Jump to content

Tonka Crash

Members
  • Posts

    1,411
  • Joined

  • Last visited

Everything posted by Tonka Crash

  1. I ran across this on another mod and had to copy the deprecated textures to my personal patches directory and write a MM patch to fix the texture path in the affected mod. Probably doesn't help you with a mod you want to distribute. Have you pointed the texture at one of the equivalent new tank textures just to see what it does?
  2. My Mun orbital station had an evacuation drill and recovered to the Mun Mine and Refinery. This is on final descent.
  3. I finished a major expansion of the drilling and refining capacity at my Minmus base. Last week I landed the drilling rig in the left foreground. Last night I landed the storage tanks behind it. Tonight was spent driving them around very slowly and getting the major sections docked. Then some EVA work was needed to connect up the Ore tanks and rearrange some of the airlocks and lights.
  4. You could try the Translatron Keep Vert mode with SmartASS in Surf Up. It can act as a hover hold. Use the Speed control in Translatron to raise your altitude and set it to zero and it will hold your altitude. Make sure Kill H/S is unchecked and use RCS to move around and it should be pretty easy to dock. I use it all the time to taxi landers around bases.
  5. Most of them can toggle off through the right click menu of the parent part. Gordon can do whatever he wants in his own game, but I'm against power requirements stock as these are really about visually providing information that is otherwise lacking without digging through right click menus. I also think a flat rate would be incorrect, it should be viewed based on the size of the light. For example I added lights to the KOOSE mod to number the pod bays that took 21 indicators on one part. As implemented it's really 6 small panels made up of clusters of lights to label bays. This would be a case where any power draw should be based on x6 not x21 as the equivalent area covered by lights are 6 times the largest of the lights. Indicator lights are generally enormously oversized for playability where in real life similar indicators would probably be too small to see easily for the view distances common in the game. For some comparisons: Common LED's are around 20mA at 12V so .024 Watts Aviation formation lights "Slime Lights" : https://utcaerospacesystems.com/wp-content/uploads/2018/04/09_0022-Formation-Lights-2LA005094-XX-and-2LA006608-XX.pdf The smallest of the lights 420x90mm 115 VAC@ 7 mA = .8 Watt for a light larger than most indicator lights except maybe some of the Dock SR. lights.
  6. @IgorZ Does your work on bezier curve bends mean that a form of the old pipes are migrating to KAS v1.1+ ? @Zankastia The only part that connects to the socket on the ground pylons is the RTS-1 Hose Reel. I ran into this while KAS was still in beta and was told it was by design. For the texture, verify that the file GameData\KAS\Textures\hose-d70-1kn.dds exists. If not try uninstalling and reinstall with CKAN or manually grab KAS from https://github.com/ihsoft/KAS/releases and make sure you have all the files in the proper location under GameData\KAS
  7. @Nertea Thanks, I just wanted to confirm that something hadn't been left out by mistake. I've seen it happen before from other mods.
  8. @Nertea Excluding the included dependencies, were the various .dll files recompiled against 1.5.1? Of your mods I only use NF Electrical, Solar and Dynamic Battery Storage. I downloaded the new versions from Spacedock and comparing against a 1.4.5 save the only files that show an actual difference are the .version files. This was a binary comparison in Beyond Compare of the downloaded update against the installed version I've been running since August.
  9. Jebediah and Bob took a break to go site seeing. After posing for a photo, they realized no one brought a ladder to get back in their plane.
  10. That mod is installed alongside MechJeb. It doesn't replace it. That mod is just a Module Manager patch to add MechJeb functionality to all command pods and probes without needing the AR-202.
  11. @dlrk I don't think CLS is abandoned as its maintainer logged in last week, but it isn't updated frequently. It may be quite some time before this issue is addressed as the problem you are running into is not game breaking as a quick EVA works around the problem.
  12. @Papa_Joe I'm having a problem with a base where I can't get all the spaces seen as connected. I have a vessel that had 2 disconnected spaces as constructed. Once landed I connected each section to the base. One of them I cannot get to be recognized as connected, I don't know if this is due to them being disconnected in the original vessel or some other issue. I've messed around a lot with where the connections are made and I cannot get CLS to recognize both spaces. I'm out of ideas and looking for suggestions. I use CLS compliance for bases and stations as a self imposed design guideline, so this gnaws at my OCD tendencies. First photo is the majority of the base. The problem area is at the bottom of the drilling rig at the left foreground. All connections are KPBS flexible corridors attached to KPBS 6 way hubs. Second photo is the problem area. There is a KPBS 6 way hub with two flexible corridor paths to the rest of the base, one up and one to the right. The other end of the flexible corridors are shown as passable in the first photo. I've tried various connection points to no change.
  13. I wouldn't count on a fix anytime soon, or ever. It's the nature of KSP mods. You get in the habit of opening ports and popping someone outside to reset the CLS connections.
  14. Is there a mod that will add a part's name in it's .cfg file definition to the part description in the VAB, so if I hover over the LV-T45 the part description would list liquidEngine2?
  15. @SuicidalInsanity I'm having an issue with CKAN. Is IFS truly no longer required for this and the Mk3 Expansion? I only had it installed for these mods and CKAN still lists it as a dependency for both. I uninstalled all three mods M2X, M3X, and IFS using CKAN and tried a reinstall of M2X & M3X, but CKAN still insists IFS is a dependency and I don't get B9 Part Switch as a dependency, but I had it installed anyway as Near Future dependency. I have M2X 1.8.3 and M3X 1.4.7.1 with B9PS 2.4.5
  16. I never thought of the KPBS parts as tubes from nowhere. I always thought of the flexible corridor parts to be a simulation of something like the tube below. The existing KPBS flexible corridor part contain a collapsed section that a Kerbal grabs and extends to make the final tube. It's just been a limitation of the previous KAS that it acts like a rigid tube and the texture makes it look like a rigid tube. All connections already require 2 parts, so half the length would be in each part even though you always grab one end and pull it to link to the other side. In vacuum something like this doesn't need ribs as air pressure would maintain the shape so it could conceivably use very little volume when collapsed. In my imagination any resource transfer hoses and electrical wiring would be laid inside after the tube was connected and not carried by the visible tube itself. I could see changing the KPBS model of the flexible corridor part to be similar in size to the KBPS corridor airlock part to account for a bulkier material. It really boils down to how much volume for the basic part is necessary to be realistic. @Angel-125's crew transfer tube looks more like a collapsed folded section section of tubing than KPBS, so again not really tubes from nowhere, but the connected tube texturing doesn't maintain the flex tube look of the bases. I've never used the Buffalo rover, so I'm guessing it acts just like the KPBS flexible corridors. @IgorZ FYI, I updated to KSP 1.5.1 last week and have been running the latest versions of KIS and KAS as they come out. I haven't had much time to play lately, but so far I haven't seen any new bugs.
  17. I got the B9 crash on loading a station that's been around for awhile. KSP.Log https://drive.google.com/file/d/1l5YZ-zUo5M3StpDL-YVGki3rxRgXamwi/view?usp=sharing output_log.txt: https://drive.google.com/open?id=1l5YZ-zUo5M3StpDL-YVGki3rxRgXamwi There has to be a better way to gracefully fail than to crash the game. KSP 1.5.1 updated against CKAN before launching.
  18. No, with the Maneuver Planner it's always separate maneuvers. Personally I don't try to use MechJeb for complex orbital maneuvers that are trying to combine multiple orbital changes like this. I do it by hand with the stock maneuver node tool and save MechJeb for the routine maneuvers.
  19. @Snark No explanation needed, I know you're busy between balancing real life with moderating, updating your other mods for 1.5.1 and hopefully some time actually playing the game.
  20. @IgorZ Still isn't showing at curseforge 5 hours after you posted it. I did find it at github https://github.com/ihsoft/KIS/releases
  21. @Omeran I updated to 1.4.1 and my problems from last night went away. I also checked cleaning experiments and it worked with the Micro Goo Containment Pod and the SC-901. This was with a scientist on EVA.
  22. First, I'll admit I'm not really familiar with Science Alert. I've been using [X] Science, but on the switch to 1.5.1 I gave this mod another chance. I have a problem with Science Alert not reporting available experiments. I think this is why I dropped it after trying it out originally back in June. I have all experiments set to < 50% collected. Based on what [X] Science reports I should be getting a Science Alert for the DMagic Surface Hydrogen Scan which hasn't been researched at all in this biome, but also Mystery Goo and Materials Study which are both below 50%. After I took this photo I found both the Mystery Goo and Materials Study needed to be cleaned, so my scientist hopped outside to restore them and that did pop an alert for Materials Study, but not Mystery Goo. I also compared the experiment IDs in DMagic's Orbital Science mod against the Profile.cfg file in Science Alert and they were all listed. I'm more concerned about it completely missing an unresearched experiment over two experiments that haven't been researched fully. Win 10 KSP 1.5.1 Updated against CKAN prior to launching KSP. Output Log https://drive.google.com/open?id=1htD75oyZC7EmL4uw5mvJZ5UXXGeSEjsK I'm also have a bug with how the AVC check is configured for this mod. I have the full KSP-AVC installed and it gives a notice for ScienceAlert. But when I use the Action button to download the update it takes me to Champagne Bottle Redux which I do not have installed. I noticed this last night actually, but figured it would get to CKAN eventually. It hadn't updated by this afternoon so I tried the AVC download link. I know how to go find it manually, I just thought your AVC config should be fixed.
  23. @RoverDude Win 10, KSP 1.5.1, USI mods installed from the Constellation build. A couple parts throw an error in the log that the BubbleSize needs to be an integer. [LOG 21:32:49.728] PartLoader: Compiling Part 'UmbraSpaceIndustries/WarpDrive/Parts/ZWarpDrive25/ZWarpDrive25' [ERR 21:32:49.749] Invalid integer value! Field BubbleSize, value 12.5 on object of type WarpEngine.USI_ModuleWarpEngine [LOG 21:32:49.838] PartLoader: Compiling Part 'UmbraSpaceIndustries/WarpDrive/Parts/ZWarpDrive375/ZWarpDrive375' [ERR 21:32:49.858] Invalid integer value! Field BubbleSize, value 37.5 on object of type WarpEngine.USI_ModuleWarpEngine Full Log https://drive.google.com/file/d/1sJai1CBdvJ_n1jOP4w77hA7bYEhZX6QL/view?usp=sharing
  24. @Artienia I do this all the time on a laptop with 2 external monitors. In the game settings you turn off fullscreen, but set the resolution to your monitor's resolution. Then I have a shortcut on my desktop with the following for the Target "C:\Games\Kerbal Space Program\KSP_x64.exe" -popupwindow It looks like fullscreen, but doesn't minimize when you shift focus to another window.
  25. It's not intentional. It worked in 1.4.5. I haven't tested that specifically in 1.5.1, but I will tonight. I ran into problems late last night with other parts from this mod that I described a couple posts above. I didn't have time to try to isolate the problems or to determine a complete list of affected parts, but I should have more time tonight and tomorrow.
×
×
  • Create New...