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Arrowmaster

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Everything posted by Arrowmaster

  1. All part failures are disabled in Kerbalism with RO. Engine failures are handled by TestFlight.
  2. Dynamic Battery Storage should not conflict anymore. It disables itself when Kerbalism is detected. NF is the only reactor mod I am aware of that is configured for RP-1.
  3. The express install is for RP-1, there is no supported way to install only RO. You have to use the RP-1 express install and either remove mods or disable features. When starting a new game go into the mod settings prior to actually making the new save. From there you can disable retirement, tooling, mission training, etc from under the RP-1 settings. Once in the game you have 5000 points to assign to the VAB to speed up building or you can open the KCT settings and disable the build queue entirely. I think the craft files you are talking about are prefixed with RN or MLP. The RN ones need RaiderNicks mods and MLP ones probably need BDB. None of those craft files will probably work under RP-1 express install. Under RO/RP-1, there are no premade tanks or fins, you need to make everything from procedural parts. There are also no shrouds and you need to make them from procedural fairings.
  4. I'm not sure of what issues the current process on the wiki might have but it does seem overly complicated. I see that it looks like Mono in Flatpak is a complicated topic with very few examples to find. However I did find instructions that might help to make an AppImage. While it wouldn't have the easy updates that a Flatpak package would have it would still be a much simpler install and update than the current instructions. https://github.com/AppImageCommunity/awesome-appimage#deployment-tools-for-net-core-mono-applications
  5. The express install from CKAN will hide all parts that do not have complete RP-1 configs. You can disable this behavior by deleting the RP-1Express.cfg file from the RP-1-ExpressInstall folder inside GameData.
  6. I see you may add highest peak, what about space high/low transition and flying high/low transition altitudes?
  7. I have added the above changes to a github fork and the results seemed to be accurate for me when I used them last year. I have stopped playing stock and switched over to RSS/RP-1 so I hope to get the scanners from RP-1 and additional RSS planet values added and test the accuracy. Unfortunately I do not know MATLAB or understand the math behind any of this so if the calculations are off, I have no way of correcting them. https://github.com/arrowmaster/MapSatAltitude
  8. The .version file and CKAN both list this as supporting KSP 1.8.0-1.12.9 but I tried version 1.4.3 on KSP 1.10.1 for RP-1 and it spammed the error log trying to call KerbalEVA.HasJetpack or something like that which didn't exist. Sorry but I forgot to copy the log file before I started KSP again. I suspect it doesn't support any version prior to the introduction of the Jetpack part.
  9. KSP 1.12..2, PAW for Photon Crop was fine in the VAB but breaks in flight. I also have Smart Parts with the auto staging SRB patch enabled, that could be it too. https://oshi.at/pVkbNp
  10. I'm having the same error when opening the PAW for the SRBs in Photon Corp. Downgrading to 1.3.0 fixed it.
  11. HAHA I knew it. At 75 supplies per day that was probably one of the most overpowered greenhouses I had. Since I didn't have any manned missions running I went ahead and switched over to testing @ProgorMatic's patch and so far so good. I built a lab that will keep 2 kerbals fed and happy for almost 3 years and sent it off to Minmus. I did notice an oddity of having Governor adjustments on some parts that didn't seem to have any effect when changed but that is probably an issue from USI-LS and not the patch itself. I'll try to test more tonight.
  12. Ah ok. I haven't use the Tholos yet but just noticed it was not in your patch but was in danfarnsy's. I'll test out your changes soon and be happy to give any feedback I can.
  13. So there are currently two conflicting pull requests for updating the USI-LS patch. I've been playing with the updated patch from@danfarnsy and it seems to be working well except that the PAS-G 'G4RD3N' Hydroponics Cupola is ridiculously overpowered, probably a misplaced decimal point. I just looked at the patch from @ProgorMatic and I see its completely missing the SDV-G1 'Tholos' Geodesic Dome. The changes in part mass and removal of localisations are a bit concerning. Just an outside observer here but I don't think either one is ready as is. Sorry I don't have more to say about the balance, I don't know enough about it yet.
  14. See this post. You need to fix a bugged cfg file to get the transport computer to appear in game.
  15. Will the Konstruction Foreman module be added to any other parts, like the Akita core? Under the old KIS system all of the Konstruction vehicle examples on the wiki would provide a bonus from it being nearby but now none of them would have the Foreman module. Also how does the Konstruction bonus range work? Is it based on distance from the part with the Foreman module, from the crafts root part, or from individual parts that add bonuses?
  16. You just need the dll and the single cfg in the Resources directory. Without that cfg the GUI for USI-LS is broken, not sure what else it might affect.
  17. I had the same problem, found the solution, and then saw there was already an issue open on github for it. There is also a problem reported for one of the Atlas harvesters in the CTT patch. https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/issues/18 https://github.com/UmbraSpaceIndustries/MKS/issues/1532
  18. I found the same issue with the side rails as Rakete but on the PXL-2 'Fate' Lab. Top left of screenshot below. Both the PAS-G 'G4RD3N' and PAS-T 'Oculus' have the same gap between the low mount and the main part. Also are both of these parts supposed to have a hidden top attachment node inside them?
  19. Do you have ModuleManager? There is a cfg file in the Parts directory that adds Mechjeb functionality to all command parts but it requires ModuleManager.
  20. This is default behavior to not need to use the AR202 part anymore as long as you aren't also running RP-0 or RealismOverhaul.
  21. Will this include parachutes? I've been looking for a replacement for the SDHI docking port that looks good with the ReStocked pod.
  22. Since the 2.0 release is recent, I think now would be an ok time to quickly break the lifesupport balance of existing saves in favor of rebalancing. However I fully support this idea of changing the recycler mechanic to something better than spamming RT-500s. There should be no downside to building lower part count ships.
  23. I'm only seeing the new version on Github and not SpaceDock (and as a result not CKAN). Is this an intentionally staggered rollout or an oversight?
  24. FileNotFoundException: Could not find file "/home/arrow/KSPtemp/GameData/UmbraSpaceIndustries/LifeSupport/Supplies.png" at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, S ystem.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <9577ac7a62ef43179789031239ba8798>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) at System.IO.File.OpenRead (System.String path) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at System.IO.File.ReadAllBytes (System.String path) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at LifeSupport.LifeSupportMonitor_SpaceCenter.Awake () [0x00038] in <e8115e74740a4cfeb2cb029d1c199447>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: <9577ac7a62ef43179789031239ba8798> Line: 0) Supplies.png seems to have been moved to UmbraSpaceIndustries/LifeSupport/Assets/Supplies.png but not updated in the code. I copied Supplies.png back to the old location and the icon shows and works again.
  25. I can reliably reproduce the issue by deleting all the Aeris 3A files from the stock Ships folder then re-verifying with Steam to get the original files. If I try to load the Aeris 3A with AA installed , clicking the Load button will do nothing in game and write NREs to the log about SaveUpgradePipeline. If I try to load the Aeris 3A without AA, the game will copy Aeris 3A.craft to Aeris 3A.craft.orginal and replace Aeris 3A.craft with a newly saved version where SaveUpgradePipeline successfully ran. That newly saved version will load with AA installed.
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