Jump to content

OOZ662

Members
  • Posts

    70
  • Joined

  • Last visited

Everything posted by OOZ662

  1. I can do that, but... No can data shows up unless I'm flying the scanning satellite itself and in the regular map view. The tracking station says no data is available and that I need to perform an orbital scan. Which I supposedly have already done, using an M700 scanner and an antenna. So, if that's really all you need to do, I guess it's a bug.
  2. Trying out the ore scanners for the first time today on a game with no mods. My understanding was that you deployed an M700 scanner to a planet, analyzed and transmitted via antenna, then could forever view that data from the tracking station. I built a satellite to do such, flew it to Mun, analyzed it and received the green text reporting it was received and saying Science was added, woo'd at the pretty pink, then dropped it on the surface for giggles. Deployed another to Minmus, analyzed, then decided to check my data. I can only access the scan data via the scanner itself: the tracking station says I need to perform an orbital scan but flying the satellite will allow me to turn on and adjust the overlay. Thus, I no longer have access to my Mun scan. Is something broken or did I do it wrong?
  3. I assume he means that they'll have "forks" like the old decouplers look like they have; bits that extend down and fit between the "clover leaves" made where the wedges meet.
  4. I have been dying for metal plates of the three rocket sizes to work as caps or load bearers in situations where a structural fuselage is way too long. Some mod I have installed (Procedural Fairings?) has a 1.25m one, but it's apparently meant to split into multiple nodes and weighs far too much to behave as filler.
  5. Time Acceleration stops all motion to the best the game can do. Otherwise, nope. Wait for the objects to orbit closer to each other.
  6. Are the official parts named the same way as the mod ones were? In other words, can one now just delete the old mod folder and have existing craft and their saves function properly?
  7. I believe you're correct about using the 25% config, but the choice of converter scripts is a user choice. US comes packaged with a resource converter that was designed to do some special things that weren't possible previously with TACLS. Since the most recent update, TACLS has improved its native converter and even includes live resource calculations while the ship is "on rails" (time acceleration). At least that's how I remember it, but I haven't poked my Kerbal install for a few weeks. There should be a file in the US TAC Pack archive that describes in detail all of these things.
  8. The first step to finding out is to describe what "weird" is. A list of your mods would help. A logfile would probably help more.
  9. I've never had any issue just assigning all my science to action groups, though I've never tested how that withstands docking either.
  10. You could just not turn them up above stock (which as far as I can tell is default). Not much reason to enforce limits on players in singleplayer games.
  11. It certainly does. Been using them to ferry DERP lifepods up to my station for testing.
  12. Here's a bit of an odd thing that I don't think I've ever seen requested...(but please don't hold me to that ) A Universal Storage "Cover Panel." Physically behaves like a wedge, but is only the external face of a wedge without a door (or maybe with sort of "folding camp chair" sort of structure on the flat edges of the wedge). Uses Super Folding Technology to be able to fit in a KAS container (10-20 KAS volume). The idea is, I have an unmanned service module that occasionally hauls supplies up to my station. Liquids and gasses transfer fine, but in my head one shouldn't be able to "flow" food from one craft to another, so out go the Kerbals on EVA to swap the wedges around. Except, since I don't like having empty wedge sections or exposed bags/cans in space, I didn't leave any open spots on the station. And of course the servicer can't have big empty wedge holes in it. Thus I have a Kerbal on EVA with a huge smile on his face holding a wedge as he drifts away into space so his partners can play swapsies. Instead, I fit Cover Panels in what would be empty spots on the servicer, which when docked the Kerbals can stuff in a KAS wedge while they jangle wedges around, and perhaps put back eventually. I initially tried to use a Science Wedge for this, forgetting that obviously it can't detach since the idea is for it to have other parts attached inside...
  13. Deleted: My computer did something dumb. I really need a new hard drive.
  14. Didn't he just explain to me that the numbers I quoted from the Module Manager config were used to determine the life support resources included in the pod? Admittedly I still haven't tweaked with them myself, but...
  15. I used the H key to attach the propulsion module, grabbed a capsule, and used the Store option on the propulsion section.
  16. For the one other part I edited to contain TACLS resources (SpaceplanePlus's crew cabin), I added "RESOURCES," but in DERP's config all those resources are listed as being 0.1 units (default empty) in the Capsule and aren't listed in the Engine. The "LifeBoat" module in the Capsule lists this: foodAmount = 0.0001 waterAmount = 5.39 oxyAmount = 1141 But those aren't the amounts that show up in the game either, at least as far as I remember. I recall having thousands of units of water; I think in the two-thousands somewhere. I can't start the game up at the moment to look, though...are those the numbers I should be looking at? What do they do exactly?
  17. Has anybody made an update to the config related to the recent TAC Life Support resource changes? As it stands now (at least in my possibly-completely-borked install) you run out a food in seconds and carry a station's worth of water. I'd do it myself but can't really figure out how it works...I don't recognize the numbers in the capsule's "LifeBoat" modules and all of the resources it contains are supposedly only 0.1 units in the config but they aren't in the game...
  18. Further update on this; I didn't realize there were configs specifically for Modular Fuel Tanks in the TacLifeSupportMFT folder, which is kinda dumb...I didn't recognize the abbreviation. So in summary, if you want to run a minimal-RAM setup, TACLS+US appears to work fine with just the base folder ("TacLifeSupport") but if you have Modular Fuel Tanks and/or RealFuels you also need the TacLifeSupportMFT folder. The basic config file that adds resources to command pods (GameData\ThunderAerospace\TacLifeSupport\MM_AddResources.cfg) doesn't run if you have Modular Fuel Tanks or RealFuels installed; GameData\ThunderAerospace\TacLifeSupportMFT\MM_AddResources.cfg does. What to do with the HexCans stuff and other configs contained in that folder, I don't know. Since I don't think I have any mods dependent on Modular Fuel Tanks any more I personally found it easier to just get rid of that and call it a day.
  19. I tried pastebin, but it didn't like my filesize. I wasn't reporting a bug, I was asking for help in understanding the workings at work here since I wasn't able to find any documentation other than basic installation and basic bug reporting; sorry if that wasn't clear. I was trying to figure out how to streamline things as much as possible while using Universal Storage, meaning getting rid of the models and textures included with TACLS since they aren't needed and yay 32bit RAM limitations. As I was dealing with three threads at the time I guess I mixed up how much I'd mentioned in each of them. In any case, that answers my question. Thanks!
  20. KSP-64 has a tendency to just crash regardless of what's added or removed from it; many mods refuse to provide support for it as of yet.
  21. An update to my previous issue; apparently Modular Fuel Tanks was stopping TACLS from adding resources to my pods for some reason. I did begrudgingly switch over to Kerbal consumption rates since I don't feel like increasing the capacity of the command pods by hand thirty times. All of the US packs alert me to updates even when I tell them not to check...must be psychic.
  22. An update on this: It seems installing only Modular Fuel Tanks was keeping my pods from having resources assigned to them if they didn't already have them. Pods that started with them (DERP Lifeboat) worked properly, but the stock and Spaceplane+ pods held no resources besides electricity and monoprop. The electricity was properly increased to TAC levels, though. Deleting Modular Fuel Tanks seems to have resolved the issue; handily I think the mod I had that required it got uninstalled a while ago...maybe.
  23. It seems a bit odd to state that things aren't needed in a file like that, but what do I know. I only keep one copy of each plugin and both are up to date.
  24. I wouldn't have installed the human consumption rates if I wanted to use the Kerbal ones. Unfortunately multiplying all of the values in MM_AddResources.cfg by four is a lot of work without a program to automate it.
×
×
  • Create New...