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KSP2 Release Notes
Everything posted by Svish
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Svish replied to SuicidalInsanity's topic in KSP1 Mod Releases
Hey! Apologies if I've misunderstood and these parts actually don't belong to your mods, but I think they do. It's the Mk2 Service Bay and Mk3 Service Bay, where you can configure a tank type to have in the middle of it. I was wondering if it would be possible to add another type of "tank": A CLS compatible crew tube? In the screenshot below, the cockpit and two passenger sections are all separate living spaces with no way to transfer crew between them (naturally). It would be really cool the service bay could get a "crew tank" option, for connecting those living spaces, while still leaving room for stuff around it, like with the other tanks. What do you think?- 1,507 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Svish replied to Paul Kingtiger's topic in KSP1 Mod Releases
The science experiments in US2 seems to be a bit bugged or something, I have the same issue with [x] Science, so I trigger the materials and goo experiments manually or via scientist now- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Svish replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hm, tried it now, and doesn't seem like patch works here either... What exactly did you paste into where, @AmpCat? @DStaal Any idea what might be wrong? I put it in a .cfg file in a folder called MyPatches in the GameData directory.- 1,553 replies
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- kis
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Svish replied to Paul Kingtiger's topic in KSP1 Mod Releases
Interesting. How do I add such a patch though? Never used MM myself before.- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Svish replied to Paul Kingtiger's topic in KSP1 Mod Releases
Also, a version of the Capacitor from Near Future Electrical, would be awesome. Especially if it was expandable like the battery already in this mod is.- 1,553 replies
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- kis
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Svish replied to Paul Kingtiger's topic in KSP1 Mod Releases
Maybe it's already there and I'm just not seeing it, but is there an Experiment Storage Unit wedge for this? If not, would it be possible to add? Always unsure where to place the stock one, and would be so nice if I could just place it as a wedge on a USII core.- 1,553 replies
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Aha, I thought it was the Strategia mod which supported certain contracts. But that makes sense.
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How does that work though, especially with the CleverSat contracts for example, where you have to place unmanned probes in specific orbits?
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For the Operations strategies, what exactly does "when a pilot/engineer/scientist is present" mean? For the Tourism Plus contracts I assume it's just having a pilot on the trip, which is required anyways I think, but what about the other two? Engineer: Station, CleverSat, and Bases and Stations... present how? When I put a satellite in orbit for example, which is supposed to be uncrewed, how do I make an engineer present? Must he be in rendezvous close to the satellite once it hits the orbit or something? I.e. need to place a crewed pod in the right orbit, and then release the satellite? Scientist: Science Collection and Field Research... present how? Do the actual science from EVA? In the craft together with the science when it's transmitted or recovered on Kerbin?
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Also a question... What does the Spectrometron do exactly? Does it convert an experiment into a different experiment? Or does it do something with the original experiment? Or what does it do exactly?
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When clicking "Start research" on the TH-NKR Research Lab, the button changes into "autoLOC_statsci_stopResearch"... I assume that should've been "Stop research" maybe?
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Svish replied to Angelo Kerman's topic in KSP1 Mod Releases
GitHub logins are free -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Svish replied to Angelo Kerman's topic in KSP1 Mod Releases
I get this too -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Svish replied to Angelo Kerman's topic in KSP1 Mod Releases
Ah... Guess that explains why it worked with the construction ports then... Any idea why I can't seem to attach the USI Konstruction docking jr ports to those hub side nodes? How do they differ from the MOLE dockng ports? Is that related, or just me being newb? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Svish replied to Angelo Kerman's topic in KSP1 Mod Releases
Ooh... I thought the Mk1 Docking Port and the Mk1 Radial Docking Port was basically the same... maybe that explains why my attempt to weld two Mk1 Docking Ports together just now, to grow my space station, basically made the station fall apart... or is that a bug perhaps...? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Svish replied to Angelo Kerman's topic in KSP1 Mod Releases
Question: Is it possible to make the staging of parachutes in the MOLE docking ports and control module optional? For example, when making a space station with the a couple of Station Hubs, filled with docking ports, there are a lot of parachute icons cluttering up the staging queue... Either that, or maybe just an optional MM patch to disable/remove the parachute completely from those parts? -
Good answer! One extra question: The craft I'm currently working on/controlling/etc is one thing, but are other things happening on other threads? Like that space station around the Mun and all the Relay satellites orbiting Kerbin, etc? Or are they just like... "this much time has passed, so they should be here now, and lets assume the solar panels were in the sun the whole time so it didn't run out of juice, and ..."?
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Tutorial - How to Create a Satellite Network with Evenly Spaced Satellites
Svish replied to Wikkyd's topic in KSP1 Tutorials
Great explanation! WIth the MechJeb mod already installed though, at the end, you could've showed quickly how to (not) do that math with the resonant orbit mode of the Maneuver Planner. Also, less efficient though, but I let my "mothership" do one of its orbits first, before I let the first satellite loose. That way I handled them all "the same", instead of the first one getting special treatment- 5 replies
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Is there any technical reason why KSP couldn't be sped up a lot by using hardware acceleration for its physics calculations instead/in addition to the CPU? Like PhysX, CUDA, etc... Like, is there something about the game or something that "requires" a single thread for it to "work" properly?
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Svish replied to Angelo Kerman's topic in KSP1 Mod Releases
Aah, I see. Thanks -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Svish replied to Angelo Kerman's topic in KSP1 Mod Releases
Did that, but, as far as I can see, it only says that you need LabTime. Not how/if it's split between projects, how it's related to number/skill of scientists, etc. Another thing I find unclear is: Should the Botany Lab have scientists in it? It says Skill Needed: ScienceSkill, but when started the growing time goes down even if it's empty... Or is the scientist just needed to be somewhere on the station? -
After having played for a while, exit out to the game menu, and then quit the game (from the menu)... instead of exiting cleanly, the game crashes... Can't give any better instructions for reproducing this, but hopefully the logs and crash dump will make sense to you guys. Version: Latest from Steam (1.3) Log and crash.dmp: https://1drv.ms/u/s!AmFxMLZJRXxKnckDHh6SlYXAEz4YaQ Mods (manually added): Mark One Laboratory Extensions (M.O.L.E.) 1.7.2 NearFutureSpacecraft 0.7.2 StockalikeStationPartsExpansion 0.5.1 Mods (export from CKAN): AllYAll 0.11.0 AtmosphereAutopilot v1.5.10 AT-Utils v1.4.4 B9PartSwitch v1.8.1 BetterBurnTime 1.5.4 BetterCrewAssignment 1.3.1 CommunityCategoryKit 2.0.1.0 CommunityResourcePack 0.7.1.0 CommunityTechTree 1:3.1.1 ConfigurableContainers-Core 2.4.1 ConnectedLivingSpace 1.2.5.3a ContractConfigurator 1.23.1 ContractConfigurator-CleverSats 1.4 ContractConfigurator-FieldResearch 1.2.1 ContractConfigurator-KerbalAcademy 1.1.7 ContractConfigurator-KerbinSpaceStation 1:3.6.1 ContractConfigurator-Tourism 1.5.2 CorrectCoL 1.6.0 CrewLight v1.6 CustomBarnKit 1.1.12.0 DefaultActionGroups 1.2.3 DMagicOrbitalScience 1.3.10 DockingPortAlignmentIndicator 6.7.0 DockingPortSoundFX v2.1.12 EasyBoard 1.5 EasyVesselSwitch 1.3.0 EditorExtensionsRedux 3.3.13.1 EvaFuelCont 1.5.0 EVAHandrailsPackContinued 0.2.1.5 ExtraPlanetaryLaunchpads 5.8.0.0 ExtraplanetaryLaunchpads-NoMoreProduction 1.0.0 FelineUtilityRovers 0.5.2 FirespitterCore v7.6.0 FirespitterResourcesConfig v7.6.0 FTLDriveContinued 0.1.9 GroundConstruction-Core 1.2.0 HeatControl 0.4.1 HideEmptyTechNodes 0.8.0 IndicatorLights 1.2.10 IndicatorLightsCommunityExtensions 1.3 InfernalRobotics v2.0.11 InterstellarFuelSwitch 2.6.3 InterstellarFuelSwitch-Core 2.6.3 Karbonite 1:0.9.1.0 KAS 0.6.3.0 KerbalAlarmClock v3.8.5.0 KerbalEngineerRedux 1.1.3.0 KIS 1.5.0 Konstruction 0.2.1.0 KSPRescuePodFix 1.1.0.7 KSPSteamCtrlr autodetected dll MalemuteRover 0.3.1.0 MechJeb2 2.6.1.0 MinAmbience 1.2.3 Mk1CabinHatch 0.2.0 ModuleManager 2.8.0 MoleUtils autodetected dll NearFutureConstruction 0.8.2 NearFutureElectrical 0.9.1 NearFutureElectrical-Core 0.9.1 NearFuturePropulsion 0.9.1 NearFutureSolar 0.8.3 NearFutureSolar-Core 0.8.3 PlanetWiki making_CKAN_happy PortraitStats 14.0 ReentryParticleEffect 1.2a SmartParts 1.9.7 SmartStage v2.9.7 SpaceLink 1.0 SpaceXLegs 2.5.1 StageRecovery 1.7.2 StationScienceContinued v2.3.0 Steamworks autodetected dll StockalikeMiningExtension 0.96.1 Strategia 1.6.0 Toolbar 1.7.14 TriggerAu-Flags v2.9.2.0 UKS 1:0.52.1.0 UniversalStorage 1.3.0.0 USI-Core 0.4.1.0 USI-FTT 0.7.1.0 USI-LS 0.6.1.0 USITools 0.9.2.0 WildBlueTools autodetected dll xScience v5.7 ZeroMiniAVC v1.05
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Svish replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, that could be easy, if I even knew how to do begin doing that A different question... LabTime... how does that work exactly? I launched a space station, with a M.O.L.E. lab with 4 experiments. Is LabTime split between them, or is LabTime just time passed and starting all of them at the same time doesn't make any difference in how long a single experiment takes to complete? I launched a second station, also with a lab and some experiments, and some of them already had LabTime? Is LabTime a global thing?