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SyrusDrake

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Everything posted by SyrusDrake

  1. So I just spent most of my night building a base on Minmus, ultimately making about half an hour's worth of progress. I just could not get Pathfinder and KAS to play nicely together. I redesigned my base to just use Pathfinder redistribution, so I don't have to use any hoses, but I can't figure out an elegant way to resupply my base. My plan was to use landers, then connect them with a hose to my base, and pump over Snacks or Equipment or whatever else I might need. But whenever I do that, pieces of my base fall off or it just explodes. And there aren't any "lander-friendly" pieces that enable resource sharing. What would be the "canonically recommended" way of resupplying a surface base?
  2. Hey everyone I recently got back to KSP again, after some months. I started with a clean install and added a selection of mods. Upon loading it for the first time, it crashed. After some fiddling, I figured out that MKS was the culprit. Judging from the loading screen, it seems to be doing...something with Module Manager when it dies. I've uploaded the error logs to dropbox in case anyone wants to have a look at them. If anyone had an idea as to what might be going wrong, it would be greatly appreciated since I consider MKS to be one of my essential mods.
  3. I love this mod and have been using it for ages. After not having played KSP for about nine months, I came back to it recently and I'm not sure if some functions of the base game or KAS have changed. Previously, I linked a Karbonite refinery and a fuel shuttle on the Mun with pipes. I'd activate the pump function and the refinery would pump the fuel it produced to the shuttle via the pipes. But that doesn't seem to work anymore. If the fuel tanks attached directly to the refinery are full, the converter stops, even if there are empty tanks attached via KAS. Does anyone know if this genuinely doesn't work or if this might be a specific bug with my game?
  4. Amazing job! I've always been kinda meh about Tantares but your amazing models finally convinced me to give it a go.
  5. Amazing work on those models. I've never quite been a fan of the stock look, so I love realistic parts like these. Any chance to get an alternate download link in the near future so I can try them out?
  6. This looks amazing! I've been looking for a CubeSat mod for KSP for ages and aside from BOXSat (which isn't really a miniature satellite), I could never find one. On the topic of download sites, I've noticed you are hosting your Cargo Resupply System on Curse Forge as well. Wouldn't that be an alternative for this mode too?
  7. Wow, I found a replacement for the Dragon mod that doesn't work on 1.0.x anymore! Thanks to you I can finally play KSP again Can't wait for a new link so I can download it.
  8. Very nice mod, the first live support mod I've seen so far that doesn't require me to stack dull-looking tanks on top of each other... I'd really love to use it but...I can't. If I have it installed, KSP uses 69% CPU power if I just have a rocket on the launch pad. Normally, it uses 19%. Apparently, the performance got better with the last updates so I'm wondering if I'm doing something wrong? Or do you think it may clash with one of my (many) other mods?
  9. I'd really love to try this. Could give some purpose to my space probes But the file on SpacePort seems to be corrupted. Or rather...empty 0o
  10. I feel rather stupid for having to ask for help but...it doesn't work for me. It just plain doesn't show up. I moved the content of the zip to the GameData folder but nothing happens. There is no button in the VAB. Is it possible that it's not getting along with the "Part Group & Filter" mod? Because that's also modifying the button bar. Help would be greatly appreciated
  11. I'm confused...the phase angle button doesn't show up on my MJ interface ._.'
  12. The solar panels for the satellite pack don't seem to work properly anymore. Apparently they work under certain circumstances, there's sometimes a short burst of activity when they're pointing at the exact right direction. But 99% of the time, they don't have any energy output at all. Does anyone know if and when this will be fixed and whether it's PowerTech or MMSatellites which needs to be updated? I'd be really glad about a reply because now, with the new planets, I need working ion engines for my probes more than ever
  13. Since 0.17 has changed the paths for the persistent files and the saved ships, is there any chance that you'll update the program to deal with this? I hope so, because it's really awesome and useful
  14. This might just be me or my ships, but it seems the stackable parachute doesn't work. It doesn't open anymore. I found this out about 1000m above solid ground...
  15. Thanks @Kreuzung for the clarification. Docking works fine with ORDA's computer. Not the auto-docking, obviously, but just orientate one ship prograde, the other retrograde and dock manually. It's pretty easy.
  16. Alright, I hope somebody can help me with this. I know that the Rendezvous module is more of a gimmick than a major part of MechJeb, but...alright, here's the question: Until recently, I could easily "dock" two small ships using the pro/retrograde, tgt and rvel functions of MechJeb. It wasn't actually docking, but I got the noses together. Now that a mod has implemented actual docking, it doesn't work anymore, for some reason. When I use the tgt mode at a distance of about 20m, the nose of the active ship points god knows where but certainly not towards the target ship. So I try to just point the target in the retrograde orientation and the active vessel prograde. But as soon as I switch vessels, the target starts to slowly reel and seconds later doesn't point retrograde anymore. I know for a fact that both of those functions worked fine a while ago. I used them. Does anyone have a clue why those two functions are suddenly acting up for me?
  17. Oh thank heavens, it's back! I'm so glad. I literally can't build rockets using anything but NovaPunch Just as a heads up, I noticed that the Mesh-files for the 2.5 m fairings are still called 1_25mfairingWall.dae or whatever. They still have 1_25 in the name. I'd love to use the 1.25 panels from version 1.2 for single-man rockets but they conflict with the new fairings. I can change that myself, I'm just pointing it out so you could maybe fix it in the final release of 1.3. Thank you for your great work, I really need NovaPunch and I'm glad that it's back and better than ever.
  18. Okay, first of all, let me give all of you a huge applause for what you've created. Especially the Shuttle-landing script is extremely useful...or I suppose it could be and that's why I'm writing this post To test the script (and spaceplanes in general) I've built a really small, simple shuttle. It's a good glider and it can actually fly, I tested that out. I then shot it into orbit and tried to return it using the script. I tried it three times but every single time I got this: Coroutine exception: InvalidOperationException - out of sync at System.Collections.Generic.Dictionary`2+Enumerator[sharpLua.LuaTypes.LuaValue,SharpLua.LuaTypes.LuaValue].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary`2+Enumerator[sharpLua.LuaTypes.LuaValue,SharpLua.LuaTypes.LuaValue].MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary`2+KeyCollection+Enumerator[sharpLua.LuaTypes.LuaValue,SharpLua.LuaTypes.LuaValue].MoveNext () [0x00000] in <filename unknown>:0 at SharpLua.LuaTypes.LuaTable.GetKey (System.String key) [0x00000] in <filename unknown>:0 at SharpLua.LuaTypes.LuaTable.GetValue (System.String name) [0x00000] in <filename unknown>:0 at SharpLua.LuaTypes.LuaTable.GetValueFromMetaTable (System.String name) [0x00000] in <filename unknown>:0 at SharpLua.LuaTypes.LuaTable.GetValue (System.String name) [0x00000] in <filename unknown>:0 at SharpLua.LuaTypes.LuaTable.GetValueFromMetaTable (System.String name) [0x00000] in <filename unknown>:0 at SharpLua.LuaTypes.LuaTable.GetValue (System.String name) [0x00000] in <filename unknown>:0 at SharpLua.AST.VarName.Evaluate (SharpLua.LuaTypes.LuaTable enviroment) [0x00000] in <filename unknown>:0 at SharpLua.AST.PrimaryExpr.Evaluate (SharpLua.LuaTypes.LuaTable enviroment) [0x00000] in <filename unknown>:0 at SharpLua.AST.Operation.InfixBinaryOperation (SharpLua.AST.Term LeftOperand, System.String Operator, SharpLua.AST.Term RightOperand, SharpLua.LuaTypes.LuaTable enviroment) [0x00000] in <filename unknown>:0 at SharpLua.AST.Operation.Evaluate (SharpLua.LuaTypes.LuaTable enviroment) [0x00000] in <filename unknown>:0 at SharpLua.AST.Chunk.<Execute>m__6 (SharpLua.AST.Expr expr) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[sharpLua.AST.Expr].ConvertAll[LuaValue] (System.Converter`2 converter) [0x00000] in <filename unknown>:0 at SharpLua.AST.Chunk.Execute (System.Boolean& isBreak) [0x00000] in <filename unknown>:0 at SharpLua.AST.Chunk.Execute () [0x00000] in <filename unknown>:0 at SharpLua.AST.FunctionBody+<Evaluate>c__AnonStorey8.<>m__A (SharpLua.LuaTypes.LuaValue[] args) [0x00000] in <filename unknown>:0 at SharpLua.LuaTypes.LuaFunction.Invoke (SharpLua.LuaTypes.LuaValue[] args) [0x00000] in <filename unknown>:0 at SharpLua.Library.BaseLib.Wait (SharpLua.LuaTypes.LuaValue[] args) [0x00000] in <filename unknown>:0 at SharpLua.AST.FunctionCall.Evaluate (SharpLua.LuaTypes.LuaValue baseValue, SharpLua.LuaTypes.LuaTable enviroment) [0x00000] in <filename unknown>:0 at SharpLua.AST.PrimaryExpr.Evaluate (SharpLua.LuaTypes.LuaTable enviroment) [0x00000] in <filename unknown>:0 at SharpLua.AST.ExprStmt.Execute (SharpLua.LuaTypes.LuaTable enviroment, System.Boolean& isBreak) [0x00000] in <filename unknown>:0 at SharpLua.AST.Chunk.Execute (System.Boolean& isBreak) [0x00000] in <filename unknown>:0 at SharpLua.AST.Chunk.Execute () [0x00000] in <filename unknown>:0 at SharpLua.AST.FunctionBody+<Evaluate>c__AnonStorey8.<>m__A (SharpLua.LuaTypes.LuaValue[] args) [0x00000] in <filename unknown>:0 at SharpLua.LuaTypes.LuaFunction.Invoke (SharpLua.LuaTypes.LuaValue[] args) [0x00000] in <filename unknown>:0 at SharpLua.LuaTypes.LuaCoroutine+<Resume>c__AnonStoreyD.<>m__2F () [0x00000] in <filename unknown>:0 Once it happened shortly after the reto burn began, two other times it happened at about 50'000 m during re-entry. The ILS-Autoland function could still land the plane after I turned it on manually, but it started about 60 km away from KSC so it took me quite a while to get back to ground. This error doesn't only happen with this script, I also encoutered it with the Kerbin return script, but that one worked about 80% of times while the lander script doesn't seem to work for me at all. Is there something wrong with the script(s) or am I doing something wrong?
  19. It's working for me now and I have to say, it's a great tool. My KSP runs a lot more stable now that I can reduce the number of parts loaded. However, I have to agree with carolyn, while the game itself barely crashes anymore, the mod manager sure does. And as far as I can tell, only deleting the persistent-file fixes this. So yea, if you could fix that with the next update, this mod manager would be pretty much perfect ;-)
  20. Is this compatible with 0.16? Because it seems to have quite a few hickups when I'm trying it out.
  21. First of all, let me thank you for this great mod. The parts are really lovely and make it possible to build some neat space probes and satellites. Also, I can\'t agree with those complaining about the engine being too weak. I even used it for a trans-munar injection and orbital corrections around the Mun. Of course you can\'t do that with a huge, manned ship, but that\'s not what ion engines are intended for anyway.
  22. Well, I\'m glad that others have the same problem. However, I wasn\'t talking about external boosters (sorry, I didn\'t make this clear) but about radial control boosters. The small motors you attach to the core tank to controll the rocket or the retro-boosters that fire seperated stages away from the rest of the rocket. Those can\'t be reinforced with struts.
  23. I noticed something strange which might need to be fixed with the update: My munar rocket, mostly using NovaPunch parts, worked fine in 0.15.2. But after I rebuilt it for 0.16, the radial boosters almost always got ripped off at an altitude of about 12 km, roughly 2 minutes after launch. For some reason though I never lost all four. Usually I\'d lose two, sometimes three. Is there a way I can increase the connection strenght of the boosters or does anyone know another workaround?
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