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ElonsMusk

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Everything posted by ElonsMusk

  1. I am reusing fairly large boosters and while KAS provides welcome QoL/Part Reduction, it takes a long time to fuel large vessels. Is it possible for a user to manually change min/max transfer speeds from 4/20 to something greater?
  2. This looks really interesting. I'll have to take a look at this.
  3. Okay. I'm simply blown away. I had seen snippets of this but in early development. I jumped on board now....... Holy excrements this is incredible. The LIGHTS, my god, the LIGHTS can have spots.. I won't rant on but if anyone is on the fence, don't delay, this IMO will go down as a staple mod, I'm in love.
  4. Apologies for ignoring the old thread warning -- I can't seem to find more contemporary toolbar communications. Please immediately direct me there else continue: Trying blizzy in 1.12.0.. It seems when I add Toolbar (000_Toolbar) to GameData it causes a hang in loading, log here. I cannot be certain it's not simply version conflict, though of course there is no Max version set AFAIK. Did I bork my dependencies? Could it be conflicting with another mod? Again apologies if this is the wrong thread and I'd appreciate direction. As always much love, linuxguru, appreciate you almost daily you're a blessing to the community.
  5. oooo new toy! how fancy~ hope you have some fun with it!
  6. Wow a 1.12 update already?! Amazing. Changelog looks like you've worked hard! Curious if the engines still sometimes confuse themselves and their orientation.. Either way I'll be putting this in my 1.12 game. Waiting on more updates still but will return in future with any bugs etc.
  7. It *should*. I've migrated from .11 to .12 without having to change much, and it included IR and its sequencer.
  8. I know it's possible, but just a user here. The ASET avionics Mk1 cockpit features a seat up/down switch. The ALCOR capsule has a similar function in the seat. Tells me you aren't stuck in place and the game can know where the Kerbal is inside the cockpit.
  9. Technically, I don't think so. Feasibly, what if you put a dock between is, so two 'crafts' become one full arm? This way you can 'flip' a part by making the dock its parent.
  10. Yeah I'm hoping I can spot the mod throwing it, so I can go bother the mod author...
  11. I would like to stop this NRE spam, but I'm only vaguely familiar with diagnosing these things.. My suspicion is the following line, but I'm not sure much about it. [EXC 15:00:32.604] NullReferenceException: Object reference not set to an instance of an object BackgroundResources.ModuleResourceConverter.ProcessHandler () (at <172957724ad84b76b0fa1336e5b4b227>:0) BackgroundResources.UnloadedResources.ProcessInterestedModules (BackgroundResources.InterestedVessel vessel) (at <172957724ad84b76b0fa1336e5b4b227>:0) BackgroundResources.UnloadedResources.FixedUpdate () (at <172957724ad84b76b0fa1336e5b4b227>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Here is my log and I've listed my mod directories below.. Not sure what else.. Thanks in advance for any help!
  12. When you are in 'flight' you press Control+K to bring up the K&K statics menu. From there, you can edit groups, spawn new instances, and adjust local instances.
  13. Do you have pics of the elevator in action?? Looks great, Admiral!
  14. Matsuma Heavy Orbital introduces MTS-BCC60S and MTS-BCC90S. Fully stock cranes that ride the Lv3 KSC Crawlerway. Goal: Re-use boosters by stacking new and used upperstages on used boosters that land back on the crawlerway. Problem with a simple static crane: it wanders quite dramatically over time. Solution: Ride the crawlerway. You can see in this gif that the heading is almost nearly locked (footage is at 10x speed) as it travels the rail. It also can re-align itself if it wanders slightly off, though it should want to correct itself by design. More specs on Kerbalx page. I am using it to launch and reuse 2 3 and 5m rockets. I'm very proud of it, and potential operators should find it pretty easy to use. At current it handles up to ~78tons. For me this is plenty, but if you wish to expand you'll face more and more binding on the gantry rails thus the part count increases exponentially. I've sunk easily 100 hours into this crane design, and hopefully it's free of kraken baits. One iteration launched a booster 7 times before I broke my save file. The gantry is a work of art by EJ_SA on Twitch. and I wanted to add controlled axis in all directions and the Bridge Crane Crawler was born. The 60m and 90m versions are 342 and 364 parts respectively. They only come with tiny power supply but users can add on or swap out for modded generation. It comes with a speed controller for speeds between 75mm/s - 1M/s. Below is the link to all images included in the Kerbalx page for quick viewing. Full album here on Imgur. This is my baby at the moment, but do share your criticism as I'd love for it to be improved!! Enjoy reusing rockets! EJ_SA's crane can be found here. ps I have OCD (among other things) and have put off sharing this because I cannot get the 'release page' to be the way I'd like so I'm just typing this all out and sharing it because I think it's worth sharing! *proud kerbineer noises* I'll likely update this post. Shouts out to the LaserDistance mod, without it I couldn't have made the measurements I needed, particularly of the crawlerway itself. I had screenshots of the Krew doing those surveys but they seem lost.
  15. Does this work? GameData dir txt I'm glad I learned this. It will come in handy for future re-installs.
  16. Seemed to produce an empty txt file.. Strange. 100 pages! Congratz! lol.
  17. I manually do all my ksp modding. I don't use CKAN but here's my entire game data folder.
  18. For what it's worth, I'm on 1.11.2 with Config Containers, no issues.
  19. Is it autostrutted by accident? All I can think of...
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