to be there as otherwise it won't work.. (it's almost always at 0% efficiency) btw, I'm running on KPBS1.6.6 and KSP 1.6.0.2395 and I've not encountered any other problems yet.. keep up the good work .
  13. just a thought, does this have any effect for VTOL aircraft as the lift engines should be assisted by ground effect too.?
  14. I'm playing it on 1.4.5 (although slightly hacked to use with NSSC ) and I've not had it crash yet..
  15. @PiezPiedPy cheers, I made a custom config to fix it for me, and while I was here (as I use Extraplanetary launchpads) I edited it to produce Metal as well, may be a useful thing for EL to put in a Patch or to detect EL and implement here (I don't know which would be best) I also created a Carbonate baking process that would be similar to a lime kiln, heat ore (limestone) to release CO2 and produce quicklime (to use as concrete for shielding)
  16. Hi, I've just noticed that the ISRU functions don't allow the production of Carbon (CO2) without an atmospehric resource.. in the docs there's this line in resources under the ISRU converters section. Molten regolith electrolysis EC, Ore [Regolith] Oxygen, CO2, Shielding but in the VAB when building the MRE option doesn't produce CO2 (or it doesn't state it) only oxygen and shielding. Is this a bug?
  17. I must admit I was a big user of "not so simple construction"/"simple construction" being able to pull the functionality of these mods into EL would be great.. (I appreciate this is time permitting) I loved the re-use of stock components too.. I certainly think that the option to use EC rather than liquid fuel for smelting later down the tech tree, and the ability to switch between Ore/metal Ore as a game option would be good. Look forward to 1.4.5 version btw, I've just started a 1.4.5 save with kerbalism, and building rockets off world is a big part of my game plan! Thanks for your hard work
  18. I found TARGET almost unusable, as it messed up the axis mapping when used with KSP. I managed to get my thrustmaster 16000 working in the end, by not using the trustmaster software and using the axes 'vanilla' just using the basic driver. I then mapped the buttons using JoyToKey which interprets the joystick buttons and allows them to be assigned to key-presses. While it's not as good as the potential for customisation that TARGET allows, it is at least a usable workaround.
  19. I managed to get my thrustmaster 16000 working in the end, by not using the trustmaster software and using the axes 'vanilla' just using the basic driver. I then mapped the buttons using JoyToKey which interprets the joystick buttons and allows them to be assigned to key-presses. While it's not as good as the potential for customisation that TARGET allows, it is at least a usable workaround.
  20. found it, for anyone else asking this (admittedly rather dumb) question, there is a buoyancy control window to open and adjust buoyancy. word of warning, if your airship can go v. high (15-20km in my case) then going to max buoyancy and waiting to see what happens results in a rather rapid upward rise.... looked rather interesting here..
  21. quick question, is there some sort of idiots guide to this somewhere? made a blimp base, SPH helper suggests it'll float up to 21km, but it just sits on the runway, is there some sort of control I'm missing/failed to find? I hope to have a base at 20km to build and launch rockets from.
  22. Hi, just a quick couple of questions, does this mod work in all atmospheres? (for example Eve, Laythe, Jool?) can I leave a vessel in the air to float while I'm doing something else (eg high altitude bases)? Thanks
  23. construction attach points sounds great, this is kinda what I've been using docking ports for. My biggest gripe was when you build a SS node on a port then forgot to release it before it get itself into a weird broken docking situation where I couldn't then release it. my workaround was to build on a different size docking port then released and maneuver into place with a tug. (Btw I tend to use this mod via NSSC as I prefer the stok drill/ISRU/ore combo in it's simplicity, rather than the more realistic smelter route) Keep up the good work.. Thanks!
  24. Just to be clear roxedboxer you have tried running it from the unpacked mod folder inside the gamedata folder? I'm a windows 10 user and I have had several versions of this mod working.
  25. That's fair, once I've got something that vaguely works I'll pop the project up online so you can have a look. I'm using the community version of visual studio so it should be easy enough to pick it up. it should allow us to generate any number of complex systems (binary, where one star is much bigger than the other for example) and my earlier idea where you can extend a universe based on the same seed will be implemented too. Other features that will go in will be a scale factor (real universe, Kerbal universe, and funsize), a windows form style UI and possibly spiral galaxies but the main feature will be the extensibility of it.. oh and potentially a visualisation tool just to check it's all formed correctly. BTW why does kerbol need to be on the outside edge? is it just to stop it having an overlapping SOI with other stars? I may have a solution to fix this..
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