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Everything posted by alien_wind
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there is something really obvious I'm missing in this mod and it would be really nice if it can be added you have symmetry mode to control all the symmetrical parts together but why don't you have grouping mode where you can control all instances of the same part together even if their not in symmetry?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alien_wind replied to RoverDude's topic in KSP1 Mod Releases
yea well I developed a habit long ago to not hire kerbals I just take save mission so instead of costing me money it's a steady revenue stream also with mks I get more experienced kerbals -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alien_wind replied to RoverDude's topic in KSP1 Mod Releases
I must ask: is there any functions that the non-stock career kerbals can do that the stock kerbals can't fulfill? what is their merit -
what I'm missing is this either a eva button on the part where I can see kerbal(kis shows) or see in which part he is in kerbal list(I've seen a list like in stock transfer but eva button but I'm not sure I got it) -EDIT- I've figured out now that when left clicking on a hatch(not the all part) it shows all kerbals in the part with option to eva this is mostly what I was looking for.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
alien_wind replied to Nils277's topic in KSP1 Mod Releases
@Nils277 may I ask a question about kpbs category placement? in my career save it shows all the kpbs in one centralized category,only in advanced mode I can see you sorted it out into nice categories. but in the sandbox save suddenly all the parts are in the right categories in the functions sorting system is this a bug? or am I missing something.. -edit- I fount in difficulty settings the option to turn part grouping off. -
I'm not event sure what Im looking for exactly and if it exist but I encounter a problem every time I build a big complicated base with lots of parts and kerbal. I play moded with kis/kas mks so I need to do a lot of movement and using the difffernt kerbals "mid-flight" but the kerbal list is much larger than to use the little head figures and it's low also I need to look around for a specific kerbal and I don't know in which part I put him if I want him to eva from a specific hatch so in summery if someone here is aware of a mod that helps with that id love to hear from you
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well I updates through ckan I don't think it has warnings there but it's all good I guess the usi modules just got updated and other mods need to update to return normal functions too bad for old vessels and simple patch fix most of what didn't work yea I'm curious too I freaked out a bit myself when the good ol' start screen started spitting out cats on rainbows(first instinct: VIRUSSSS)
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missing modules in vab crafts
alien_wind replied to alien_wind's topic in KSP1 Technical Support (PC, modded installs)
is the part needed to manually swapped? or is the act of re-saving automatically replaces the part with updated cfg from data because vesseles I went in and saves don't show the warning anymore -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
alien_wind replied to Nils277's topic in KSP1 Mod Releases
I used kpbs with usi-ls from the start so I guess I didn't miss the lab functionality especially considering there iis a very nice separate lab but central hub still keeps "level up crew" option which I find odd considering it's not a lab is that been done on purpose,or was just an oversight when removing lab functionality for usi-ls? -
missing modules in vab crafts
alien_wind replied to alien_wind's topic in KSP1 Technical Support (PC, modded installs)
used this patch to return kpbs compatibility with usi-ls it's not perfect but it works till kpbs will update much thanks to @Tonka Crash I still have part modules missing in vab but I guess that can be expected with name breaking updates -
missing modules in vab crafts
alien_wind replied to alien_wind's topic in KSP1 Technical Support (PC, modded installs)
thanks for the useful information!! I was going around in circles not sure what went wrong so now at-least I have something to start with -
after I updated a long list of mods in ckan suddenly all mks parts got reset to default setting on swappable modules and after I noiticed that some kpbs ls parts are not working at all(no ls options just autostrut and aim camera options) also vessels in vab have warnings that "missing part modules" this is the list of mods I have installed: but I can't find "output_log.txt" in the location it should be i really hope this bug sounds familiar to someone here so I can fix it
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missing modules in vab crafts
alien_wind replied to alien_wind's topic in KSP1 Technical Support (PC, modded installs)
I tried deleting the aforementioned files and it didn't help. by a clean reinstall you mean pruning gamedata folder (aside of squad folder ofcourse) and reinstalling all mods? -
missing modules in vab crafts
alien_wind replied to alien_wind's topic in KSP1 Technical Support (PC, modded installs)
Yes i figured as well as the error deals with modules But im pretty sure mm is the latest or ckan would tell me to update And i dont see any multiples in gamedata folder -
hey I'm not sure what is the problem but here is wht I know so far: I updated a few mods at a time(so I can't know which one caused the problem) and after that suddenly when I entered my saved game all the mks parts got reset to default(drills to dirt modules to default config etc etc) it was annoying but I got it all figured out and kept playing but now I noticed that some parts from kpbs(all the life suport parts recycler purifier etc) are missing all the functionality and only have "aim camera" and "disassemble part" options in menu also some crafts have warning by them "unknown part modules" and if I try opening them in vab it warns me something like "vessel craftname is missing part module modulename" here is my installed mod list: I'm not sure where to find a log of loading them/ error file if someone can figure out the problem or help me figure it out by myself I would really appreciate it
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alien_wind replied to RoverDude's topic in KSP1 Mod Releases
Yes i can only imagibe the headache.. Thanks for the thought anyways -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alien_wind replied to RoverDude's topic in KSP1 Mod Releases
@goldenpsp yes i got the idea now it is too bad kis and changing number of seats causes this. Il maybe look into kis code and suggest a more dependable boarding check. But also theoretically (i do realize this will involve a lot of work and don't expect anyone to put the time to fix it) in the inflatable modules if instead of the number of seats changing. a virtual kerbal will "fill" the seats when deflated then the inconsistencies with kis will disappear wont they? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alien_wind replied to RoverDude's topic in KSP1 Mod Releases
yes I just jumped in here to say that after trying to transfer the kerbal *inside* the vessel and an error message came up " there is no personall inentory" I guess it's functional in nature. but I still think it's a bug that the error message did not come up when I boarded the module thisom the outside I'm pretty sure the items just disappeared from the game. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alien_wind replied to RoverDude's topic in KSP1 Mod Releases
I found a bug in the inflatable workshop module when I enter a kerbal into it with items in kis inventory they disappeared is this intended behavior? -
hey guys I just tried using konstruction pal parts and I noticed a button in the servo menu that I'm not sure the purpose of can anyone explain to me what does the +/-/o button do? because for me after it gets to "o" it gets stuck for the craft no matter what I press
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