-
Posts
396 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Sudragon
-
-
3 hours ago, Angel-125 said:
There was a change to KIS/KAS awhile ago, and the Wheeljack can no longer be the root part. Try putting down a ground pylon first, then setting the wheeljack on top of that. If that doesn't work, add the following to the Wheeljack config file:
MODULE
{
name = WBISelfDestruct
}
and simply blow up the wheeljack when you're done. See if that helps.Boom. Crash. Fade to black.
-
I'm having a little trouble building rovers in the field using KAS. I lock the wheeljack down and add parts, then try to remove the wheeljack. Problem is, It's now a wheeljack 'with attached parts' and wont remove. I've tried removing the vehicle from the 'jack, but then I wind up with something that won't go wheels down properly on the surface, but clips halfway up the chassis part, then kicks it up.
-
EMH: Please state the nature of the in-flight emerGAHHHHHHHH!!! WE'RE CRASHING!!!
Wild Blue. It wouldn't be Kerbal any other way.
-
At the risk of this being a duplicate request, would it be possible to develop add on Hypergolic RCS blocks? Or perhaps convert the SSTU add on units to Aerozine50/NTO? This would simplify construction of vehicles that have the SSTU command pods with their Hypergolic RCS systems attached to standard SSTU tankage and engines, but having to use monoprop RCS and either tr and squeeze a small amount of mono into the main tank configuration, or attach an external cannister.
-
8 minutes ago, MisterFister said:
For the record, these forums are unparalleled in breadth of topic discussed, the diversity in the game-modding ecosystem, and the support tools that modders and game devs alike put in place. This is MAYBE the second or third time the forums have been significantly disrupted since 2011, I believe. 2011, you might benefit from noting, was back before there existed a GameData folder -- which meant that individual mods could only be installed by overwriting hard-coded game files, which pretty much meant you could run one MAYBE two mods at a time without something borking out. Fast forward, you now have SpaceDock [plus that other accursed respository that I try to avoid] to say nothing of CKAN, I estimate that a solid 20% of the modding community uses github, fully deployed cross-platform mod support across Windows / Linux / Mac, and one of the healthiest overall YouTube landscapes there is by game title, second perhaps only to things like Rust or Minecraft. The fact that not only was Kerbal Space Program the first major success story to come out of the horrors of The Age of Fly By Night For-Profit Early Access, but still remains a standout in a field of maybe 4 or 5 individual success stories in all of existence, and I'd say that you'll likely feel differently a few weeks from now.
If you'd care to PM me, I'd be happy to individually show you anything you'd care to know.Including how not to use your second ever post to sound like a bad yelp review.
-
42 minutes ago, Noel32 said:
I've got a few questions about MOLE, for starters why isn't the MOLE thread available and is there a wiki on MOLE
The MOLE thread was a victim of the 2017 forum hiccup.
-
-
3 hours ago, Doslidnyk said:
Hello again I've deployed a Ponderosa as GeoLab and Performed Biome Analysis. I still get a message to perform a surface scan when I try and use the Gold Digger. In my GeoLab UI it still says to unlock the biome, too. I'm not sure what I need to do :S
I think you need to put ther T.E.R.R.A.I.N. scanner into orbit.
-
Not sure if you saw it before the loss of thread, the Blacksmith 3D print shop varient of the Mark One Habitat cant display the workshop interface. It works for all the other modules and inflatables that have the Blacksmith variant. I have the latest versions of MOLE, Pathfinder and OSE Workshop installed.
-
-
3 hours ago, Arcturusvfx said:
This is one of the more " kerbal " things to happen around here in a while.
luckily the forums have a quick save.
And those of us here can put 'I survived the forum outrage of 2017 and all i got was this lousy sig line' in our sigs and commerate the event
-
This is what happens when Bob gets root access to the KerbNet servers.
-
At the risk of ridicule... the various parts for this mod, are there other mods that block them from the game? I poked around in the .cfg's and they're all 'catagory = none'. What am i missing?
-
35 minutes ago, Shadowmage said:
(Note to self: Remove optional patches from distro, as apparently nobody bothers reading release notes or investigating what the optional patches do before installing them)
I happen to like the optional patches.
-
2 minutes ago, JoseEduardo said:
are you using the APAS one? I've set it to behave just like the stand-alone CxAerospace parts, which means they will only dock with another APAS from the CxAerospace, and that other docking port must be female/passive
another reason could be that since CxAerospace got updated @cxg2827 could have changed some stats of these docking ports, which will render them undockable, and I didn't have a chance to look at them yet
I'll be changing these additional pods for a docking port-less version instead in a future releaseThe 5 seat 'Apollo' capsule. (I'm progressing from 'Gemini-MOLE' to 'Apollo-Munlanding' and I'm in the market for higher capacity pods for station crew launches)
-
4 minutes ago, Shadowmage said:
My apologies, It looks like it's coming out of the SSTU-Expansion mod box.
-
5 hours ago, tater said:
No, they're like stock ports and are androgynous.
Hmmmm, after testing on the SSTU docking adaptors and stock ports, they don't seem capable of docking with anything. In extended mode the probe just jams against the target port. in retracted mode it doesn't 'click' in and just bumps against the target.
-
Re: the docking mechanism on the SC-B-CM 'Apollo' style command modules...is there a specific passive port for these vessels?
-
On 11/9/2016 at 0:39 AM, micha said:
Exactly which bug do you mean - not completing missions? Also, what, if any, mods do you have installed (other than MM/KIS)? Finally - logfile?
The POSA goes, the POSA comes down, loaded in a MOLE Appaloosa module. The mission recognises that the research has been done, but not the return.
https://www.dropbox.com/s/00wopjfzoucjhfd/output_log 2DEC2016.txt?dl=0 -
2 minutes ago, severedsolo said:
Kees doesn't use contract configurator, it uses the stock contract system.
Hmmmmm.
-
I'm having problems with the KEES contracts from Nehemia Engineering Orbital Science . The contract is not recognising the 'recovery' portion of the contract after landing and capsule recovery. This may be due to a glitch in NEOS so I'm crossposting there as well.
Link to the log:
https://www.dropbox.com/s/00wopjfzoucjhfd/output_log 2DEC2016.txt?dl=0
Any light you can shine on this would be helpful as this pack is very useful in the early game. -
I'm having problems with KEES contracts. The contract is not recognising the 'recovery' portion of the contract after landing and capsule recovery. This may be due to a glitch in Contract Configurator so I'm crossposting there as well.
Link to the log:
https://www.dropbox.com/s/00wopjfzoucjhfd/output_log 2DEC2016.txt?dl=0
Any light you can shine on this would be helpful as this pack is very useful in the early game. -
Will there be a pod bay? With doors?
-
I tried installing CBK/Strategia into my existing 1.2.1 game. Worked but after exiting and coming back into the game, the save listing in the resume game screen is blank. Started a new career game, ran a few launches, quit. Restart KSP and still blank load screen.
[Min KSP 1.12.2] Buffalo: NASA Inspired Modular Space Exploration Vehicle
in KSP1 Mod Releases
Posted
hard to say. crashed the game.