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Posts posted by alien_wind
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On 9/26/2021 at 3:19 PM, siimav said:
Only KSP 1.10.1 works properly right now. Please follow the install guide here: https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.10.1
Thanks for the answer, I went with the express guide with a squeaky clean install of 1.10.1
one thing i did different is added this mods(which looked online like they should be compatible) before the 1st run:"name": "EasyVesselSwitch","version": "2.1" "name": "KerbalEngineerRedux","version": "1.1.9.0" "name": "Trajectories","version": "v2.4.2" "name": "KIS","version": "1.26" "name": "KAS","version": "1.7"
i ran but when i saw that all the example craft files in sandbox are missing parts from bdb it seemed fishy
so i closed the game properly(making cache) then uninstalled the aforementioned mods and ran it again, but it changed nothing.
am i right to be worried or is that normal?
related question, does RP-1 require the making history expansion to work? -
I'm getting ready for a clean install of ksp using realism+rp1+rss playthrough
while I'm at it id love to check out the new version of the game but I see it's not yet officially supported
1. is there any crucial game breaking bugs in running the latest rp-1(express install) with 1.12.2?2. in general if I want the best rp-1 experience what is the best supported/most stable version of the game to play with?
thanks very much for anyone that will take the time to answer a ro nubie like me
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I have a few questions about the mod in respect to the new 1.11 update and new gameplay.
i realize that kas is not yet fully supported for 1.11 but I'm sure I'm not the only one who plays on the latest version so i wanted to discuss how it is right now
(lovely mod btw regards to the maker and maintainers made the game much more interesting as proven by the addition in stock ksp.)Is kas independent of kis (as some of the questions focus on kis and some on kas and I wanted to keep them together as one discussion of the future )
ie; can kas cooperate with the stock inventory or at least add a a way to transfer items from kis inventory to stock inventory as it now exists?one reason to keep using kas and kis is that in stock only some parts can be manipulated and stored.
I'd implement a mm patch that will add cargopart module to all parts to solve this but I'm not sure how to add the weight and appropriate volume to each part.
I really like the system of stacking kerbals lifting ability for heavier parts, maybe that can be add somehow to stock eva construction mode.in stock game the kerbal have a default drill without Carrying an item in the inventory can we have that option in kas for the engineer?
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On 12/22/2020 at 3:57 PM, zolotiyeruki said:
Hi All, maintainer here. Over Christmas, I'm hoping to dig into the source code for this mod and another I maintain, to see if I can make a few tweaks. Be patient, though--I've never actually *written* any mods, I just recompile them for now, so there'll be a bit of a learning curve...
sounds great much luck with that!
by any chance do you know if the're any plans to integrate precise editor in the new 1.11 eva construction mode? -
4 hours ago, Tokamak said:
I have a small feature request/suggestion, if that's not too presumptuous. I sometimes get in a bad situation by accidentally clicking the "disassemble part" button in the action menu, because it's often right next to the button I want, like "grab connector". Obviously a confirmation prompt or something like that would get really irritating for the user, but would there be any way to do something like put a bit of space between it and the other buttons? Just so you're less likely to move too quickly and derp and click it.
Maybe it's just me. If it is, then I guess there would be no point in the change.
Either way, again thanks for the cool mod package. You've given me endless hours of entertainment.
honestly id be totally irretated like you if quicksave wasen't a thing..
i've gotten in habbit of quicksaveing every time im about to do something that can end up in a massive series of explosions.
so if i make stupid mistake i just lose 5 minutes of work instead of a colony.
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11 hours ago, SkiRich said:
Whats the theoretical and practical size a craft can be in orbit?
This monster I'm building is up to 475 parts. Other than adding some sky cranes it complete until I unlock the last remaining tech nodes for the last of the Umbra tundra modules so I can bolt on some fabrication and assembly modules.
Using hyperedit I've tested it a few times in orbit and seems stable.
Other than the spinning ring causing some minor lag or FPS drag on EVA it plays well. I guess I can stop the ring when docking or EVA.
I hear the larger the craft the more issues. What can I expect if I put two or three of these in play around a few planets?
I've had some problems with lag on my ow spec laptop so just went to the cfg file and changed "rotation" to 0,0,0 and it helped a lot with lag
less cool but optics are basicaly the same -
17 hours ago, allista said:
Do you have any docs to start with?
I mean, I can look at the code, but I have never played with MKS (wrong; I have in KSP-0.24 ) and know nothing about logistics.
So the first question for me is actually not "how do I do IT" but rather "what IS it"
Should I somehow teach my modules to get resources from other vessels through some API? Or is there something more to it?
And in any case, is there a way to make without referencing USITools?
I applaud your efforts and willingness for architectural code changes for better player experience
that takes a lot of energy especially when you're collaborating with other dev teamsthat's what makes this game and player community so awesome.
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On 3/7/2020 at 6:06 PM, siimav said:
That depends on the KSP version. 1.7.3 needs to install the SmokeScreen-RO from CKAN; 1.8+ requires the regular SmokeScreen entry.
thanks very much for the answer
just to clerify
in ksp 1.8.1 I should use the latest smokescreen update? -
On 3/7/2020 at 4:04 AM, Theysen said:
is the supported smokescreen version stiil 2.8.1?
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5 hours ago, fraser82 said:
Quick question, I can't for the life of me get a pair of Station Parts Redux Volleyball habitation units to inflate. I have MKS installed, and I have a delivery craft parked about 10m away with 4500 units of material kits on board in a Kontainer. The base has power.
I've tried both a pilot and engineer on EVA - neither get an inflate option. The base itself does have an inflate option when i mouse over the hab units, but it says I need 900 material kits to inflate each hab.
Is there something that I am missing?
thers'e a materialKits cost to inflate if you don't have it onboard you won't be able to inflate
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On 9/29/2019 at 1:34 PM, jd284 said:
Is there a description of this? But anyway my problem isn't that the separators don't produce what they should (they do), but that they overheat doing so.
You seem to confuse MEU-500 (the drill) and TCS (the ranger heat pump). But yes you're right, when I tried it again additional cooling systems (ranger TCS or radiators) didn't help actually. So the problem is that the drill can't move its heat fast enough to the cooling systems.
But still that doesn't make sense, why would the drill have three separator bits when you can only use one of them at full efficiency without it overheating? That actually makes the bigger drills less efficient and more expensive than many smaller drills adding up to the same production capability, which the TCS can cool with no problems. I doubt that's the intended behavior.
it makes perfect sense.
if one drill makes one thing it's 100% on it so it makes it 100% efficientlybut if you want to make two things it's limited so it can only make them both half as efficiently as just the one and so on
as of me I'm lazy and just want a monstrous amount of resources for off-world construction so I went into the config files of the drills and multiplied the existing heat transfer amount by the number of bays, works like a charm -
idk what happened I'm sure the debris we're getting deleted(left debris landed left physics range and it disappeared) but now it does save some debris so I guess I changed something and it got fixed
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On 5/23/2019 at 10:07 PM, Terwin said:
Do you have enough colony supplies? I believe the colony growth feature requires the colonization module to be functioning, and it is easy to run out of colony supplies, especially with multiple consumers.
I'm with positive production of colony supplies(produce more than consume)
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does colony growth go up with amount of colonization modules?
because I noticed that if I have more then one onboard they all get stuck on 1y 24 days -
the save always keeps 0 debris and I checked the settings non 0
I suspect "stage recovery" but debris disappear on me even not on kerbin so idk..
this are the mod I have installed:"depends": [ { "name": "USI-FTT", "version": "1.1.0.0" }, { "name": "CommunityCategoryKit", "version": "4.1.0.0" }, { "name": "CommunityResourcePack", "version": "1.1.0.0" }, { "name": "USI-Core", "version": "1.1.0.0" }, { "name": "UKS", "version": "1:1.1.0.0" }, { "name": "USITools", "version": "1.1.0.0" }, { "name": "KerbalPlanetaryBaseSystems", "version": "v1.6.8" }, { "name": "GroundConstruction-Core", "version": "2.2" }, { "name": "KSPRescuePodFix", "version": "1.5.3.13" }, { "name": "ModuleManager", "version": "4.0.2" }, { "name": "USI-LS", "version": "1.1.0.0" }, { "name": "ConfigurableContainers-Core", "version": "2.4.3.4" }, { "name": "Konstruction", "version": "1.1.0.0" }, { "name": "Trajectories", "version": "v2.2.2" }, { "name": "ExtraPlanetaryLaunchpads", "version": "6.5.1.0" }, { "name": "SCANsat", "version": "v18.10" }, { "name": "AT-Utils", "version": "v1.6.2" }, { "name": "ClickThroughBlocker", "version": "0.1.7.1" }, { "name": "FirespitterCore", "version": "v7.12.0" }, { "name": "KIS", "version": "1.18" }, { "name": "KAS", "version": "1.1" }, { "name": "KerbalAlarmClock", "version": "v3.10.0.0" }, { "name": "EasyVesselSwitch", "version": "1.10" }, { "name": "TriggerAu-Flags", "version": "v2.9.3.0" }, { "name": "KerbalEngineerRedux", "version": "1.1.5.7" }, { "name": "ContractConfigurator", "version": "1.27.1" }, { "name": "Toolbar", "version": "1.7.18" }, { "name": "FMRSContinued", "version": "1.2.7.4" }, { "name": "BULB", "version": "1.3.4" }, { "name": "ActionGroupManager", "version": "2.2.4" }, { "name": "ToolbarController", "version": "1:0.1.6.20" }, { "name": "SpaceXLegs", "version": "2.8.4" }, { "name": "RecoveryController", "version": "0.0.3.7" }, { "name": "PreciseEditor", "version": "1.1.0" } ] }
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On 5/2/2019 at 10:00 PM, DoktorKrogg said:
I just submitted PR#136 to hopefully address both of these issues. I added a new MM patch that looks for any part that holds MatKits and then adds the USI_ModuleRecycleBin if it doesn't already have it. I also noticed that the patch for USI_ModuleFieldRepair didn't have an @ in front of the RESOURCE filter. So hopefully adding that will fix that patch as well. If any of you who have been experiencing either of these issues would like to try out these fixes before we merge them into the next release, that would be helpful.
is this problem with machinery related to the fact that you can't transfer machinery in local logistics?
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I noticed after using mks with it's "governor" slider in every part I'm missing this option to control rates in the stock isru parts/drills
there's an "efficiency bonus" variable in the module "ModuleResourceConverter" so I just need to add a slider to control that within the game
but after looking into the part files in different modes to try and reverse engineer the function I can't find
A. how to add slider into parts gui
B.how to add it by using mm patchI would really appreciate the help if someone have some more idea on this
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2 minutes ago, lapis said:
Hmm, I did not think of that. Maybe we do it by wingspan. edited op.
then you can cheat with a very long aeroplane
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is the "land" section supposed to be working?
because it shows blank and if I had section from landing to the hud they plain don't show -
honestly it's maybe cheaty but attaching new solarpanel would be such an hassle I just change the status of the solar panel in the save file under deployState = from "BROKEN" to "EXTENDED"/"RETRACTED"
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On 4/14/2019 at 2:01 AM, 5thHorseman said:
Nope. They pick a point at random, track it for a while, and then pick a new point. It's all for show.
did people find it in the source code?
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something that I don't get in kas system and I hope someone can help me with please
why is it that even though there's an option (b/n) to raise and lower the part is does but once you tryu to connect to node it resets to default position?
I would like to be able to connect to node with option of location of part but it doesn't let me -
5 hours ago, IgorZ said:
Not, it's not supposed to be infinite. I've created a bug. Thanks for the report!
wow great work and response,do you want me to get on github with the technical details or did the bug replicated by you also?
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