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brusura

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Everything posted by brusura

  1. Great, I have to say that I have installed: WorldStabilizer Kerbal Joint Reinforcement That could mess up things, when I get home I'll try with a stock installation EDIT: problem persist even without those mods
  2. OK, I have to ask for something @Nertea The extensibile crew tube and the adjustable base , are two wonderfull piece to build stable base...the last one maybe could be improved even further 1) Add friction like it is for wheel , so bases do not slide while on a slope like this: https://youtu.be/I-uPlpiH_7g ( really just this feature will be enough ^^ ) 2) Make Auto-level aware of others adjustable base in the same vessel ( bypassable with manual adjusting anyway ) 3) Make the leg extension always start at zero while loading or exit warp to avoid this maybe? onload / time warp Thanks
  3. Magnificent... and I can not wait to try those new Self-Levelling Base Frames
  4. I was in a trip to minmus, I had 25 snacks with one kerbal aboard, I warped time to minmus during transfer ( 8 days ) and not one snack was consumed, how is calculated? only in backgroud or in normal time? Thanks
  5. I have trouble setting end time, it does not seem to work and I get high numbers in seconds and minutes, could you elaborate a bit more on how this thing works? Thanks PS: after some shenigans...you always need a node, you can not set end time by manually input those fields, is this correct? Also I still dont get why other ghost ships spawn as I slide through time, here is a video:
  6. Nope there is no such an option, only the one for the recycler and changing that does not affect the production with MLP wich stay capped at 65%
  7. @Angel-125 hello, please could you advise on how the MPL work? For example with one scientist I have 65% load, how get to 100%? I have tried two scientist but nothing change also two engineering Thanks
  8. Any chance to be able to select the vessel after? I want to build an empty DIY container on my minmus base already up and running with OSE workshop. Thanks
  9. Future stages...ok I have an idea, basically: 1) Quicksave the game 2) Decouple the stage 3) Save the profile data(?) on the new staged vehicle in a separate area/file ( a button in the PAW ) 4) Reload quicksave and load the profile data ( a button in the PAW ) 5) Until the profile is unloaded ( a button in the PAW ) trajectory is calculated based on the profile data gathered from the future stage Maybe?
  10. @IgorZ is there a way to disable the tool tip when attaching parts? I mean the hints about wich key do what, ie: https://drive.google.com/file/d/1XneipjVy8Eko1ynAbLZ0qcw015r944RQ/view?usp=sharing But not, for example, the tooltip that tell you how many parts are attached to the one you are moving ( very helpful this one ) Thanks
  11. Oh dear just discovered this mod and you leave hehe, thanks for the mod
  12. I think I prefer RealGecko one, because resource transfer is automatic, hopefully someone step up to adopt this mod and maybe add a virtual pipe just for the eyecandy ^^ Thanks guys
  13. Hello I need some kind of part that once attached to any stock or not stock vessels in the same physic range act like a pipe that let you transfer resources, but without a physic connection ( prevent kraken ) I know Pathfinder, MKS, and KAS 1.0 ( still in development ) all have something like this, I ask for a single part that do this, maybe that also draw a fake pipe just for the eye candy to pretend the vessels are physically connected Thanks
  14. Thanks for taking the time, I also remember terrain detail is important, mine in this case was set to default
  15. Nope it do not explode without WorldStabilizer In my game I have also Joint Reinforcemente from Ferram and the solar panels do not flap
  16. https://drive.google.com/drive/folders/1mVehhOhglv9xA-0Sh779o7LffUWv4rGr?usp=sharing I can not give you the craft file is a base assembled over time on minmus, in the link there is log, whole savegame and screenshoot ( the smoke you see is a Rockomax brand adapter exploding inside the terrain ) , the same structure do not explode on load without the mod PS: to load the savegame you need KIS/KAS and OSE workshop
  17. Been waiting for this for so long.... Nope...some parts exploded what do you need to debug it? Save, log?
  18. Hello wonder if you can help, I always had this bug, even when obivandamme mantained it , the game freeze sometimes when I open the workbench, from the logs: NullReferenceException: Object reference not set to an instance of an object at Workshop.OseModuleRecycler.DrawWindowContents (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) The error could be missleading, because I have it also when the game do not freeze. I was recyicling and engine then opened the workbech and the game looped.. OUTPUT LOG: https://drive.google.com/file/d/1tnKQEiO-rjLifmPO5YpGPadGaqmBVAnF/view?usp=sharing MODLIST: https://drive.google.com/file/d/1WV_fe8hfhLDnfgMHzKPB4ZvQ154yNetV/view?usp=sharing SAVE: https://drive.google.com/file/d/0B4kd548FeSEpV3dpb191eTEwUjg/view?usp=sharing BUG n.2 the next button in the recycler does not work as it was in the previous release, stay in the same page hiding parts execind the list
  19. Nice, I tryed to do this mod myself here but never figured out the whole story, I'd like to take a peek at the code ^^ @knowbuddy ... Anyway thanks for making it
  20. Ahaha no I mean in Kerbal Thanks
  21. Oh thanks man I was going crazy, doing test with DiskMark64 , 4K read speed was terrible the second time I executed KSP , strange thing is that only KSP triggered something in Avast I could play with mass effect andromeda and xcom 2 no problem untiil KSP I removed avast for now, now It loads KSP in 15 seconds the 2nd time and 50 seconds the first time ( vanilla )
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