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 -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lalwcat replied to TaranisElsu's topic in KSP1 Mod Releases
Grabbed Eggrobin's parts, but on loading for me it hangs at ThunderAerospace/TacLifeSupportRecyclers/Recycler_WaterSplitter/TacWaterSplitter. Anyone seen this/found a solution? If I remove the Recycler_Watersplitter.cfg the game loads as normal. -
Absolutely cannot wait. My biggest complaint with the current life support mods is how huge and obnoxious the parts are that are required to actually provide resources to the kerbals. I'd love to be able to send up a resupply ship with a 6S tube full of water and food packages and EVA out to put them on. This mod cannot come out soon enough.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Lalwcat replied to damny's topic in KSP1 Mod Development
Even after restarting KSP the size has shrank again, so obviously this is being saved somewhere but I am unable to find it. Any ideas what file has this? -
Doing clean docking without RCS nodes all around is the reason I learned how to dock without RCS. I hated having to attach RCS thrusters to parts I didn't want them on the final aesthetics of the ship. Now everything is docked via liquid fuel. Line up at 250m or so, lock both vehicles to point at each other then give it a tap of fuel. Abort if not lined up but if you drift in 5-10 m/s or so it works very well.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Lalwcat replied to damny's topic in KSP1 Mod Development
I shrank the big map too small it seems, and the resize button is now sitting ontop of the "Rectangular" option button so I'm unable to grab and drag it. Can we get something in settings to reset this or change manually? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Lalwcat replied to Cilph's topic in KSP1 Mod Releases
Can we get an update to the OP showing what the map-buttons do on the bottom right? I tried searching but wasn't having much luck from the search engine. Best I can tell is the left one turns signal delay/link required on/off... the middle one shows the arcs for body-pointing dishes, but I don't know what the 3rd one from the left is that has multiple toggle choices. Also, in previous RT we were able to edit the dish pointings of satellites that weren't the one we were controlling...is that still possible or do we have to switch to them now? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Lalwcat replied to Cilph's topic in KSP1 Mod Releases
I can't quite figure out how to queue things up? I hit Q and I can see the currently executing option (Holding on node, burning for x m/s) but I clicking a new button or a new BRN just replaces what I have there. EDIT: Actually, im testing this on a locally controlled ship so I'm guessing that's why. Presumably any actually delayed commands are added to the Q? Woops -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lalwcat replied to TaranisElsu's topic in KSP1 Mod Releases
That makes much more sense -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lalwcat replied to TaranisElsu's topic in KSP1 Mod Releases
Since the mods been updated, anyone got any tips for kerbal longevity? I threw a simple ship together with a Carbon extractor and a water purifier on a 3 man pod with 2 of those ZZ life support boxes (140 water/food/oxygen each). Got just about 22 days of food and, running the extractors constantly, somewhere around 34 days of water/oxygen. Not really much in the way of long term spacecraft or interplanetary missions, and I'd hate to just slap 8-way symmetry on hexcans or boxes to try to up the length. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Lalwcat replied to asmi's topic in KSP1 Mod Releases
Using 1.0.5, I'm still getting large FPS issues. The longer the game runs, the worse the FPS gets. This vessel: http://i.imgur.com/EUH3hFm.jpg When I first load KSP and immediately jump to this ship sits on the launchpad at 40-49fps. After launch and obtaining orbit, FPS is down to around 10-15, having slowly lost it during launch. (15km altitude, 1:40 into the flight and first stage jettisoned down to 32 fps. 2 minutes into the flight at around 28km altitude and fps dropped to 18 (appears to be right about when atmospheric oxygen was lost). Orbital insertion finished at 05:45 at 12-16fps (raising/falling drastically). This is the output_log.txt for that game start, launch and flight to orbit. https://dl.dropboxusercontent.com/u/90875823/output_log.txt (Exited game with alt+F4, possible cause of the nullexception at the end) Now I have removed ECLSS "LifeSupport" folder from GameData and performing launch again: 60 fps sitting on launchpad: http://i.imgur.com/D9KtxOU.jpg. @15km altitude currently 60fps. @35km 60fps. Orbital insertion finished, 60fps. This is the output_log.txt for the next launch without ECLSS https://dl.dropboxusercontent.com/u/90875823/output_log2.txt Current Mods: FerramAerospaceResearch KerbalJointReinforcement KWRocketry RealChute Engineer RemoteTech2 Kethane DeadlyReentry Treeloader KSP Interstellar MechJeb2 NearFuturePropulsion B9Aerospace KAS ModsByTAL(fuel tanks)