vossiewulf
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Everything posted by vossiewulf
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I asked this over in the Buffalo thread, but it's more of an EL question: Another question although I'm sure this is something I'm missing, not a bug. Below is my new Munar base, and he's set up the same way I set up bases in the past except I have a disposable EL launchpad instead of the standard permanent one. The problem is when I open the EL build UI, it tells me I have a productivity of 0 and hence can't build anything. I have two x two-star engineers staffing the Hacienda, which should qualify as a fully equipped EL workshop. What am I missing? I have rocketparts on hand, ready to build my mining rover on the EL pad, but pad no wanna build. Suggestions/help will be appreciated.
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Another question although I'm sure this is something I'm missing, not a bug. Below is my new Munar base, and he's set up the same way I set up bases in the past except I have a disposable EL launchpad instead of the standard permanent one. The problem is when I open the EL build UI, it tells me I have a productivity of 0 and hence can't build anything. I have two x two-star engineers staffing the Hacienda, which should qualify as a fully equipped EL workshop. What am I missing? I have rocketparts on hand, ready to build my mining rover on the EL pad, but pad no wanna build.
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Actually @vardicd's instructions aren't correct - you don't need to delete the text file, that's the source you (Angel) use to copy it over to a .cfg file, at which point it becomes active. You need to delete the .cfg, that's the spurious file that shouldn't have been included in the build - since it's there it's active, and you fail when someone tries to enable classic stock because the classic stock .cfg file already exists.
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Thanks to @vardicd for the solution to my resource problem! Angel, I agree that this doesn't seem to be a good design, since if nothing else it breaks your own UI that's designed to control what resources are active. And from the error, it looks to me like this isn't intentional, the plan was to copy over configs as necessary but when you go to copy over the one that overrides Scansat, that file already exists so you get the IO error.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
Dont know if you saw but I was just testing the Pathfinder parts and the Casa comes up with a blank screen, the rest work fine, only building I didn't try is the cooling tower. So there's something specifically wrong with the Casa, doesn't look like general breakage. -
This looks relevant. I don't see any other errors or exceptions with WBI. [EXC 19:49:13.839] IOException: Win32 IO returned ERROR_ALREADY_EXISTS. Path: System.IO.File.Move (System.String sourceFileName, System.String destFileName) WildBlueIndustries.WBIPlayModeHelper.renameFiles (System.String filePath, Boolean asTextFile) WildBlueIndustries.WBIPlayModeHelper.renameFiles (System.String filePath, Boolean asTextFile) WildBlueIndustries.WBIPlayModeHelper.updateTemplates (System.String modeName) WildBlueIndustries.WBIPlayModeHelper.SetPlayMode (System.String name) WildBlueIndustries.WBIPlayModeHelper.SetPlayMode (Int32 index) WildBlueIndustries.WBIModeChecker.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>c__Iterator1:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>c__Iterator0:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>c__Iterator0:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start()
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Win 10 64, KSP 1.44 x64, standard Steam install path (Program File x86\Steam\Steamapps\Common\Kerbal Space Program) and to reproduce, use the WBT button in the space center interface. Change it to Classic Stock and restart. Now try to change it back. The game is pretty confused now, if I go to one of my orbiting resource scanners they list the standard current resources as overlays along with Explodium/Blutonium/Graywater etc. of the classic stock. The Scansat interfaces only show the classic stock resources. I have no idea what will happen when I try to mine. Another issue: accessing Manage Operations on a Casa that had just been inflated on the Mun resulted in the same blank UI that I had before upgrading to 1.55.10 of WBT. It looks to me like something is still broken with the Casa, all other buildings (Doc Science, Hacienda, Chuckwagon) worked fine, no issues accessing the manage operations UI and configuring them correctly. And finally, I'l be danged if I can figure out how to use the tube extender. I just tried, and no matter what I did the only orientation that would turn blue for attachment was with the tubes pointing at the sky and the ground. No matter what I did rotating it around or what building I tried to connect it to, it wouldn't attach in any other orientation other than one that will only work if you want tubes sticking upward.
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The graph sounds like a good idea. I at one time spent lots of time in the NASM archives and Wright Patt archives researching flight performance of various military aircraft, and the standard was to break the envelope chart into pieces with charts for top speed vs. altitude, roll rate vs. speed (most were fighter aircraft where this is quite important) and rate of climb vs. altitude. Stall speed is consistent in IAS and they'd provide clean/landing configuration stall speeds. Is it not possible to take the best of the two cruise maxima, or are you saying that sometimes they're equivalent?
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- wind tunnel
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I am having a problem with WBT- I switched it to "classic stock" just to see what that was, but now I seem to be unable to switch it back. I've twice confirmed it's set to Pristine mode and restarted, but scansat lists explodium and blutonium, not the stock resources. What can I do to get the stock resources back? Also, it's not clear at all on that selection page as to which mode is the default with the current resources, only the "classic stock" setting gives any indication as to which resources will be in use.
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This is extremely cool and the graph is very nice, but it's hard to pull exact speeds from it - any chance a table could be added to the side that shows stall, best cruise, and maximum speeds in numeric values at SL/5k/10k/15k etc.? Or maybe make that a separate chart button to go along with the 6 you already have.
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Since the light aqua of the EL workshop wasn't exactly a good color for my space station: I decided to spend a few minutes in PS making a grayscale stockalike version: I imagine a few other folks might have run into the same problem, so I decided to post it here. Feel free to include it in the mod if you like it.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
This was fixed by rolling forward to 1.55.10 of Wild Blue Tools. That interface was broken somewhere in the 1.55.single digits. -
Thanks. While you're at it can you please fix the RCS on the DOS units? They're my favorite-looking station parts but their RCS is pretty wacky on a couple of them such that they cause PIOs (Pilot-Induced Oscillations) in MJ's docking autopilot and so must be docked manually, and they ain't easy to dock manually because of the torque. But we get there eventually.
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Unfortunately I tried it both with it on and off and it seemed to make no difference. I had it on for the entire last round of futile attempts.
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Doesn't appear to be me, I switched over to some Contares andro ports and had no trouble docking.
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Mage, this seems unlikely but I'm scratching my head otherwise, is there some problem with the DP-1 docking port? I'm building a station with DOS parts, first part is a DOS COM unit with a 2.5m hub on one end and a separate (so I could have the probe core inline without losing a docking node) HUB DOS 1.25m hub on the other, the latter covered with DP-1s. I put clamp-o-tron senior ports on the 2.5m hub, and first thing added was a 3.75m LFO tank that I docked first try at one of the clamp-o-trons. Next however is a DOS PWR with an added SSTU 1.25m docking port on a 3-2 long end. I think it's 3-2, whichever is 1.25m. Anyway, I spent an hour bouncing that guy off of all the docking ports on the 1.25m hub, then broke out MJ's docking autopilot and watched him bounce off the 1.25m hub over and over. I went back to the VAB to check the PWR, I see no issue with the 1.25m port I added, and there's no configuration AFAIK of the 1.25m hub. So I decided maybe it was a problem with the HUB DOS, but I reset the DP-1 port on the PWR to be certain nothing was amiss. Since I'd attached the HUB DOS to the COM with docking ports, I was able to quickly detach it to expose the COM's DP-1. I then spent 30 min bouncing off it, at several extended times the magnet power had them locked face to face, sitting there looking like they were docked but never docking. I don't remember having this problem with the DP-1 in the past, I used it extensively in the big space station I built (upthread someplace).
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
I have a problem also, I put together a little M.O.L.E. rover to test, when I launch it, right click and select Manage Operations button, a gray M.O.L.E. Operations dialog comes up that's blank and there's no way to close it. I'm using 1.44 with a mediumish number of mods, none having problems that I can see. I just installed Pathfinder/Buffalo again, they seem fine but will test them also. -
Back playing a bit, I of course downloaded the SSTU-PBR but I get no SSTU in game. It's sitting there in my Gamedata folder, SSTU-PBR, but no parts show up in game. This is 1.44 x64, using CKAN this time for basic mod management but I've installed quite a few that they don't have with no issues, just copy into Gamedata, wipe hands. Only SSTU is having a problem as far as I know. What stupid thing am I doing?
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Actually from the last post, I think he has a point, or at least he does if he's reporting accurately. He says his giant flying bricks used to fly well, now those same bricks are oscillating. that strongly suggests a change in MJ behavior at least with respect to giant flying bricks. Also, his request for a thrust/force limiter for MJ's control inputs seems a reasonable one, I could see that being useful to people, including the ones launching bricks, mega-bricks, inverted double bricks, and rockets made entirely out of tomatoes.