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KSP2 Release Notes
Everything posted by Tonka Crash
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The first tourists to orbit the sun braking into Kerbin orbit using the Wyvern Command Pod @Stone Blue resurrected.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
I tested and could not reproduce this. Can you post the KSP.log? Share it to a file hosting site and post a link here. It's in the main install directory of the game. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
You can connect a socket directly to the winch that should spool out the cable. This was a test craft from May (around page 64 of this thread) testing a problem another player had. It's tricky to get it right. I found it real easy to snap off the lander. With KSP this complexity isn't really necessary. It's much simpler to just land with the skycrane attached, detach and then launch the skycrane again. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
'R' key toggles between attachment nodes and/or surface attachment depending on what's defined in the part. -
Sorry, my mistake. I made the assumption something in TweakScale you need to be aware of the USI Converters to scale their outputs.
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Sounds like a problem to report to the TweakScalr thread
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
@pmoffitt try it without Kerbal Joint Reinforcement and see if it's any better. Your mod list isn't too different than mine and that's one mod I've never used and specifically messes with part attachment. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
I've never seen something that bad. Can you post a log? Do you see the parts moving in game or do they just load in the wrong spot when you do a scene change? You have something really weird going on. I don't see how this could be due to KIS or KAS or lots of people would probably be reporting issues. After you place a part with KIS it should behave just like any other part in the game. KAS shouldn't be affecting part positions either. -
Make sure you aren't running out of electric power before the burn is suppose to start. I had this happen to me last weekend. I forgot to deploy solar panels after undocking my lander. After the deorbit burn I had the landing lights on and drained the batteries way too fast even though I was landing on the day side the final braking burn never started. The Hohmann transfer is supposed to do the plane change, but I find it rarely does it well. From Kerbin orbit I usually just match planes first and then plot the Hohmann transfer. I use MechJeb's maneuver node editor to tweak the transfer to put me at the Pe I want instead of using the default that is usually an intercept with the center of the moon or doing a correction burn after leaving orbit.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
Can you take some before/after pictures? It's not something I've ever heard of as being a common problem. Over the years I've seen a few parts move for some reason, KIS attached or not. For me it's rare and usually drastic, like a rocket suddenly getting getting a 15 degree kink between tanks that used to be inline. Or a part that's still attached, but now meters away from where it was originally located and usually pointed at some weird angle. I usually go to a backup and figure out how to reset the location. The USI welding is using a special docking port that removes itself from the craft when you tell it weld. I highly recommend it. I use it to join modules to space stations and station, but it won't fix randomly moving parts, never for something I can place with KIS. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
@Mitchz95 The parts in this picture are the only parts in the current KAS. Review the videos in the first post of this thread. The old pipes no longer exist in this mod. If you need to know why read through this thread it's been explained over and over, again and again. It seems someone complains about it every couple of pages. -
Launched another supply run to Minmus from the Mun Orbital Shipyard
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
It hasn't been a problem yet. They could be a bit closer to the ground, but I haven't seen issues with them being too high. Ping me in a couple weeks. The red shape under construction has drills to replace a lander that brought the first drills to the site. If the drills don't reach dirt then I have a problem. I just try to set the height in the VAB/SPH to be as low to the ground as possible before saving. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
@chris-kerbal @Soda Popinski @Xithyl515 @darthgently Attaching things to the ground is never permanent in KSP. Using "Docked" mode for connections between vessels on the ground is also likely to eventually break. Explosions are common. Search this thread for "Ground" there are lots of complaints about it and some rationalizations about why it doesn't work in the long term. The only way I've found to permanently anchor things to the ground is to build bases on launchclamps with Extraplanetary Launchpads. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
Place the part in a SC-62 container and then put the container in the Kerbal's inventory. He will wear the container like a backpack. Or you just leapfrog moving it. Pick it up move it as far as you can, move the Kerbal. Repeat as much as you need to get the part where you need it. -
Supply run bringing ore up from the Mun to the Orbitial Shipyard.
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Engineers had to fix communication issues at the Mun Astronomical Observatory. MInus construction site got a supply drop and the work crew finally arrived. The big rover at the left is built around a Extraplanetary Launchpads Workshop full of engineers.
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[1.12] Extraplanetary Launchpads v6.99.3
Tonka Crash replied to taniwha's topic in KSP1 Mod Releases
These are not designed to allow new launch sites directly from the VAB, but as places where you can build new craft away from KSC. When in doubt RTFM -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Tonka Crash replied to TriggerAu's topic in KSP1 Mod Releases
I play with KAC and MechJeb. In KAC I use "Pause Game" for all alarms with a 10 minute lead. This stops everything when the alarm pops up and gives me time to deal with it before continuing warp. The 10 minute lead time is so I can decide if I can continue or need to abort my current ship's next maneuver node or go deal with an alarm. It's not too uncommon for me to end up with maneuver nodes for different ships to fall within minutes or seconds of each other. -
Landed a workshop to start construction on a refinery on Minmus. Parts and a work crew are still en route from Mun.
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@DMagic I updated this morning. Whenever I shift scenes I'm getting the SCANsat overlay settings. Closing it and switching to another ship (pops up here, too) out of physics range and returning to the first ship and it comes back. 1.10.1. I can provide a log if you need one. Another question. Is there a method to hide resources that are irrelevant to my game? I have CRP installed, but only use a fraction of the resources shown in the overlay even with the hide unused resources turned on.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
Odds are the docking port is the root part of the structure. Try detaching the Central Hub instead. Use 'x' on the Central Hub instead of trying to grab the docking port. There's no mass limit on detaching parts only grabbing them. Think of it as detaching the base from the root docking port instead of removing the docking port from the base. I'd also make a save just before trying just in case something screws up. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tonka Crash replied to cybutek's topic in KSP1 Mod Releases
Edit any of the KER windows and add the "GUI Size Adjustor" from the misc category adjust as needed and either delete it or leave it. There's also a setting you can adjust in the VAB. I use size 7 on a 4K monitor.