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Posts posted by Friznit

  1. It sounds like you have a similar play style to me.  I have a set of core quality of life mods that I never go without (things like KAC, KER, MechJeb, Precise Manoeuvre etc).  My second set of mods adds a bit of a pseudo-realism theme - things like life support, scanning, Remote Tech & ISRU in various permutations (e.g. USI theme; or Interstellar Extended theme; or WBI theme).  The final set of mods is specific to my chosen story arc - i.e. the overall goal of the career game.  In my last playthrough, the mission was to establish a viable self sustaining colony in a different solar system, hence mods such as USI Kolonization, Civilian Population and a planet pack with at least one other star system.

    For Contract Packs, I enjoy Advanced Career Progression - I usually end up "overtaking" the mission progression before long but it's a nice way to start.  You might also consider Tourism Plus, though it can turn into a bit of a money spinner rather than drive any actual progression of the "story".

    I've just started a new career trying out Snacks+Kerbal Health as a lightweight alternative to TAC/USI Life Support.  The story in this career is "race for the stars", so I've added Monthly Budgets, Research Bodies/Tarsier Space Tech, Galileo's Planet Pack and the BDB rockets for the sweet 1960's nostalgia.  It's an interesting fresh challenge - having to balance the the budget between research, exploration and lobbing enough Kerbs into space to keep the paymasters happy.

  2. Duna recyclers turning off is a known issue though I don't know if anyone has managed to figure out the cause yet.  In the meantime a workaround is to add the Recyclers to an action menu item and use something like Smart Parts to periodically turn them back on.

    I've noticed with things like the Agri and Hab modules that they sometimes show all configuration options when they are first deployed, regardless of which setting you preconfigured in the VAB.  However, only the pre-selected option will stay on after reloading the scene; the others will have turned off.

  3. I think Squad got plenty of complaints about the 1.6 issues with mods given how fundamental they are to the longevity of KSP.  But more to the point, the level of interest in Kopernicus is a reflection of how many people value your work and find it a critical part of their enjoyment of the game.  So much so in fact that unlike almost every other mod, people are unwilling to play KSP without it!  That's a pretty big accolade.  As a modder myself, albeit for other games, I can well understand your frustration though.  For everyone else: patience - mod updates are always released exactly Soon™, when they are ready and not before.

  4. Colour me interested.  This is essentially what I've been trying to achieve with a combination of USI MKS/USI-LS, EPL, Kolonisation and Nehemia's Orbital Science - a modset intended to create a Purpose™ to the carear game.  I've had to RP quite a bit, setting myself rules such as Civilians cannot go on long trips until they've had a month at the Orbital Training Facility and a minimum of 6 months at the Offworld Training Kolony on Minmus.  A lucky few get to join the Space Pioneer Programme and explore distant worlds.  Recruiting trained Kerbs is fiercely expensive, so 'converting' civilians and training them in the MKS Akademy is preferable.

    Perhaps you might consider taking an idea of low-g / zero-g experimentation and tie that into the stats of the different bodies to unlock new tiers.  For example, something like a certain number of experiments are required in a Zero G environment to unlock Tier 2 (an Orbital in LKO will do the trick); but to unlock Tier 3 you need some experiments in a Low G environment (this would suggest a Mun base) AND some research outside Kerbin SOI (Space Station in Kerbol Orbit should do)...or you could skip them and go for a Moho base like a pro but it's going to be harder to get the results back to Kerbin.  Tier 4 is going to require some proper alien world experimentation, with demonstrable results from High G, alien atmospheres.  Essentially each Tier has an increasingly complex (yet abundantly clear) number of gates to achieve before you can unlock the Shinies and upgraded kit that your Kerbs need if they expect to build sustainable offworld habitat.

  5. Very nice.  I am no rocket expert and know very little of the history, but after installing BDB over Christmas to have a quick play, I ended up losing many hours of sleep rebuilding every rocket and learning all about the different variations, then putting ridiculously optimistic payloads on them and developing some comprehensive lithobraking skills.

  6. On 1/2/2019 at 5:19 PM, Turbo Ben said:

    Hi, I've just started unlocking nuclear engines in the tech tree but I'm having some trouble with the Rotating Fluidized Bed Reactor Engine. Not sure if it's a bug or if I'm doing something wrong. The problem happens when switching back to the ship with the nuclear engines from another ship. It doesn't happen every time, but often. I have 3 engines and all are unresponsive to throttle, though they do glow as if they are partially working. There is no exhaust plume and no thrust generated, though occasionally I get a momentary puff from the exhaust. I've tried shutting down and reactivating the engines which does not work. I did find however that if I open the reactor control window (after right click on the engine) and click shutdown, all engines begin to work as normal (except electrically in the case of the engine I just shutdown the reactor on). This is not ideal because I don't see a way to reactivate the reactor, so I can only do this once for each engine. I'm running 1.5.1 with IE version 1.20.16.

    Edit: also noticed it happen after a long period in time warp without switching ships.



    I just ran into this problem as well (KSP 1.5.1) .  In some cases the RFBR (aka Timberwind) reactor stops generating Thermal Power - Reactor Status in the Reactor Control Window shows Active (0.00%), whereas a normal working Timberwind usually shows (0.020%) when idle, producing a steady 12KW of TP.  If you shut the reactor down, the decay heating kicks in and starts generating thermal power for a few days until it cools off.  Unfortunately I can't reliably reproduce the issue after various tests of reloading, warping, switching vessels etc .  If I can figure out a way to do so and catch it in the logs I'll update the post.

  7. I'm divebombing the thread because I have a somewhat related question.  Is there a mod available to transfer science data?  I have a space station with two science labs - one rather rubbish one and second super duper shiny plush lab with actual snack storage that was added later.  Unfortunately anytime I dock a probe and unload the science results, all the data goes into the rubbish lab.  I suspec the answer is no, and I'll have to ... "constructively disassemble" the science orbital.

  8. I had a poke in the configs and can see where UvSII Greywater tank is set to contain fertilizer if USI is installed.  For some reason this isn't happening in my game - think something else is overriding it.  I'm not an expert at reading logs but these may shed some light on where the problem lies. If anyone is able to help me interpret them I would be most grateful.

    Logs here: https://drive.google.com/open?id=1cyCA9xH5LPs11mR95Qg-FTXoL9F19C_o

  9. Hmmm, I followed that guide too and tried the same.  Still couldn't make it work.  I'll try some more.  Any chance you could share an example file please?  The one that would be particularly useful is the engineer holo tool.  That'd save me a speed trip to Jool with a just screwdriver in the cargo!

  10. On 12/8/2018 at 6:31 PM, Horus said:

    Using KSP 1.5.1, latest version of Kerbal Foundries and KSPWheel - the game starts lagging for noticeably really short periods at almost even intervals. When KF & KSPWheel removed - lags disappear and game runs smoothly.

    Any ideas how to fix this?

    I got this too.  Running mem graph shows the mono heap allocation spiking when parts from this mod load into the world and the garbage collection subsequently runs every 10 seconds or so, hence the periodic "stutter" (it's unity doing its thing).  I can't see anything related in the logs, though I'm not an expert.  It doesn't really manifest when running the mods (Foundries+Wheel) alone, presumably as there's sufficient overhead to cover it, but when you add in a couple of parts/graphics/life support things tank rapidly.

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