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KSP2 Release Notes
Everything posted by brusura
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
Got this error when adding 3d printer to vab [OSE] - at Workshop.KIS.KISWrapper.GetInventories (.Vessel vessel) [0x00000] in <filename unknown>:0 at Workshop.OseModuleWorkshop.LoadMaxVolume () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [OSE] - Max volume is: 0 liters (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Module OseModuleWorkshop threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at Workshop.OseModuleWorkshop.LoadFilters () [0x00000] in <filename unknown>:0 at Workshop.OseModuleWorkshop.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 log: https://drive.google.com/file/d/0B4kd548FeSEpcWtUY09LcmQydGs/view?usp=sharing mods: CRP_0.6.1.0 EasyBoard-v1.2.1 EasyVesselSwitch_v1.1.1 KAS_v0.6.0 KIS_v1.3.0 ModuleManager.2.7.1 SurfaceLights_v1.3.0 VertVel131 Workshop_1_0_8 -
Where can I find changelog to pre-release patches? I wonder what exactly do the new option "Rigid Attachement: off/on"
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Thanks! Have a key to change focus is so much faster than having to right click and click aim camera. One suggestion could you make key "o" configurable?
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Do you think Life Support should be Vanilla?
brusura replied to HoloYolo's topic in KSP1 Suggestions & Development Discussion
Of course yes, something like kerbalism and toggleable like it is going to be the antenna network in 1.2 Way to go squad- 314 replies
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
brusura replied to IgorZ's topic in KSP1 Mod Releases
Gimme it to me , look like old pipe but they are not linked with a rigid joint right? -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
Dunno about EL recyucler, but if your need is to recycle parts inside KIS container, then from right click on the 3d printing lab, there also the option to open the recycler. -
Understood , so no matter where kerbals are
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I see, anyway there is a little bug if you add more part with seat for kerbals but no shielding the estimate time for surviving with the same amount of shielding goes down http://imgur.com/a/1SwTq
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Uhm I see no use for the Active Shield, it weight 1.5 ton and consume 2 ec/s at intensity 1 ( 0.005 rad/h ) With the same amount of shield , my kerbals can live much longer...so what am I missing here? .-.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
brusura replied to Nils277's topic in KSP1 Mod Releases
Well for me I prefer to have the gimbal, I can live with the need to rotate the part in VAB/SPH but then someone will ask you why this part is rotated , up to you mate thanks for looking into it, -
I found out from a reddit comment that you can reset the FOV in game with a double click on the middle mouse button
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Thanks, perfectly clear now
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I looked some pages back, surely I have missed it...but what means the numbers and years under planets name? EDIT: ok the numbers is the total deltaV from kerbin ground to planet ground without the change plane, the years is how long does it take to come back waiting for the right phase angle?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
brusura replied to cybutek's topic in KSP1 Mod Releases
From time to time KSP crash when switching vessel using the Rendezvous target selector NRE log: https://drive.google.com/file/d/0B4kd548FeSEpSVlSSmhvQm9uUms/view?usp=sharing -
Yeah, it's been a plague for everything , input are not locked , click through , key pressed.... it is not affecting only this mod, hope the new gui in 1.2 give a more robust way to handle input
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I figured out the problem. I'll try to explain, maybe this is standard stock mechanic wich I did not know, maybe it could be usefull for someone: My configuration is 3 reactors, 4 drills and 1 converter , all tanks are full this is important ( ore, Lf+Ox , monoprop ) While in background simulation everything is considered to work at max capacity even if the tanks are full: 3x Reactors = +90 EC/S 4x Drills = -60 EC/s 1x Conv = -30 EC/s x conversion ( ie. monoprop and Lf+Ox = -60 EC/s ) Since I left the drills on and Lf+Ox and Monoprop conversion on I was draining -30 EC/s , this was not happening with base focused because while NOT in background the simulation work as intendend if the tanks are full the drills will not mine more ore, if the monoprop is full the converter will not produce it anymore and so will cosume less EC/s ( none because in this case tanks are full ) Dunno if the background simulation could be adjust to consider this.
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KSP 1.1.3: Strange EVA Bug
brusura replied to KingPhantom's topic in KSP1 Technical Support (PC, modded installs)
Kerbalism is known for causing sometime the double kerbal , also it's a stock bug hope they fix it in 1.2 http://bugs.kerbalspaceprogram.com/issues/10007 -
Dunno I have to test it, because even if the planner say perpetual I read zero battery when I switch to base the reactors start to pump EC EDIT: From what I can see, while in background, only 2 of 3 reactors works, I still have to figure out why and wich reactor is not working
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Reactors from USI Core look like are not generating EC while in background , is it because they rely on stock backgorund processing and Kerbalism remove it? Should I take it up to RoverDude or you ShotgunNinja? Thanks