-
Posts
676 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by brusura
-
Yeah I clarified in the edit previous post, anyway look like its alway been this way the food estimantion do not change if you change the greenhouse light or close the shutters
-
Uhm nope in one screenshoot the light is zero also on the first greenhouse EDIT: I mean the "food" under supplies stay 173 days and 2 hours no matter how set the light on the greenhouses, for oxygen if I disable a scrubber it changes
-
It works now thanks, but I have noticed something, dunno if it was already there but if I change the amount of light and thus changing the havervesting time, should not this reflect in the vessel monitor? Here some screenshoots: http://imgur.com/a/bMJDY
-
it's a stock craft, one probe, one antenna, battery, a tank and 4 engine with a docking port underneath the tank nothing special
-
Yes the greenshow show the preview, It was working when I released it on the mun with the skycrane then when I attached it to the main base got the nan on it , other parts like solar panels look alright
-
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
brusura replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ After using an harpon to try stabilize my base from drifting on the mun I sometime get this crash "R6025 pure virtual function call" when loading the base, I can just hear the sound of the winches engage as I load and then crash: I have uploaded save logs and screenshot https://drive.google.com/file/d/0B4kd548FeSEpSFg4eFVIMzlsSDQ/view?usp=sharing -
Same prob https://drive.google.com/file/d/0B4kd548FeSEpYTMtcExQYlBPMk0/view?usp=sharing
-
I am sorry , look like I am unable to reproduce this issue, anyway I found another problem with the 2th greenhouse that I attached to base with KIS , it show NaN% as growth Here logs screenshoot and savegame: https://drive.google.com/file/d/0B4kd548FeSEpQkVMemJua2NhMDA/view?usp=sharing Mods ( needed to load the base are KIS, KAS, PlanetaryBaceInc, USI Reactor ):
-
@ShotgunNinja every new vessel I launch keep saying I have no connection, even tried a single probe with an antenna same result with a new sandbox game I have no problem, in my original game I was just building the 10th unmanned launch for the base on the mun... here is the log but I can not see anything strange, do you want same game also? https://drive.google.com/file/d/0B4kd548FeSEpYklieVVtcXJpZTQ/view?usp=sharing UPDATE: I have restart KSP no luck, then I have restarted again and warped till day on kerbin to try launch again and now works, I am a bit confused .-.
-
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
brusura replied to IgorZ's topic in KSP1 Mod Releases
I gave up building in orbit.. what you can do is surface attach the part ( if it surface attachable ) along the way as you move. I never tried your approach maybe you could attach the whole kis container to the winch and move the container where you need -
Kerbal in EVA and light direction
brusura replied to brusura's topic in KSP1 Suggestions & Development Discussion
So the helmet in reality is fixed, the astronaut move the head inside it... right Too bad, a flashlight with KIS moved by the mouse orientation would be cool, like the spotlight from bahamuto armory mod, but smaller and in the hand of a kerbal -
I find the eva light while on surface pretty useless because it always illuminate the wrong area What I am asking is to allow the EVA light to rotate with the mouse , no need for the head animation yet just simulating it , the head animation would it be a plus, this could work with a modifier ( alt or control ) to allow camera orientation when needed
-
sorry somehow I didn't see it already reported and fixed by you
-
I found out that was indeed one of my skycrane from wich I stripped antenna and probe core, the probe core was attached on the mun base and the antenna again on the skycrane ( without a probe core and classfied as debries ) as soon as I removed the antenna from this probecore-less skycrane the NRE went away Now I have a problem with the greenhouse, it has an enourmous amount of waste and while it is decreasing during gameplau it keep increase explonentially every game load, as a result i am producing food at a lot faster rate ( minutes ) . The greenhouse was shipped from kerbin to mun with shutters open and landed there with a skycrane, after that assembled with KIS, here is an image: The log do not show anything strange, would it helpful to you my savegsame? ( I'll try to strip down as much mods as I can )
-
Sure, here you go: https://drive.google.com/open?id=0B4kd548FeSEpV3dpb191eTEwUjg
-
Yes I suspect that was a vessel type debris, I usually set vessel I do not want to show in the monitor planner as debris even if they are not ( all my skycrane basically used to deploy base components ) I am not at home, I'll try to narrow down to the vessel while the release will be live, thanks
-
I have this NRE , a lot of them, I was building a base on the mun: [EXC 20:21:03.822] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () The game keeps running fine, but the log files grow more that 100mb , I'm trying to narrow down wich vessel cause this
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
brusura replied to Nils277's topic in KSP1 Mod Releases
I have same problem with a base on the mun, but that do not go away with reload sadly :-( -
Hi IgorZ This is an issue that I can reproduce, here http://s000.tinyupload.com/index.php?file_id=01936501684489435446 you can find logs and savegame, the container jump and look like also that it defying the laws of gravity a bit too much once detached , unfortunatly it's not all stock: KAS KIS KERBALISM PLANETARYBASEINC Video to how reproduce
-
Hello, little bug, vessel monitor in space center and tracking station scene do not scale with app, this is with app scaled to 130% You have to be superfast with mouse to make use of mouse over vessel monitor , if you go in flighs scene it's ok, from there if you set to 100% go back in space center and then set again to 130% in flight scene and again in space center then it scale correct
-
Satellites Network Placement
brusura replied to brusura's topic in KSP1 Gameplay Questions and Tutorials
Thanks guys you have been all very kind and helpful -
Satellites Network Placement
brusura replied to brusura's topic in KSP1 Gameplay Questions and Tutorials
Wow thanks , I hope to study that in the weekend Have a nice day -
Satellites Network Placement
brusura replied to brusura's topic in KSP1 Gameplay Questions and Tutorials
This is what I thought and did some calculation in the excel file but in the field I always move too ahead or too behind.... there's must be something wrong in my math surely.... here is the file if you want to take a look at it : http://s000.tinyupload.com/index.php?file_id=03089097859948083140 EDIT: I think I have to correctly apply the equation in the link you gave me EDIT2: with formulas from wiki , I have to still try in game http://s000.tinyupload.com/index.php?file_id=13562692573534272466 @Vive_moi Your method is interesting too , I dont get how the formula works but it's just a matter of plugin the data, I'll have to try it -
Hi I have a specific question about placing 3 satellites around a planet at 120° ( or arbitray angle and number of satellites ) My idea is to start in an circle orbit with all 3 satellites, then boost the apoapsis of 2nd and 3rd satellites to two specific heights, so when at periapsis I can circularize again the orbit having 2nd satellite at 120° ahead of 1fst and 3rd at 240° ahead. Is there a formula that give me the apo I need to raise to move at a desired degree ahead? Thanks
-
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
brusura replied to nightingale's topic in KSP1 Mod Releases
@nightingale could you add an option similar to "Waypoints to display in-flight" like "Waypoint to display in map mode" ? Thanks