protagoras
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Posts posted by protagoras
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I don\'t feel like digging through 66 pages of replies, so I\'ll ask, Why don\'t you have the solar panels as SolarPanels_PowerTech_MuMech? Having them actually generate MuMech electrical power would make them 900% better.
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Any ideas for the crew dying on load for no reason?
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This is what I was thinking might be a solution to docking. Just do a nose-nose connection and invert all of the parts on the docking ship in the dock\'s part-list in the persistence.
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I have determined that is takes more than just going back to the space center. You have to load a different ship, then go back to the ZO2 craft. It seems the save in the persistance is being changed from 111(all 3 alive) to 000(3 dead).
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Seems like you\'re mixing up mods in a way that wasn\'t intended. That may work, or may not work, depending on the level of co-operation between the authors.
The zoxygen mod in this thread requires the zo2 main system (small blue disk). If that is not present, your pilots will die instantly. How they made it to space without dying is a mystery. Perhaps that \'other\' mod is affecting this in an unpredictable way.
I would suspect that, but the Dynasat part is using the exact same module as the ZO2 part. So they should be functionally identical. Looking through the part.cfg files, the ZO2 system parameters are also identical.
None the less, I\'ll give it a try replacing the current part with the ZO2 system that comes with the plugin.
Update: Tested it with the deafult ZO2 system, they still died.
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Have you jettisoned the zo2 master system? That results in instant death.
The vessel in the screenshot is the 'model' I am concerned with. It\'s the second one that I\'ve landed on the moon to have die on me. The first one I think was from running out of energy and ZO2 during the night, but that should have been remedied by adding the drills.
(If it\'s not clear, the large grey cylinder in the middle is the 'ZO2 system' from http://kerbalspaceprogram.com/forum/index.php?topic=11622)
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Not sure if it\'s a glitch or what, but whenever I return the the space center then go back to a ship with a ZO2 system on it, the kerbols are all dead.
Here is an image of my ship http://i.imgur.com/K3UIrh.jpg. I\'ve got solar panels that generate enegy, a ZO2 filter from powertech, and 3 'drills' for ZO2.
I can time-warp with a ship controlled and they don\'t die.
Any ideas?
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I wasn\'t sure if they might reset their position, so I\'ve just made custom rovers with the cameras angled for how I\'d like them.
What is that part that is holding the camera in your picture?
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Anyone else having compatibility issues with Electricity plugin? If I use the MuMechLib from this, my Ions don\'t work, if I use the MuMechLib from Electricity, the camera don\'t work.
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I am having an issue where the forward facing props are not showing up when I drag them onto a craft in the VAB. All of the rear ones work fine though. Any idea how to remedy this?
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I didn\'t see anyone else post any builds of a Viper, saw a Battlestar though, really cool.(http://kerbalspaceprogram.com/forum/index.php?topic=7264.0)
So here is the Viper I made with C7.
It also has the laser gun from http://kerbalspaceprogram.com/forum/index.php?topic=8117.0
I know it doesn\'t look perfect, and it certainly is a pain to fly well, but I think it\'s pretty cool.
I will probably make a space-version that doesn\'t use the air-engines.
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I am currently in college for programming, but don\'t have any experience with networked multiplayer yet. However, that being said, if you have a 'lead' engineer, I would be more than happy to do what I can to help.
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
in KSP1 Mod Releases
Posted
Kreuzung, what I have seen that you posted on the EPS(Electric Power Standards) plugin page, but I wanted to ask you directly what your opinion of it is.
Do you think it is going to go anywhere?
I know ZO2 has now moved away from being compatible with your plugin to being EPS compatible, do you think that was for the best or that he will switch it back?