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Krakatoa

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Everything posted by Krakatoa

  1. I lost a base and a couple stations, calling it a good reason to design new ones. It's in a career mode, and the reason seemed to be that since "unresearchable" isn't a node in the tech tree, it doesn't finish loading the part. Luckily, MIA crew members can come back in a day or two with my difficulty settings.
  2. I have a few rovers relying on Kraken Generators for most of their power. Are you getting rid of the EC generation?
  3. No, the Nert file with the patch is in a folder named "CryoTanks" that you'd get with Kerbal Atomics or Cryogenic Engines. Not sure what else may be causing issues. After I went through and made sure IFS, B9, and that patch were all correct, I stopped getting phantom fuel. What all this probably means is that you have something else adding tank types to all tanks. I haven't seen you post a pic of your GameData folder, so maybe that would be a good start?
  4. It sometimes takes a bit after the update, but I do tend to get an email. Sometimes it seems to come in within minutes of downloading the mod, which could just be circumstantial.
  5. I probably put this thread in the wrong forum, and it probably belongs better in the modelling subforum, my bad! The thread
  6. Aye, I'm modelling a brand new part, though, so I'm trying to get the scale right. It seems to be roughly 3m for the collider, so I'll just roll with that.
  7. That mostly serves my purpose, but I am hoping for more of a numeric value so I can be accurate with the model, rather than "eh, close enough."
  8. I'm in the process of making a command pod, with the intention that it be used for asteroid harvesters. Planning on having flat areas for attachment on the sides of the pod, primarily for drills, but they're flat areas, use 'em for whatever. I do want to make sure they're far enough back, though, so does anyone know the length of the swing arm collider of the large stock drill when deployed? I don't need to be breaking the ship off of a captured asteroid when sending in the drills.
  9. Thanks for the new release and parts! I have a question, though, do we need to leave in the Space Tux Industries icons for Filter Extensions if we aren't otherwise using that mod? Or can we just transfer over the main mod folder?
  10. Even on the craft where the patch had added fuel, that extra fuel disappears if you fix the patch. Space Kadet quoted how in the message right above yours. That CryoTanksFuelSwitcher file is in the CryoTanks > Patches folder. Dunno how to do any fixes with Kerbalism, especially since, from what I understand, it changes how a lot of background processes work.
  11. It already has WBIResourceSwitcher as a tank type to leave alone, but it needed the other sort of switcher.
  12. @Angel-125 Turns out it was indeed CryoTanks giving the extra B9 options and overlaying the tanks. Just added !MODULE[WBIConvertibleStorage] to the :HAS in the CryoTanksFuelSwitcher file and now the tanks load in clean. I left it as a PR on @Nertea's github (#43), but anyone that needs to fix it can put that piece in your own CryoTank file.
  13. That's also the purpose of the stakes, your "launchpad" can be as big as you like.
  14. Hey @Angel-125, was doing a bit of testing with the fix on resource distribution, and I am now getting resources sent around! I do sometimes have to turn distribution off and on again on scene change, and in that install, the phantom LF/O is still coming back. I tried checking the information on a D2 science lab I had in the area, and got NRE spam. Figured it might just be something with my save, so I created a new install, with only Squad, the full WBI suite (sans BARIS), and CRP (for the purposes of the test). I didn't make it as far as checking resource distribution because I tried to reconfigure a D2 SciLab in the SPH in Sandbox mode and this NRE (the same from my main install) started spamming the log, and the base layer of the dialogue box for modifying the Lab came up, but no buttons. I grabbed the first instance of the spam, but it was this repeated until I force-closed the game, couldn't hit any buttons on the screen while it was happening and esc did nothing. [EXC 11:10:09.617] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.DistributionView.DrawView () WildBlueIndustries.WBIResourceDistributor.DrawOpsWindow (System.String buttonLabel) WildBlueIndustries.OpsManagerView.DrawWindowContents (Int32 windowId) WildBlueIndustries.Dialog`1[T].PreDrawWindowContents (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 11:10:09.631] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.DistributionView.DrawView () WildBlueIndustries.WBIResourceDistributor.DrawOpsWindow (System.String buttonLabel) WildBlueIndustries.OpsManagerView.DrawWindowContents (Int32 windowId) WildBlueIndustries.Dialog`1[T].PreDrawWindowContents (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [ERR 11:10:09.634] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) This was a fresh install, only WBI, stock, CRP, and MM. The test craft was just a Clydesdale, a series of Duna-8s with different empty resources, and I had just added the D2 SciLab on the back and selected the control panel button. Lemme know if I need to drop anything else in here for you, and thank you for your work.
  15. Then you should have 2.7.6 of MM, 1.4.4 of KIS, and 0.6.2 of KAS. I know at least your MM version is still out of date.
  16. If you're in 1.3.1, it looks like you have the wrong MM version. You should have 2.8.1 if your game is up to date.
  17. This is fantastic news! Thanks for solving that, gets be back to wanting to play my career save.
  18. It may not solve your problem, but use this download instead (It's the actual release).
  19. I know from previous posts that long log files can muck up things for the forum, may want to edit those out. With the problem fixed, just a snip will be great, and if you have future troubleshooting issues, it's best to upload to something like dropbox and put a link here.
  20. Update on what has been accomplished: - I've basically completed work on the engine, as far as getting the stock plume sorted and a basic pass at leveling it and the tank. - The Magma Chamber now holds Ore instead of LF/O and the engine runs on Ore and EC. Current set of plans: - Hoping to learn how and sort out an emissive for the actual outlet for the engine and other lava areas - Learn how and sort out a normal map for both completed parts and all future parts - Add RCS capabilities to the small side vents on the engine, though not sure if it can serve both purposes - Add industrial Command Pod - Add SAS wheel - Add ore-EC fuel cell in a style consistent with the industrial parts of this pack - (Possible) create a Magma resource for the engine itself to run on, with hidden converters to keep it topped off with any sort of surface-mined resource on the craft - If I do this, I'd like to potentially change the Magma Chamber to hold and generate the Magma while smaller attachable parts hold the ore or other material (Like CRP's Rock) - (Possible) a good idea from @JadeOfMaar to include interaction with NFE to have the Volcano Drive be a nuclear reactor, with maintenance aspects from that amazing pack. - (Possible) Add a landing leg that is tall enough to land a basic KEP craft nose-up and attach to a sphere - (Possible) Create a sort of drill to serve the same purpose Note: I will be updating the OP with a link to the Git download. Keep in mind that it's still majorly under progress, and if I do anything that changes how the engine and tank works, it could easily kill the function of a craft. I wouldn't suggest using this in a career save or long-running expedition just yet. Here's the first couple parts in game! Side View View down the pit of the Volcano Drive (Note: Doesn't have the power to get off the ground at sea level on Kerbin with a full load of Ore.) Hacked gravity so I could see the smoke in action. Disappears out of the atmosphere. In Space!
  21. This may be a random glitch, but after 1.14 came out, all my surveyor cupolas were rotated nose-up 90 degrees where they were attached. I can easily get an engineer around to de/reattach them, so nothing is dead yet, but it has proven a little funny going around to different bases that had been using one and seeing the Kerbal stare at the sky.
  22. I think I typically use the single-length when installing something like an ISRU or other segment. Double changing doesn't kill anything I'm working with, and gigantic craft are something I haven't attempted but would be pretty cool. Especially if someone's using a radiation-adding mod and distance matters. I think Nertea has plans for one long term.
  23. USI does it with the PAL parts from Konstruction. Here's the bit for the crane. You can use the Konstruction parts like actual cranes, forklifts, etc, but just having them near the part lets the Kerbal act as though they have extra strength. @PART[PAL_Crane]:NEEDS[KIS] { MODULE { name = ModuleKISPickup allowPartAttach = true allowStaticAttach = false allowPartStack = false maxDistance = 16 grabMaxMass = 6 dropSndPath = KIS/Sounds/drop attachPartSndPath = KIS/Sounds/attachPart detachPartSndPath= KIS/Sounds/detachPart attachStaticSndPath= KIS/Sounds/attachStatic detachStaticSndPath= KIS/Sounds/detachStatic } } I could make the PR if you like. ETA: After I make sure it works that way.
  24. @Angel-125 Would you consider adding KIS carry weight boosting parts? Or even just that bit of code to something like the Buffalo grappler arm? It would be right handy to have something that allows you to manipulate heavier objects. It'd be great to be able to move past the Konstruction mod.
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