

Lalwcat
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[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
Lalwcat replied to Angelo Kerman's topic in KSP1 Mod Releases
[CODE] [LOG 19:05:45.497] CactEye 2: Exception 4: An error occured producing a science report! [LOG 19:05:45.498] System.MissingMethodException: Method not found: 'ScienceData..ctor'. at CactEye2.TelescopeMenu.DrawProcessorControls () [0x00000] in <filename unknown>:0 [/CODE] Any known incompatibilities? I've got a handful of mods, sure, but nothing really crazy. I am using KSP version 1.0.5.1028 (latest), with a CKAN installed CactEye version 0.6.10. I thought perhaps it was Crowd Sourced Science as that changes some experiment text, but I have removed that mod and still have the same issue. GameData\CactEye\Resources\ScienceDefs.cfg remains unmodified [CODE] AsteroidDay, CactEye, CapCom, Community Resource Pack, Community Tech Tree, Contract Config Contract Pack: Field Research Contract Pack: Kerbin Space STation Contract Window + Crowd Sourced Science Distant Object enhancement Distant Object Enhancement default config DMagic Orbital Science Firespitter Core Firespitter REsources config Kerbal Alarm Clock Kerbal Attachment System Kerbal Inventory System Kerbal Joint Reinforcement MKS Lite Module Manager RasterPropMonitor RealChute Parachute SCANSat Ship Manifest StageRecovery SXT TAntares Toadicus Tools (dependency) Universal Storage USI Core, life support, survival, tools Vanguard Tech Core VOID [/CODE] -
[quote name='KingBanting']My grey suit kerbals are all tourists in the astronaut complex after they were starving then resupplied. Is this normal?[/QUOTE] I experienced the same. I switched to a station that had 95 days of supplies left for 1 kerbal, got a message about the kerbal throwing all the food out of the airlock, and now he was a tourist. Just happened to be the same time I got an "evacuate the station" contract. I had to ship up supplies so he could evacuate. Hah! Once I got him supplies I was able to EVA him over to the escape pod and bring him down to the base on the Mun, but from that point on when I look at his job he is "Tourist". I've not tested if this prevents him from doing his previous Scientist job or if it's just a visual thing.
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I've got your bog standard Mobile Processing Lab sitting in orbit around Minmus, and sent a lander down to hit up a bunch of biomes for science. I have something like 36 different experiments on my lander can. I've started lab processing a number of them, but it very quickly filled up the lab to it's 500 data max. Those experiments that were put in the lab appear to be ready to return to Kerbin, but I don't seem to have a way to separate them from the other experiments that I want to leave. The remaining experiments are not ready to return, as I still need to run the mobile processing lab on them and they will come back with a later ship. Any ideas? If I just hit "Take Experiments" I take all 36 and don't have any other options to put certain ones back in. Is there a mod that makes this possible? EDIT: Found a mod that does it, Ship Manifest. It will allow you to transfer individual experiments. This thread can be closed
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I'd like to also second this. I've been holding off on playing KSP lately because, while I really like to play with life support, good looking and reasonably sized containers just don't exist. The SuperStrap soft packs are amazing and would be so cool to slip a bunch into the in-line containers for a resupply launch, or to aesthetically store for long distance journeys
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I've been holding off on playing KSP until these are out. I pretty much only play with life support anymore, and I'm sick of the terrible huge life support resource modules available. Hoping this comes out fairly soon cause then I would like to start playing again with a proper manageable LS system
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Oh look, another "Hey I have this great idea, all you need to do is all of the work so I can put my name on it and get credit!" Very common in programming.
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[WIP] THSS - Tri-Hexagonal Structural Strut
Lalwcat replied to Semni's topic in KSP1 Mod Development
Any suggestions for using these structurally while building a station? Looking at the OP screenshot in Fustek Station Parts (http://i.imgur.com/sDGNRV1.jpg), I can't see anyway one would be able to assemble these without having them entirely assembled for the shape/size of the station and either wierdly launching or hyperediting it up. Is it possible we can get some sort of docking node caps? Then we could at least grab them with an arm, a KAS rope or just a standard RCS tug and manuever them where we need and assemble the struts in space. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lalwcat replied to TaranisElsu's topic in KSP1 Mod Releases
The greenhouses already work entirely with it. They use the same resources as TAC. I've tried them but found them to be a bit overpowered. Maybe I was just not using it correctly, but I found that by just adding a single greenhouse I could sustain 3 kerbals indefinitely in food and oxygen. Water was dropping and would have to be resupplied, since you couldn't even use a water recycler as the greenhouse used it all up. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lalwcat replied to TaranisElsu's topic in KSP1 Mod Releases
Yea, I'm not really good with math so I just multiplied consumption rates by 6. That should mean a small container with 30 units of food lasts 5 days instead of 30, medium container lasts 40 days instead of 240, and large container lasts 320 days instead of 1920 -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Lalwcat replied to HoneyFox's topic in KSP1 Mod Releases
I get the feeling it must have been some persistance issue. The craft that had infinite was already in orbit when I added the ModuleManager config. The craft that was 32/32 was a new launch. If I go and re-launch the problematic craft, it's also at 32/32. Seems to be working fine now Also, quick question on the subject of fuel stability for craft with orbital engines that may need to make multiple adjustments over time... is RCS capable of stabilizing the fuel in the tank? My initial thought is just to have a bunch of pairs of ullage engines but that seems a bit silly. If I just thrust forward with RCS for some time, will that stabilize the fuel enough to let me ignite? -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Lalwcat replied to HoneyFox's topic in KSP1 Mod Releases
If I lost a finger every time I accidentally released a build or pushed to the repo a file with a debug setting still enabled, I wouldn't be able to code anymore. EDIT: So, i tried tweaking the FASA Gemini Engine and Fuel Pack via mod manager to have ignitions (tried doing it to all FASA engines, really). Here is what I have for module manager: @PART[FASAGeminiEngineFuel2] { RESOURCE { name = HypergolicFluid amount = 8 maxAmount = 8 } MODULE { name = ModuleEngineIgnitor ignitionsAvailable = 32 autoIgnitionTemperature = 800 ignitorType = Internal_Large IGNITOR_RESOURCE { name = HypergolicFluid amount = 0.4 // 20 Ignitions (Using HypergolicFluid) } } } However in space, the engine has "Ignitions: Internal_Large - Infinite" I probably bunged it up somewhere, but I'm not seeing it. To get values I basically just grabbed the settings from similar engines from stock and KW rocketry. Strangely enough, the other Gemini vehicle I launched has "Internal_Large - 32/32". Guess this one piece is just bugged somehow. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lalwcat replied to TaranisElsu's topic in KSP1 Mod Releases
Anyone find a good consumption rate/waste production rate in the current build? Right now a single large life support container lasts a kerbal 840 days which is a bit too much. I'm not sure what the intended timeframe is of the container. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lalwcat replied to TaranisElsu's topic in KSP1 Mod Releases
AFAIK TAC carbon dioxide is just a waste resource that doesn't do anything but let you convert it back to some free O2. Do you have any other life support mods? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lalwcat replied to TaranisElsu's topic in KSP1 Mod Releases
Hopefully the guy over at Flexrack releases SOMETHING soon. Those bag parts look so good and you could tweak them to hold a nice solid amount without requiring those giant ECLSS tanks everywhere on the ship. Sending resupply missions would be easy too, especially if those bags could be put in a KAS container -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Lalwcat replied to HoneyFox's topic in KSP1 Mod Releases
I am unable to get any externally ignited engine to fire up on launch. Whether KW rocketry or stock, no amount of staging will get them to light What am I doing wrong here? I am unable to surface attach the launch clamps to any engine, and they all need to attack to the bottom of the tank that the engine is attached to. http://i.imgur.com/d9zvuCS.jpg