Nicky21
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[1.8.1 - 1.12.2] KSP Interstellar Extended 1.29.5 Release Thread
Nicky21 replied to FreeThinker's topic in KSP1 Mod Releases
I have a science contract that tells me to run the "Microwave Scan Experiment" high in space over a biome. However, when I look over the parts I have unlocked the only thing close to that is the "Science Experiment" on the 4 ton Microwave transmitter. Now, the naming of these experiments are a bit ambigous. The diode laser has the experiment named exactly the same. I can't tell wich is wich, i can only assume. -
The latest release is much more stable. 8 builds, no crashes so far! Thanks !
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Tweakscale no longer works on the agroponics modules. I quickly tested it by scaled an nom-o-matic 5000 to 2.5m and it produces teh same amount of supplies as the .625 version.
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I have the same file. But i have tested it and it doesn't work. I made big and small versions of the different cupolas mentioned there, and they all produce the same amount. The scaling is just visual and mass-wise.
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I understand perfectly, I was a coder myself a few years back (c++, pascal, basic, php) so i know that the one thing coders dread more than beta testing is changes. Especialy minor changes that put you into the position to rewrite your entire framework becasue somebody wants a button somewhere. As far as i'm concerned, anythign that doesnt make the game crash and your save burn is good. Any aditional features are just the cherry on top. And don't worry about the USI stuff. I can work perfectly with what i got right now. I was just hoping that a module got renamed somewhere and it was a matter of reconfiguring tweakscale with the new name. Also, USI doesn't support tweakscale. That's why the exponents ended up on your mod, not in there.
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It's okay, i don't need it right now. Just put it on the ever growing list of things to do that will maybe get fixed in the next few months.....
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The USI agroponics module no longer scale their production with size. I've tested ti and a .625 nom-o-matic converter produces the same as a 2.5 m one. The converters used to derive their function from the isru converters, but somethign changed with the latest release of usi and that is no longer the case.
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Not sure. I think it's either USI or KIS related. I tried attaching some parachutes to a ship in orbit then landing it, and 2 minutes later al my crew lost their skills, turned into turists (the kind that can go EVA !!!) and the log was beeing spammed like crazy. But I don't blame USI or KIS. I blame Lisias. He jinxed it. Thankfully after a restart and some save game digging everything is back to normal.
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I tried using a regular fuel tank to transport Enriched Uranium to a reactor that is needing some, however there is no way to transfer it there. I know it works if i use a nuclear container and if i eva a level 3 engeneer. Is there a trick to using regular tanks with CC for transporting radioactives or am i limited to the specialy designed tanks for nuclears? I'm using the USi and interstellar mods.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nicky21 replied to Nils277's topic in KSP1 Mod Releases
These don't work with the latest USI changes. The cabin provides no habitation bonuses, and the life support module donesn't probivde any recycling capabilities. In order to make it compatible, the file patches/USI Life Support.cfg should instead contain this: @PART[Lynx_CrewCabin]:FOR[FelineUtilityRover]:NEEDS[USILifeSupport] { MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 10 CrewCapacity = 3 BaseHabMultiplier = 0 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.45 } } } @PART[Lynx_Cockpit,Lynx_CockpitTruck]:FOR[FelineUtilityRover]:NEEDS[USILifeSupport] { MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 0 CrewCapacity = 2 BaseHabMultiplier = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.1 } } } @PART[Lynx_LifeSupportModule]:FOR[FelineUtilityRover]:NEEDS[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 3 RecyclePercent = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.5 } } } -
Funny you should say that....... My career just got spoiled. Literally just 2 minutes ago.
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I downgraded Ground Construction to the sugested version and everythign seems to work just fine. Actually everythign worked fine before, it was just quite spammy in my log file. This entire sharade started from a radiator spewing out an error.
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Ground construction is part fo the USI suite. God knows what will happen next.... I think i'll back up my save before i try this :)))) Thanks !
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The exact same thign happened to me on 1.9. I had to use older version of the hangar mod and its dependencies (atutils).
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Thank you for that analisys! The thing with at utils is that I purposely instaled an older version as it was the only one it would allow ksp to load. I think i'll leave it like this until every mod is updated for 1.10 and move to 1.10 myself.
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I just read about this mod (never herd of it) and i'm not sure how this would help... Please explain more!
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KSP Interstellar Extended Support Thread
Nicky21 replied to FreeThinker's topic in KSP1 Mods Discussions
Is there a trick to using the titanium radial convection radiators (the ones specifically designed to ge a bonus in atmosphere)? I placed two of them on my ship in the hopes they will aid with aerobreaking but they are the first parts to explode. Even before solar panels !!! -
My bad math. The extra mulch i was noticins was compensated by missing fertilizer.
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Ultron, Skynet, KAL. Those are considered critical.
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Weird. I assumed teh bug was stock since it happened to me for years now. I learned to live with it. Also, I haven't played the stock Kerbal system for years now. Hmmmm...
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That is a stock bug. It happens to me all teh time. First time accelate to 5x then go to higher speeds like "Warp to node". It gets worse the bigger the system is rescaled to.
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nicky21 replied to Nertea's topic in KSP1 Mod Releases
I'm getting some errors (no crash, just log spam) regarding the survace curved radiators in ksp 1.9.1 . I used tweakscale on them. log: https://easyupload.io/iqc1ut -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Nicky21 replied to cybutek's topic in KSP1 Mod Releases
Thank you !!!! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Nicky21 replied to cybutek's topic in KSP1 Mod Releases
I'm having a problem. I'm trying to add teh suicide landing counter to hud 2 as i have done dozens fo times but the landing section has disapeared. Here's a pic: https://imgur.com/a/QJbEMeu Log: https://easyupload.io/glgc7v KSP 1.9.1 . ker 1.1.7.1. I have tried the latest ker as well, same problem