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Krazy1

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Everything posted by Krazy1

  1. It's not exactly the same description but very close. They're talking about mods that change monoprop to another resource like nitrogen. I added a comment that this is happening in stock with monoprop. Thanks.
  2. It's a KSP bug that started in 1.11.0 I believe. It certainly did it in 1.11.1. Sometimes the EVA pack refills automatically, sometimes not. I ran out of fuel myself once and have seen it happen several times. Now I try to remember to check when I leave. The workaround is to remove the pack and put it in another cargo slot, and then put it back in the kerbal's slot. That has always worked for me. That reminds me - we need to make sure this is in the KSP bug tracker. I didn't check yet. Entering those reports and voting them up might get them fixed eventually - discussing it here won't. Well, first we need to confirm it does it without mods but I'm sure it will.
  3. Wow. I never would have tried that. Actually the kerbal and wingnut both spin (in 1.11.2). That's one massive wingnut.
  4. I'm on 1.11.2 and I checked an experiment cluster on the Mun at night and it is still powered. So this mod is no longer needed? It seems silly to have solar panels functioning at night - I wish they just made this mod stock. But I could say that about many mods.
  5. MalwareBytes is blocking this site. Could you mirror it? (Sorry, not going to unblock it)
  6. @Lisias Recall 0.0.7.5 on KSP 1.11.2 is causing the small stackable cargo parts to become unstackable. Steps: In VAB build something with cargo storage. Select Cargo tab at top left pick up stackable part from parts menu, example EVA science kit Alt-F12 console entry appears: event on_partPicked not assigned to state st_place place part in the cargo space. Normal operation so far pick up a second identical part and place it on top of the first. It does not drop the part - it is still on the cursor Then place the second part in a different cargo space - that does work. Note both have a slider and quantity "1" Then pick up either part from cargo and place it in a different cargo space. Note the "1" and slider have ben erased from the part icon. Also has console entry: [ModuleCargoPart]: setting stackableQuantity to 1 as evaScienceKit contains resources In the KER Resources HUD in the VAB, it indeed shows resource: RefundingForKSP111x: 0.0 I found this on my main KSP install with 30 mods but was able to eliminate it by removing Recall and made it come back by installing it again. The only part mod I have is TweakScale. Let me know if you want full logs.
  7. Clarification needed. There's solar panels (OX-STAT-PD) and thermoelectric generator (mini-NUK-PD)... no deployable batteries in 1.11.2 stock or DLC.
  8. One small issue on Quick Goto: the LVES is not consistently going to the last vessel. It might go to the second prior one or some other random place. Once it jumped to an asteroid that I was tracking but had not visited. So that's a minor spoiler. Sorry I don't have logs now. There was no in game error. I can try to reproduce it with logs... but it might not show anything. I'm running 1.4.0.8 on KSP 1.11.2 now. Saw this on earlier 1.11 versions and maybe 1.10 - not sure.
  9. I just installed a mod that says "any" for max version and it actually requires KSP 1.11 minimum - not backwards compatible according to the forum post. Obviously people should RTFD but would adding a minimum KSP version field make sense? Thanks for managing CKAN - the most essential "mod" IMO.
  10. Thanks for this wonderful mod. I realize now how bad the random perspective jumping was in stock. I learned something: I had no idea that taping ALT toggled kerbal sidestepping. I figured it out when it changed after using LMB+ALT to change view. I appreciate the update especially with more EVA transitions for EVA construction, now that they fixed it in 1.11.2 (so far for me at least). One thought - on CKAN, the max version says "any". It's probably better to make it "1.11.9". People should check the forum for info before installing but maybe they don't. Actually CKAN shouldn't assume backward compatibility. I'll comment on that thread too.
  11. It might be an interesting challenge. No science could be returned only transmitted, no kerbal promotions without a lab... couldn't finish a lot of contracts. Maybe just in Science mode. Or maybe only Kerbals can be recovered.
  12. But the players can! Just Tweak everything huge, single stage to everywhere and never come back to Kerbin. Don't let them rob you.
  13. Great. I just learned about Vortex. A word of caution, I wouldn't recommend modding your Steam install. It's better to make a complete copy of KSP to mod. It's an extra 5 GB but safer. Not sure if that's what you're doing. Some mods modify game files (unfortunately) and if/ when you check file integrity with Steam, it will "fix" modded files which can wreck the mods. Also when Steam auto-updates to a new version, it could potentially break your mods. I'm happy with CKAN. You can make and manage copies of KSP and also export/ import modpacks.
  14. WHAT? They actually released another update? I need to check Steam more often. That's great news. I'll try to help but I'm certainly no expert here. I'm running KER 1.1.8.3 on KSP 1.11.1 no problem. You didn't list that specific combination so you might try that but i doubt that's it. For me there's no noticeable FPS drop (maybe 5 FPS) and no log exceptions. It appears to be from the "system" not KER exactly. And it's on an XML serializer error, which I think could have something to do with .NET. So I suggest updating your .NET first before you mess with your KSP install. EDIT: Or just try reinstalling KER...
  15. Yes, specifically the kind with 2 humps. It was inspired more by the 747 Space Shuttle carrier. Actually, I just settled on "Bactrian Salvager" to follow the goofy mod naming trend (scatterer, chatterer...) Thanks for that You are not the first to say I had an odd challenge submission. Perhaps I feel I need to do unusual things because I just started playing last year and there is already so much that has been done before... or that's just my excuse for being naturally weird.
  16. Here's my second submission: Bactrian Salvager. I don't want to spoil the story. It's all in the Imgur album with captions. Thanks for keeping the K-prize alive.
  17. That's unfortunate. Hmm. I suppose you could actually change the active ship to the dummy - that would cause loading delays going back and forth ... a bit clunky. I could cheat a test ship to the same orbit as the departing body leading it just outside SOI. Then I could use the patched conics. But it wouldn't translate easily with this mod to get the departure the same.
  18. I think it's the same. Remember it matters what level tracking station you have. L3 does not require the parts but lower does.
  19. One minor thing. The bullseye rings are being hidden behind a planet but the text shows through. I added a pic to the album It would be nice if the text was hidden too.
  20. I tried Sandbox and Career with a level 2 tracking station and they work. Just the normal exception from the compass icon. I got a prograde only hit on Dres (leaves y2d117) It also passed some potential KAC pitfalls. The PN "warp" button does not override earlier KAC warp canceling alarms. User cannot set a KAC node alarm on the PN node. I just says "there no maneuver nodes found". That's fine, just confirming there's no unholy interaction. One request though - I can't place additional maneuver nodes on the planning conic. I wish it would support multiple nodes so I could plan a whole trip. I can't get the insertion dV at the target. With multiple nodes we can plan mid-course inclination change, gravity slingshots, bi-elliptic transfers, etc. I'd like to plan the trip path before I even start designing a ship for the mission or before I accept a contract. It wouldn't need to to anything beyond stock node behavior on the planning conic.
  21. Initial 0.1.3 report. Win10 KSP 1.11.1 with other mods I loaded a very early career game with a ship on the launchpad. First realization- patched conics are not available with a level 1 tracking station. I suggest making this mod handle this case with a message and inhibit operation, at least to be consistent with the core game but also to prevent possible core/ mod conflict (just a guess). I tried the compass icon anyway and it did place the node, opened the popup window and produced the expected red exception text as discussed before. Then I tried clicking the node to open the handles like other nodes do. I got orange errors and more red exceptions; the view jumped back; the Esc, Tab and M keys stopped responding. I used QuickGoTo to jump to KSC and exit. No infinite log spam - good! I'll try sandbox next. UPDATE.... I tried the same career game again and the node handles do work the first time. Then I clicked away from the node; the handles retract; then I clicked the node again to get the handles back and then I got the behavior above. The scroll wheel stops working too.
  22. I really appreciate the work on this guys. It's got to be almost impossible to mod something if you can't even see it. I wish I could ignore the log spam but we're talking about a triggered infinite loop of spam here. A spam avalanche... a "spavalanche" ? So just out of curiosity, I tried it again and just let it run. The log grew about 100 MB a minute. I tried to grab the prograde handle to set an orbit and I got a bunch of red and orange messages and the node went back to the asterisk shape and I couldn't do anything else with it. I actually opened the log in Wordpad but it was so slow I couldn't scroll to the bottom. It was 840 MB. Good luck! We're here for moral support.
  23. Seems OK for 1.11.1. I believe addon binder errors at startup can all be ignored (based on some discussion with Lisias). I got a "key not found in dictionary" exception with 1.11.0 but I got that once with KAC too. So I guess Squad must have fixed whatever caused that.
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