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Everything posted by Tonka Crash
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Poor argument when there are lots of other parts you can stow in your pockets that appear to be a similar size or larger. I know IgorZ stated that a Kerbal's KIS inventory represents what's in a Kerbal's pockets, but it's 300 liters of volume. By volume it's probably close to what a Sherpa would haul up Everest. I'm not complaining, It's a useful volume for EVA work and I'd probably bump it up before I'd consider making it more realistic to represent pockets in a flight suit. I look at it as the Kerbals personal baggage allotment for a flight. It's about 2-3 largish duffle bags. It's a design choice in the mod whether a part is wearable or not. It may look cool being carried around on the back, but in practice I haven't found it useful on most parts if they don't provide some functionality while being worn. Most of my KIS/KAS interactions with Dmagic experiments have been with the seismic sensor pods which are relatively small. First I found I couldn't stow them in my lander for recovery because you can't carry them inside if they are strapped to your back. Ended up leaving them behind (no engineer to reattach them). Eventually I found they aren't really reusable anyway as the decoupler action isn't there after being reattached by an engineer, so now I treat them as a consumable item on missions. The Mun is in my save is littered with them. My lander was refuelable at an orbital station, so I have a container full of pods to keep replacing used ones, but since they are backpacked around I can only carry them one at a time from the supply container back to the lander for installation making the EVAs less efficient than I'd like. If it really bothered me I'd just write a MM patch to change it, but these are all design constraints I can live with. Overall I really like the mod.
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[1.12.3] KISS - Kerbal Improved Save System
Tonka Crash replied to Aerospike's topic in KSP1 Mod Releases
I've noticed an odd quirk. I have KISS set for no-gui quicksaves and some of the in game audio channels seems to toggle each time I hit F8. Hit it to save and the game mutes, hit it again and the audio comes back. Music isn't affected, but I've noticed it affect the ambient ship noise, Chatterer, and the science transmission modem chirps. Saves still work fine, I just seem to end up with a lot of them. tail end of Output_Log.txt from just before F8 through end of file after after F8 hit (extra blank lines trimmed) [UIMasterController]: ShowUI (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Game Paused! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [UIMasterController]: ShowUI (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [KISS]: saveDir found! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Flight State Captured (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Saving Achievements Tree... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Saving Achievements Tree... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Saving Achievements Tree... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Saving Achievements Tree... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Saving Achievements Tree... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Saving Achievements Tree... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Saving Achievements Tree... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [MessageSystem] Save Messages (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Game State Saved to saves/Career Mode/20180701_103921_Mun Station (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [KISS]: Game saved in '20180701_103921_Mun Station' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [KISS]: SaveDialog completed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [UIMasterController]: ShowUI (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Game Unpaused! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)- 78 replies
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- kerbal improved save system
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I don't know if this has been posted before, but I noticed a bug in the Lat/Lon display at the bottom of both the big map and zoom map. The Lat/Lon display is not doing the math to break the cursor position into degrees/minutes/seconds. It's displaying as degrees/degrees/degrees. Looking at the code it looks like there was a change in the last release that removed the math to correctly calculate degrees/minutes/seconds from SCANuiUtil.cs/toDMS. SCANsat v18.6 in KSP 1.4.4 installed from CKAN https://drive.google.com/file/d/1e0gz04qcKDZv9vM4zpcYLGjb8N94ZiY2/view?usp=sharing
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Is there a mod for terrain levelling?
Tonka Crash replied to Tonka Crash's topic in KSP1 Mods Discussions
Thanks, for the suggestions, I've been using KIS/KAS for a while and was aware of most of the others. Taking off and base construction are less of a concern for me than the idea of making a level landing pad to make landing easier. I'm already using: -
I have two contracts I'd like to combine them into one, one for a Mun base and the other for mining ore. The best equatorial ore location looks to be in a canyon with very little level terrain. Rather than convoy ore in and out of the canyon I'd like to level out spots for a landing pad and the base itself. Is there a mod to simulate grading a surface to be a level?
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I've found a conflict between the Radial Crossfeed Controls and the seismic pods in DMagic's Orbital Science mod. I was getting NullReferenceExceptions in the KSP.log whenever I had an active ship with the seismic pods attached. Yesterday, I built a lander with 6 attached. I tracked it down to the RadialCrossFeedControl.cfg being too loose in the filter for adding the module to parts: RadialCrossFeedControl.cfg: @PART[*]:HAS[@MODULE[ModuleAnchoredDecoupler]] { MODULE { name = RadialCrossFeedControl } } The seismic pods use ModuleAchoredDecoupler, but have nothing to do with fuel. I think I've fixed it locally by adding the following to my personal patch file: @PART[dmSeismicPod]:Final { -MODULE[RadialCrossFeedControl] {} } I did a search in the GameData tree for other mods this might affect ( find . -name "*.cfg" -exec grep -i -l AnchoredDecoupler {} \; ) and didn't find any other places that looked like a problem among the 47 mods I have installed. I don't know if it was necessary, but I also deleted the existing references to the RadialCrossFeedControl module in the dmSeismicPod part definitions in the persistent.sfs file before launching the game.
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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 had to detach the part behind the docking port to cut the docking port free, but I got it sorted. Thanks for the help. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
I've run into an odd problem, or maybe it's a known limitation, I'm still relative new to KSP. I'm in orbit on EVA, trying to swap the docking port in the nose of a ship for the Advanced Grabbing Unit. When I try to grab the docking port it highlights the entire ship and says too heavy.I can't figure out how to isolate it just the docking port in this case. Is this a limitation because the docking port in the nose is the first part in the ship description in the save file? -
[KSP V1.4.5] TAC Fuel Balancer v2.20
Tonka Crash replied to Z-Key Aerospace's topic in KSP1 Mod Releases
Thanks, you gave me someplace to look. If I understand everything (which is questionable). I have Blizzy's toolbar installed, but was only using the stock toolbar, blizzy's was autohiding against the screen edge and I'd forgotten about it. For some reason it's in Blizzy's toolbar, but the button doesn't show in the stock toolbar. -
[KSP V1.4.5] TAC Fuel Balancer v2.20
Tonka Crash replied to Z-Key Aerospace's topic in KSP1 Mod Releases
So what's the trick to starting the gui? Could another mod be stomping on TAC? I've got about 40 mods installed installed through ckan with mod manager.. Sometimes it's active when I first start the game, but once I close the gui I can't find a way to get it to open again. The one time I used it it worked wonderfully. I had a space station with 5 ships docked and a couple mouse clicks topped up everything from the supply shuttle I'd sent up. I've only been playing KPS for a couple weeks, but I've been through this thread and I can't find any hint of a keyboard shortcut to launch the gui and I don't see anything on the screen that starts it.