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johnkeale

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Everything posted by johnkeale

  1. Will do! Though from reading the thread of Kerbin Side GAP, the author says that he made that when he was inspired by your contract pack, so I'm assuming that they are compatible somehow. Will inform both of you if I experience any issues. Thanks a lot!
  2. When I use that little 'o' button near the portraits of the kerbals to see the IVA blended in with the craft, it 'exceeds' the cockpit since the IVA is intended for the Mk3 size instead of 2.5. Sorry, it's just a little nitpick of mine. I'm not saying that there's a bug/problem in the current one. I just personally like it the IVA fits nicely even when the 'o' button is pressed, so I'm asking. But that's just me.
  3. Does the license for SXT allow for the usage of its IVAs for something else? IIRC the 2.5m cockpits there have a nice IVA that might fit as an IVA for the cockpits of this mod. Just asking/suggesting though
  4. Please forgive me if this has been asked before, but is this contract pack compatible with Kerbin Side GAP? I'm planning on installing both, as well as some other contract packs on my career, and since this is my first time doing so, I wanted to make sure so that I won't break my current save. I thought of scanning the whole thread first, but at 36 pages, it might take some time. I'll just post this question here while I do so. Thanks a lot! Cheers~
  5. Yeah, making it a KIS Item seems easy, but making it usable as a KIS Item seems hard. BTW, I am at KSP 1.3.1 so when I tried it there I wasn't expecting it to work, but somehow it works? Is this expected?
  6. Thanks for keeping this mod up to date! Are there plans to support KIS? (i.e. make it possible for the Kerbals to hold the Figaro Receiver) If none it's okay I'm just asking
  7. @blackheart612 thanks so much for the legacy version! coming back here after a long time, and I really appreciate you taking the time to make one that is compatible with 1.3.X. I'll be testing that one out, and I'll get back to you if there are issues really thanks a lot!
  8. Quick question: does anybody know of a good kis cobtainer of the mk1 (1.25m) size? Thanks!
  9. It really is a mystery. And I honestly believe that this mod is not the 'offending' mod. It's probably a mod that checks for the existence of SM Marine and adjusts its engines, but inadvertently affected the stock parts, or so I guess. Yes. I require SM Chute. There was one time when I was doing an EVA report while flying low, and well, Jebediah lost hold of the hatch handle and well. (Not to mention I still don't have a 100% landable plane) Good thing I quick save a lot, so I was able to save the day, but I vowed never to let that happen again, hence the SM Chute requirement. Having some sort of safety KIS item is now a protocol whenever I build a craft. I always have some an extra EVA propellant on my rockets, and chutes on my planes. It's also a part of my roleplaying. Now I am aware of your note on the SM Chute, to use that one mod that merges the chute with an ejection seat. Don't get me wrong, that was an awesome mod, and I like it. But I like SM Chute more. Good news, SM Chute still works (at least the items I usually use) on 1.3.1 Yes, I was in a rabbit hole where I wanted to try out many mods that could fit into my playstyle. I love mods that add parts because I absolutely love building things. Building/testing/improving crafts probably took a good chunk of my KSP playthrough. Yes, once I get the chance, I will post an update here, as I really want to build my ships. Sometime in the future, I hope. Cheers~
  10. Hi @SpannerMonkey(smce)! Something came up at work that is now consuming much of my time, so I can't really narrow down the mods causing the issue that I have reported before. I probably can't play KSP as much as I did before too I will just summarize my last investigation, so that I can have something to come back too once I get the time. So here goes: I investigated three situations (And here are some screenshots) Vanilla with SM Marine Modded with SM Marine Modded without SM Marine First and foremost, I noticed that the issue seemed to be more noticeable the stronger the booster is. I haven't tested it with the liquid engines yet, but using the Hammer SRB didn't really produce a difference in the altitude, apoapsis and velocity upon running out of fuel. It also doesn't help that by the time they run out of fuel, the vessel isn't really stable, because it's still in the atmosphere. Pausing the game even if just a little second late causes the three stats I'm taking note of to reduce rapidly, (Wasn't also able to take screenshots for this one) Upon using the Kickback SRB, you can really see the difference. And the weird thing is that it seems that my rockets really are stronger with the mods, and weaker with SM Marine, where vanilla is like the middle ground. It's this: moddedWithSMMarine < vanillaWithSMMarine < moddedWithoutSMMarine. Which is really really weird. Meaning that some mod really 'strenghtens' my rocket. (Edit: Vanilla with or without SM Marine shows no change, as expected) I am also having a hard time compiling my mods, since my GameData folder is now a mess, and some folder names are not the same as their mod name. I know that given some time, I can compile this into a mod list, but unfortunately I don't have such time so here goes: Now, I composed this post in a rush, so it might sound that I am rushing you or that I am making you do all the work. Please understand that that is not the case. I am not asking you to investigate this for me, I'm just leaving the information I have for all to see (maybe they have an Idea) and so that I have a starting point to come back to once I become available. I am not asking you to do anything in fact, I just want to post an update so as not to leave the issue 'hanging' so to speak. Man! Seeing those gorgeous ships, I really want to build my own fleet! But alas, life doesn't always go as you planned it. See you around!
  11. Oh, I didn't know that. Thanks for the info! It's OK, I'll probably update to 1.4.1 soon, once some of the mods I have have been updated to 1.4.1. Thanks!
  12. @maja, Oh I see. I assumed backward comaptibility, but I was wrong. Will try it later. Thanks! The infinite electricity thingie is just my laziness actually. I eventually tried putting on solar panels and well, as expected, it didn't work. But yeah, I'll try the 0.13.2.1 version later. Thanks a bunch! Edit: I tried it using 0.13.2.1, and the menu now opens up! Thanks a lot! Now I'm gonna try and use this on my playthrough. Thanks for all the hard work! Btw, the link you provided points to 0.13.3. I obtained 0.13.2.1. from github on this zip fille downlad here. The GameData in the folder, I assume (might be wrong again), is the build for that (or an earlier) version right?
  13. Hi @maja! I have tried installing BonVoyage 0.13.3, and I got this weird issue where the UI never comes up. Clicking the button on the right nor clicking it on the bon voyage part does nothing. Since I have many mods installed, I wanted to make sure that it's not conflicting with the other mods. So, on a fresh install of KSP 1.3.1, I tried installing BV and trying it there. I created a simple rover, added 4 wheels, added BV part and launched it. Since I forgot to put batteries and solar panels, I just turned on the Infinite Electricity cheat (In my normal playthrough, I don't use cheats, and it does not work there, so I assumed that turning this on doesn't really have an effect.). Upon launch, I tried moving the rover away from the runway, waited a little bit, and then clicked the buttons. Nothing. I tried going to the space center and going back to the rover, clicked the buttons, nothing. I assume it's something wrong with my install, or maybe my game in general haha (since I experience weird issues from other mods as well). Anyways, I uploaded KSP.log and output_log.txt. I seem to be missing some Unity libraries or something? Btw, I play using the 64 bit if that makes any difference. Cheers~
  14. Just want to resolve this issue that I posted. As it turns out, Kerbin-side is made with the assumption that the terrain settings are set to max. In my playthrough, I have set the terrain settings to low, that is why I was experiencing this issue. Upon setting the terrain setting to max, I was able to view the bases in their proper positions without problems. If anyone is having the same issue, please do check your terrain settings.
  15. I know right? Thanks for all the hard work! I really think that it is not SM Marine, since I was not able to replicate the issue on clean install. Since it is the one that triggered it though, I thought it might be relevant posting it here. I will be doing the trial and error of checking combinations of mods, and it might take until weekend, but when I do find it, I'll be posting an update here, including some logs (and probably screenshots too). I'll just leave my post here in case someone else might have had the same experience. I'm so looking forward to integrating SM Marine to my playthrough! I just hope I can recreate ships I want, or just design my own. Either way's gonna be loads of fun.
  16. @Wolf Baginski, I'm reading MM's thread right now. I actually use Whyren's cool snackhouses (I love them), but they are of the 2.5m size. I'm actually planning on using them once I built a space station of the 2.5m size, alongside SSX's awesome parts. Oh man I can't wait > _ < That's good to know. I'm actually not planning on updating to 1.4.1 in the foreseeable future, but it is still good to know. As part of my role playing right now, the R&D is testing the feasibility of self sustainability in space. Using different components (parts) made by different companies (mod makers), I'm creating mobile bases with greenhouses and checking to see whether they can really sustain a certain amount of crew. It's gonna be awesome, I can't wait!
  17. Hi @SpannerMonkey(smce)! Really nice mod and I look forward to integrating it to my playthrough! I have an issue (?) to report though. I have experienced this really weird issue that I am currently investigating, but I thought I might as well post it here. I recently installed SM_Marine & SM_Industries (0.9.7.6 BETA for KSP 1.3.1). Upon launching a rocket I usually launch, I noticed that the apoapsis I reached upon cutting off my first stage is significantly lower than usual. It's the same rocket (for contracts), that's why I'm pretty sure there should be no change. I thought that a mod might have caused this, and the most recent one I installed is SM Marine. So I quit KSP, removed SM Marine and SM Industries from GameData, restarted KSP and launched the same rocket. When my first stage ran out of fuel, my apoapsis is the same as usual. I thought that that was a really really weird issue. I tried replicating the same issue using a clean KSP install. I have a backup of KSP before installing any mods, so I thought of testing there. I launched it, created a new rocket, launched it, took note of the apoapsis, current altitude and velocity around the time the first stage ran out of fuel. I then quit KSP, installed SM Marine and SM Industries, then restarted KSP. I launched the same rocket and took note of the same things. As I expected, there were no major differences, the apoapsis, altitude and velocity were the same. So I tried testing back on my current modded game. I did the same thing: before installing SM Marine, I launched a rocket and took note of its apoapsis, altitude and velocity. I then quit KSP, reinstalled SM Marine, restarted KSP, launched the same rocket and took note of the current status. Still no change; upon reinstall of SM Marine, the rocket's engine seem to have weakened (around 3/4 I guess). At this moment, I have concluded that SM Marine + some other mod is causing the issue. The next obvious step is to figure out which mod that is. But since I have a lot of mods installed, I thought that this will take a lot of time. So while I am investigating, I thought I'd post my experience here to see if someone else have experienced the issue I'm having. I thought of scanning the thread to see if this was already posted, but at 16 pages, this would take quite some time, and quick searches didn't yield relevant results. I will be posting all the mods I have installed once I get home from work. @Violet_Wyvern That's so nice! Are all of those built using only SM Marine? Edit: Is my issue in your known issues list? Is it publicly accessible?
  18. Oh no, I was not talking about texture switching on 1.3.1. I was thinking that maybe the default color could be yellow, so that even without texture switching, all the parts would look consistent. Regarding the wheels, as for me, I don't really mind. Most of the vessels I build are unstable in one way or another anyway, so I don't really mind. Not sure for others though. Nice drawing by the way
  19. Hi @blackheart612! Mikasa's so cool right? > _ < Oops, got off-topic there. I tried using the updated mod on 1.3.1. and there are no issues so far. Though I also experience @memeconnoiseur's issue. But I chalk that up to my impeccable piloting skills. (Or probably Jeb's?) ...anyway, backward compatibility is just a teeny tiny humble hope of mine Maybe you could just make the default color yellow and just be able to switch to white? (To make things consistent?) I'm sorry, I'm not familiar with that type of stuff, so I might just be rambling nonsense here. Either way, though I just tested things quickly, the parts seem to be working fine even in 1.3.1. I'll probably stick to the previous version for now though. Since I like how the color yellow blends in with that one seater truck that zips around inside the VAB.
  20. @Jahulath Oohh. Please let me know if you got permission. As for me, I'll check out how to use MM. I would like to know how I can use it to modify existing parts to suit my playstyle.
  21. Hi @blackheart612. I'm currently playing KSP 1.3.1. right now, and I checked to see how the updated mod would look when I install it. When I checked it, some parts that used to be yellow are now gray/white/silver. I assume, on 1.4., I should use the variant switcher to switch back to yellow? I'm not planning on updating to 1.4 soon, so just a quick question: Are there any plans to support KSP pre-1.4? Thanks btw, and I've been enjoying building trucks and jeeps using the previous version.
  22. Ooooh. Looks nice! It seems not to support Snacks though, a quick search yielded nothing. I assume this is where MM comes into play? Anyway, thanks!
  23. My KSP is version 1.3.1.1891 right now. My previous test was with my normal playthrough, as such I have lots of mods installed. I thought that might be the case so I started from scratch. I have a backup of the game before I installed mods. So I copied that, installed Capsule Corp Moon Village 0.1 and Vessel Mover 1.5.1.3 (to make testing easier). I selected the Mining Facility on SPH, filled it with Kerbals (made sure to add an engineer). On the runway, I simply used Vessel Mover to move the capsule (not yet inflated) to the ground nearby. I inflated it there, deployed the drill, still same results. Then I thought maybe moving it with Vessel Mover caused the issue, so I removed Vessel Mover, installed KIS (for an entirely unrelated test) and did the same. On the runway, I moved the not yet inflated capsule to the ground nearby, inflated it, deployed the drill. And well, still no surface contact. I wonder what's wrong Edit: Huh. I tried restarting KSP. I loaded my save and re-inflated the capsules (because they get deflated upon reload right?) I left the drills deployed before so when I re-inflated the capsule, the drills are already deployed. I tried starting surface harvesting, and well it worked! Now if I try to retract the drill, then deploy it again, I get the 'no ground contact' status again. I tried quicksaving, quickloading, then I re-inflated the capsule, then start surface harvesting again, and it worked. Maybe it's related to the issue where the mining facility gets deflated on reload?
  24. Hi @Gabu! I'm now ready to build my Mun base, so I'm testing out your parts before deploying them. I just hit a snag where it seems that the Surface Harvester is not touching the ground. I have no idea why this happens. Do you have any idea what I'm doing wrong? Cheers~
  25. Haha! I'll be telling that to Walt Kerman. Thanks a bunch I'm playing in career mode and I set it as a 'step by step' to myself to first build a space station before proceeding to build stationary bases on other bodies. As such, I have no mining facilities yet, so I can't take advantage of the features you have pointed out. Thanks for pointing them out though, and I really am planning to use them once I have built a base on the Mun. Let's not talk about the soil recycling in public. Some Kerbals might might get the wrong idea. Mortimer's suggesting to save some funds by first creating ore mining facilities somewhere near KSC. I'll take a look into that. Thanks! Looking forward to that! Ooohh, will check this later too. Thanks!
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