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Everything posted by Tybot
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Tybot replied to Starwaster's topic in KSP1 Mod Releases
@Starwaster Interesting, ok. Thanks for looking into it, appreciate it.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Tybot replied to Starwaster's topic in KSP1 Mod Releases
This is my first playthrough with DR installed, and has been working fine up until I've run into this scenario. I have a capsule returning from munar orbit with a 2.5m heat shield, with enough ablator to make it through the worst of reentry but runs out before landing (400/800). The very moment the Ablator resource hits zero the game crashes. I reloaded and tried again with the same result. Hadn't run my ablator dry in this save before now so hadn't been an issue. Can't find any example of this happening to anyone else. Link to player.log- 5,919 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tybot replied to RoverDude's topic in KSP1 Mod Releases
I'm hazarding a guess in thinking he's more asking about how the last few weeks have gone, since it was shortly after the latest Constellation build a couple months ago when he streamed last. Hasn't been a lot of radio traffic lately. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tybot replied to RoverDude's topic in KSP1 Mod Releases
The best way is to not connect them at all. With proper storage resources will transfer short distances to where they are needed automatically. Helps to prevent attracting the kraken. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tybot replied to RoverDude's topic in KSP1 Mod Releases
Forbidden sandwich? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tybot replied to RoverDude's topic in KSP1 Mod Releases
Take that money, and turn it into a payload that gets you those resources. That's how you turn money into resources. Resource chains are kind of the whole point of the mod, so if you're looking for ways to bypass it, then you have to ask yourself if the mod is really for you. -
Das "DVTWR" Kerbin EJ "154" Kerbin <--- Always wearing sunglasses
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Let us assume for a moment that you being the only one with a major problem is not a clear indicator of where main issue lies. You do know that mission payouts, science returns, and reputation gains are all adjustable from within your career save settings if you think you're not getting enough of anything, right?
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Today is a very good day.
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An interesting bug that if I remember right has existed for quite some time but just hit me again. If I edit a recovered vessel but add zero or remove some build points as to give a negative number, such as only filling the fuel tanks or removing cargo from a bay, instead of adding those edits to the build list it simply deletes the vessel entirely. I'm guessing KCT isn't a fan of a vessel having negative build points, and BP calculations are relative to the state the vessel was recovered in. A quick fix may be adding a minimum BP to any edit, chalk it up to cost of hoisting it up in the VAB.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Tybot replied to Nertea's topic in KSP1 Mod Releases
Just submitted a bug report about the Illuminators lights always being on while the light textures always being off: https://github.com/PorktoberRevolution/ReStocked/issues/522 But would like to confirm if anyone else sees the same issues in case it's just me. -
SONOFA... Of course he hides it in "Editor Settings" and not "Filter Extensions"... That both wasted a bunch of my time trying to get around this and saved me from wasting a ton more. Much appreciated.
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I tried using that to get around the issue. Unfortunately it has the issue of not displaying parts that have not been purchased, and I've not seen any way around that. I'd be trading one issue for another.
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Confirmed. Just did an exhaustive mod search to determine what was the issue, and it was RPM. Both full mod and core version seem to have the issue.
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I was using the experimental build for 1.5, which I thought (apparently erroneously) would be more functional than the 1.4 build was, even if i was incomplete. I guess I could have stuck with the stable release. That has been hit or miss for a while, something hopefully high on the todo list to overhaul since being taken over by westamastaflash.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tybot replied to RoverDude's topic in KSP1 Mod Releases
Yeah, I think I misunderstood the original question, still thinking in terms of cooling rather than throughput. Thought there was some hidden mechanic I wasn't aware of. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tybot replied to RoverDude's topic in KSP1 Mod Releases
Is there documentation that states this? Does not appear on the wiki in any case.