

Apaseall
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apaseall replied to Angelo Kerman's topic in KSP1 Mod Releases
Looking inside my save games I see: WBI.Hacienda. Modules present in old save that are not in new save: WBIDrillSwitcher, WBIMultipurposeHab, WBIResourceDistributor, WBIOmniConverter (x6), WBIOmniStorage. Modules present in new save that are not in old save: ModuleAnimateGeneric and WBIMeshToggle. I presume similar will be found when I look into the Casa, which I notice is called WBI.Ponderosa2? My current plan is to make a new save as a copy of the present new save. Then make a copy of the old WBI.Hacienda. Insert into that, in the right places, ModuleAnimateGeneric and WBIMeshToggle. Cross my fingers and see what happens. Obviously this has halted play for me, since I was building and learning about Resource Distrubtion/Not/Quirks.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apaseall replied to Angelo Kerman's topic in KSP1 Mod Releases
Lol. Well I nearly had a cursing fit. With the last update, visited my base. Oh NO! Where is my Casa. Where is my Hacienda? Then I noticed that they were there. They needed to be inflated again. Thankfully the Kerbals did not die. How they managed to remain in there... I inflated them both. They retained the settings for Omni Storage. They do not have a Manage Operations option. I tried a quick save and quick reload. No joy. I tried saving and loading. No dice there either. I will have to pop into the save game, see if I can do something there. I would have spotted this earlier had I not spent an age pratting about trying to transport a heavy object in the hold of a small vtol craft. Yes I hit the ground a lot! So whilst not cursing, this IS a problem if you have a Hacienda or Casa in a base then update to this patch. Of course it could be that I am terribly unlucky and be the only one this ever happens to.- 3,523 replies
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KSP Interstellar Extended Support Thread
Apaseall replied to FreeThinker's topic in KSP1 Mods Discussions
Hi, @FreeThinker There is a text error at line 315 in file NuclearTurboJet.cfg located at \GameData\WarpPlugin\Parts\Engines\NuclearTurbojet. This is for part name KspiNuclearJetEngineOx. Current text is: scaleFactors = 1.25, 1.875, 2.5, 3.75, 5, 7.5, 10, Either there is one too many commas or a number is missing. Thanks -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apaseall replied to Angelo Kerman's topic in KSP1 Mod Releases
Many many thanks for the updates.- 3,523 replies
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[1.8.1 - 1.12.2] KSP Interstellar Extended 1.29.5 Release Thread
Apaseall replied to FreeThinker's topic in KSP1 Mod Releases
Yup that message looks familiar, not loading the classes. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apaseall replied to Angelo Kerman's topic in KSP1 Mod Releases
Maore YAY. Quick question time. Resource distribution. Am I correct in believing that RD takes place between parts that can and are within 2K of each other, if 2K is my 'loaded vessel' range? By loaded vessel I guess I mean physic range, erm the range when craft are loaded when you approach them? If so then I seem to have experienced a little hiccup. I have two bases side by side. I had to use KAS to connect them in order to get equipment to inflate a part. The part I wanted to inflate/assemble was in a base that had no resource for equipment. The other base had about 800 equipment and was set for sharing. Despite making more equipment, going from about 750 to 800, I got the same quantity missing message when I tried to inflate. Like I said I solved the problem but does this sound like something was not working as it should?- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apaseall replied to Angelo Kerman's topic in KSP1 Mod Releases
YAY. YAY. YAY.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apaseall replied to Angelo Kerman's topic in KSP1 Mod Releases
Now for something entirely different. The case of the vanishing Equipment. Now this is a little tricky to describe to bear with me. I have a modest base. A Hacienda is set to make Equipment. A ChuckWagon is set to store Equipment. Both are initially set to share Equipment. Nearby is a ship. They are not connected. I am trying out the Resource Distribution. The ship has containers that hold Equipment. It is how I got the large quantity of Equipment on site to start configuring/re configuring the initial base. The containers can take part in the Resource Distribution. All relevant containers are set to take part in Resource Distribution. Those on the ship are set to share Equipment. If I set the ChuckWagon to Consume, I see the number of units of Equipment rising rapidly. This is due to having excess of the raw materials and lots of clever Kerbals. Great. I set the ship containers to locked by clicking on the little green arrow. If I set the ChuckWagon to share I see the units of Equipment continue to rise. This is expected as the Kerbals are still churning out Equipment as fast as they can. However when the Resource Distribution tick happens, about half of the Equipment is removed from the ChuckWagon. It does not appear in the Hacienda. Switching to the ship I see all the containers there still remain empty. This is expected as I have lock those containers from storing any more Equipment. If I quickly switch back and forth between the base and ship I see a net reduction in the quantity of Equipment. This is not expected. I wonder where the Equipment has gone? No messages relevant appear in the in game console. Now if I wanted to merely build up a stock of Equipment I could set the ChuckWagon to consume and be happy. The problem is that Equipment is used to assemble/inflate PathFinder flat packs, in this case I want to assemble a Casa. As you can see this is a little complicated. Now for testing. Set ship containers to unlock Equipment. Set ship containers to ignore Equipment. Set ChuckWagon to consume. Quantity of Equipment in ChuckWagon steadily rises. Great. Ship containers remain empty. Great. Not so great is that the rate at which the quantity of Equipment rise in the ChuckWagon is drastically slower that when the ship containers where locked. At least the Equipment is no disappearing. Can someone explain what I am seeing please? edit. More testing. Set ChuckWagon to share. The rate of net increase in the base appears to drop to to zero. Not good. I have the an alternate resource panel to display my resources. It has the ability to show me the contents and status of each place where a resource is stored. So far I have used the standard KSP info panel to keep track of where the Equipment is stored. If I look alternate resource panel and the places where the Equipment is stored I do see an increase in Equipment. Great. Due to the KSP info panel quantity not increasing there now starts to be a difference between what that shows and what the alternate resource panel shows for the quantity of Equipment. Now for the weird part. I have been flipping back and forth between KSP and writing this. Going back to KSP I see that the numbers for Equipment have successfully synced. As I watch they slowly drift apart again. Conclusion? Well nothing appears to be broken. Except for the first part when I have the ship containers locked. Or and except the greatly increased or decreased rate of production of Equipment, depending on where you view locking and unlocking the containers. Oh and one further thing. The alternate resource panel displays the rate of usage of a resource. All the while I have been switching back and forth messing with locking or consuming etc the rate has remained constant.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apaseall replied to Angelo Kerman's topic in KSP1 Mod Releases
I have a couple,few of suggestions. 1. Storage. With the possibility of storing more than one resource in a chuckwagon via use of Omni Storage we can cut down on the number of chuckwagons required. However as we know the storage of a chuckwagon is finite. Thus the more different resources you store in a single chuckwagon the less of each resource you can store. Eventually you will need to build more chuckwagons. My suggestion is to provide the user with 3 sizes of storage. Small = chuckwagon size, same model. Medium = hacienda size, same model and Large = Hogan size, same model. The models already exist for Chuckwagon, Hacienda and Hogan. Only the decals/logos would need to change. Obviously the whole purpose is to store more and more quantity of resources, so the volume would have to reflect the size of model used. 2. Conversion. This relates to 3. Again using 3 sizes like 1. The purpose would be to allow more Kerbals to be stored in the OmniShop(?). With an additional bump for Productivity(?) we can the make lots of goodies with increasing reduction in time to produce = more per second, reduced waiting times. 3. Storage of Kerbals. At the moment when we click on the part, say Hacienda, the info panel does not show how many Kerbals we could shove into the part. Having a display showing x of y Kerbals would be great. With 2 we would then be able to see at a glance how many Kerbals we can squeeze into a Hogan sized sweatshop. My idea is to leverage the work already done. Just provide more choice. Oh and it would go across the board so Science Labs would also be able to come in 3 sizes, possibly enabling more experiments or what ever to be run at the same time. edit Ah yes. I see that some parts have connector ports on them to allow the use of KAS. At least one model has a connector part on it when it is full sized. I would love to have a built in connector port on the Chuckwagon and if using the above suggestions, the other size storage. The reason I ask is that I sent PathFinder inflatable parts to a ChuckWagon that is set up as a Storage Container. Transferring the parts via Kerbals is rather tedious. I connect them with ports and a link. Then it is only drag and drop.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apaseall replied to Angelo Kerman's topic in KSP1 Mod Releases
Massive thanks for all the work you put into this mod. I am starting to see the advantage of the Omni's. I too did wonder if this was going to make Omni the default. Along the lines of, well yes Omni does it all, so what do we need all those other parts for. Which hurt because I thought of all that time and effort spent making what now feels like legacy parts. I am glad that you are going to keep those parts, I bet it is due to "It's your game, your choice". Any work done on being able to pick resources to use with Omni will be greatly appreciated. As an interim fix/help merely sorting alphabetically will seem like a god send. I am using CRP btw. Oh and I think I will be needing to work out how to make slag. I was making equipment the other day and clicked on the smelting metal convertor. The game crashed. If it happens again I will do my best to provide logs. For the moment a crash now and then seems to be the norm for KSP. Which is odd as this makes the game seem less stable, or maybe my memory is fault (mine not the PCs' lol) as I thought I was having less crashes in 1.3.1. Not that I am saying this mod is the source of instability. Just more crashes in general. Then again that might be due to the slow process of getting 167 mods to all be at the same level, ie 1.4.5 rather than 1.4.1 etc. Erm wall of text anyone?- 3,523 replies
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I am using 1.4.5 and well lots of things seem to want to spawn in at some height above where I parked them lol. But this IS with this mod installed so I cannot say for certain that what I am seeing is not as a result of THIS mod loading them in higher in order to lower them softly to the ground in order to avoid even bigger jumps.
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[1.12.x] Tweakable Everything Continued (replacement)
Apaseall replied to linuxgurugamer's topic in KSP1 Mod Releases
I wonder why those lines even appear in the log. I have spent a bit of time going through logs and that message is not one I am can say for sure I recall seeing. Thank you for taking the time to look at it. To me the message seems to be saying that the data type? is of the wrong sort. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Apaseall replied to JadeOfMaar's topic in KSP1 Mod Releases
I wonder how many hours I have spent. Where do I look to find out? -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Apaseall replied to JadeOfMaar's topic in KSP1 Mod Releases
I have the same conversation with them regarding auto detect, .dll files and .version files. Hopefully they will write some code and catch up with the modders. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Apaseall replied to K.Yeon's topic in KSP1 Mod Releases
Great reply. Thanks. I made it to bed for my sleep but only just lol. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Apaseall replied to K.Yeon's topic in KSP1 Mod Releases
Lol and to think I have been playing for about 2 years without ever using the crew hatch! Just for that I will post this little patch: -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Apaseall replied to K.Yeon's topic in KSP1 Mod Releases
The actual order that you install the mods does not matter since each mod is stored in its own subdirectory of GameData. edit Most mods are downloaded as a zip file. Unzipped you will see a directory structure. One of those is called GameData. Copy the folders below that into your own GameData folder. I say most as some mods merely contain the folder that you just copy into your GameData folder. Always useful to eyeball the unzipped directory structure just in case as you only want one GameData folder, the one for your game. Installing others erm is wrong and might make for odd behaviour. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Apaseall replied to K.Yeon's topic in KSP1 Mod Releases
Oh? This is not something I have seen before. IVA? is that something to do with the internal view? I have not tried to EVA from a hatch, I have always clicked on the portrait. I will have to have a play. Right now I am considering making areo versions of the MK2 RCS/OMS thruster pods. Might take me a little while to reply on this post. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Apaseall replied to K.Yeon's topic in KSP1 Mod Releases
Hi JadeOfMaar Part display name OPT 'Stail' Class QS01 Cockpit. Crew capacity 5 I think. So I sent one crew on EVA. Then a second. Now I have three kerbals remaining. However there are no portraits. Thus I cannot EVA them. This is a problem because this flight was to crew up some Pathfinder modules prior to getting a Hogan? built. Initially I saw two portraits. After I sent the first kerbal on EVA I saw only one portrait. There are now no portraits after I sent the second kerbal on EVA. Could you take a look at this please. Thanks. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Apaseall replied to Shadowmage's topic in KSP1 Mod Releases
Nice image. One thing I have noticed about my use of a track like the above, some of the track seems to tend to want to sink into the ground a bit. This leaves the bottom part bare of the track, it is merely a visual observation. I have no idea if this can be addressed at all. But since you are working on the graphical side of things I thought it might be worth mentioning. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apaseall replied to Angelo Kerman's topic in KSP1 Mod Releases
I hope this is the right place for this. Omni Storage. I am starting to try to use the resource distribution system. In order not to have insane amounts of parts to be able to store all the different types of resources I thought I would give the Omni Storage a whirl. I am sorry to say that the current method for setting up which resources are stored is painful. I feel that maybe the resources are grouped in some manner? But I also feel that the grouping is awkward because maybe a resource is already listed when a new group is added. I have a very long list of possible resources. Trying to scroll through the list is not as easy as it might be, as when I try to drag the scroll bar down a little, quite a large jump occurs. This may be due to the size of the list and the resultant step size for the scroll. The list is not sorted alphabetically. This means that I have to scroll through a fair amount of the list in order to find something. All in all, although the present method may work well, as I said I am just trying to get to grips with this resource distribution idea, the experience is terrible, from my point of view. Please please spend a bit of time to improve the user/play interaction. If nothing else make the darn letters bigger to make the resource name easier to read. Sorry to complain in such a strong manner but I am right ticked off about this atm.- 3,523 replies
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Apaseall replied to Shadowmage's topic in KSP1 Mod Releases
I thank you for the full and very clear reply. As I was writing the OP I did wonder if I might have been making a false conclusion. I see that I was wrong, in that there may be an interaction but it is not from this mod but as you say the other mod. WildBlueIndustries I think uses the KIS mod. My apologies if I raised a sore point. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Apaseall replied to Shadowmage's topic in KSP1 Mod Releases
Hi, here is another wish, sort of. I normally scale the size of which every wheel part I am using. Wheels and tracks. I am not sure but I think the collision box does not scale nicely. I see this in action as my kerbal suddenly flies into the air at great speed. Forgive me if my conclusion about the collision box is incorrect. Steps to reproduce would be to stand very close to said part and then retrieve a large part from the inventory of another part. i.e. a small rover with some WBI inflatable parts stored onboard. Step close, pick up the part, see kerbal fly. The wish? well not to have flying kerbals. Ta. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Apaseall replied to K.Yeon's topic in KSP1 Mod Releases
Back again! Hi @JadeOfMaar Got a request. I used Manage Operations on an OPT KH Cargo Bay to turn it into an Omni Storage unit. The expected Setup Omni Storage option did not appear in the list of properties[?]. I tried the same with a Tundra 200 part and everything looks fine in the editor. Could you take a peek at this pretty please. You see I am trying out this distributed resource model and well if Omni storage works, my dreams have come true! [fingers crossed]. The OPT KH Cargo Bay might be a wee bit broken as in, hey I can store loads of konkrete in here and stuff loads of parts in the empty bay. Either that or the tanks on the side of the bay are really really big! edit. Oh hang on, it was Equipment I was storing in there, maybe I can store lots of that because erm its light? -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Apaseall replied to Shadowmage's topic in KSP1 Mod Releases
Thanks for that. It is not something I am familiar with so that would be a learning curve thing. Fingers crossed that it is made easy for me.