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KSP2 Release Notes
Everything posted by PolecatEZ
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PolecatEZ replied to RoverDude's topic in KSP1 Mod Releases
One of the module types (logistics?) and/or the presence of an engineer (or mechanic) allows distribution of machinery to an area for maintenance purposes. I always found it a bit buggy so ended up tying my base together with bailing wire anyways. -
Late game, I actually do use the Flea as a separatron for some of the more monstrous launch vehicles. You can cut the cost and weight a bit by fueling it only partially (you only need about 2-3 seconds of thrust at most), and you can mount it directly to the separating stage without any extra separators.
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Poll: Will you keep playing KSP1 after KSP2 is released?
PolecatEZ replied to EchoLima's topic in KSP1 Discussion
Considering that I don't use very many mods to begin with and the fact that I basically have to start over every time there's a version update for KSP1, might as well just jump over to KSP2 and stay there. -
Is KSP2 still even on the Unity engine or did they modernize?
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FYI, if you do it this way, the game will stop at every spaceship launch and ask you for a particular word from a particular page of the manual.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
PolecatEZ replied to IgorZ's topic in KSP1 Mod Releases
My load screen is getting hard-locked. Relevant part of the log below: After it hits that point, the game just locks up loading. I'll take KIS out entirely and see what happens, though I think it will bork some saves. Update: Tried to disable certain parts of KIS with the config file and no dice. Took out the entire KIS folder and game loaded just fine. -
Breaking Ground... What will you build first?
PolecatEZ replied to MR L A's topic in KSP1 Discussion
The cargo/command plane from the Avengers TV series is on tap (forward flipping jet engines on the wings and a pair on the rear), as well as the swivel engine cargo ship from a sci-fi series whose name escapes me (lower rotating on front, higher set rotating in the rear). Then I'll have the nice challenge of a fully functional Dire Wolf from Battletech lore, because DIRE WOLF! 100 tons of stompy box-like death and destruction. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
PolecatEZ replied to Paul Kingtiger's topic in KSP1 Mod Releases
From what I can tell, the center of mass for the wedges are at the snap point node, so there's not much need to balance them as the COM is mostly center mass anyways when you link it to one of the wedge holder thingamajiggers.- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
PolecatEZ replied to Paul Kingtiger's topic in KSP1 Mod Releases
Just the ModuleScienceContainer would be good enough, yes, that's what I edited onto the wedge. I guess if you had TarsierSpaceTech you could also add the TSTScienceHardDrive part. Its shows up in my game because of MJ, but that's a bit redundant because the new MJ release has a patch to add it to all command modules. Giving that cool computery part a new (and useful..and sciency) purpose was the idea.- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
PolecatEZ replied to Paul Kingtiger's topic in KSP1 Mod Releases
If you're taking requests, any chance to get a piece (or function added to an existing piece) for science collection and storage? I currently edited the control pod to do this and I think it works great. The regular stock science box also wedges nicely into the thing without too much fuss, but the clipping issues can prevent you from changing out other modules. Also, can we disable detection of the "blockages" on the covers? Sometimes it makes sense, but other times it doesn't - such as when I have primary doors locked (and something else stuck to them or nearby) but the secondary doors still refuse to function.- 1,553 replies
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If you use MechJeb for launches and you have KSP set not to clean up your ejected stages, you will get murdered by debris eventually. I've done it twice now where a random piece of debris smashed into a craft during the circularization burn.
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[1.12.x] Near Future Technologies (September 6)
PolecatEZ replied to Nertea's topic in KSP1 Mod Releases
The problem started with the latest B9 plugin version. Here's the relevant part of the log: -
[1.12.x] Near Future Technologies (September 6)
PolecatEZ replied to Nertea's topic in KSP1 Mod Releases
From what I can figure out, in order to dirty patch it you'd need to dig into the unity build of the part to see the exact transform names. Its throwing those errors for me also, but I started a fresh career with 1.7 so its not effected anything in game (crosses fingers). I was getting almost double the crazy warnings on load (5 fatal patch errors from MM) but with the solar panel update today it went from 5 to just 1 - assuming that's NF Construction. -
Out of the loop since 1.3, is this a good time to come back?
PolecatEZ replied to DDE's topic in KSP1 Mods Discussions
Is there a master list somewhere so we can at least get an idea which mods 1.7 broke? I've been wanting to get back in after being gone for nearly a year, but I have no idea what actually works on my standard mod list. I've experimented some, but what works and what doesn't seems completely random. There's this culture of "Don't ask, you're pestering the mod makers!" when you're only asking "if" and not "when". -
What is your most facepalm-worthy moment regarding KSP?
PolecatEZ replied to MaverickSawyer's topic in KSP1 Discussion
This happened back in 0.9 or so. I had a pretty busy career save I was working on but never bothered to manually click and cancel/destroy all the various ejected stages and other space debris that was piling up. I don't think I knew or used the setting to auto-clean it either. One of my contracts was to build a space station and I decided to send it all up in one go. I managed to build a stock launcher that could push nearly 1200 tons and a station that was just aerodynamic enough to make it to orbit. I hit the apoapsis and was rotating for the circulization burn and then BOOM. Debris everywhere. I thought it was the kraken killing my monstrosity, but I caught an oddly named "destroyed" note in the log. Basically a lottery-winning 1-in-a-billion shot of space junk came out of nowhere and obliterated the station. -
I dodged that issue entirely by keeping Kerbin as my starting planet and Gael as a different planet. In the Galileo Planet Pack there's a config for this (Gael as secondary, something like this). There's a lot of hard-coding going on with both the GPP mod and the base game that makes it not play well with a handful of other mods, including MechJeb. As a side note, I just kept going and really tweaked the GPP configs to basically merge the GPP planets with the base game. The solar system got a little crowded, but there was always plenty to run around and explore. If you tweak the parameters right, you can make Kerbin and Gael a binary system that revolves around each other in the course of a year. Hint: Offset the Gael orbit by a few fractions of a point and they'll glide around each other in a circle as they orbit Kerbol.
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I seem to have that same issue in my stock game with the grapple unit. For some things but not for others, targeting center mass or targeting with the magnet doesn't make it a real target...the game acts like I have no target. Then, suddenly, it does usually randomly.
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VAB symmetry issue
PolecatEZ replied to Michel Bartolone's topic in KSP1 Technical Support (PC, modded installs)
Latest B9 Partswitch and 1.5 version of Nertea's Cryotanks seems to have fixed everything now also. -
What is your most facepalm-worthy moment regarding KSP?
PolecatEZ replied to MaverickSawyer's topic in KSP1 Discussion
Had one of those missions to stay in orbit of the Mun for 118 days. Decided to do it manned with a full load of scientists to get some benefit from it. The orbit was taking forever on because I couldn't get to fast forward it...so I switch to my Munar ground base I was about to empty out. The only kerbals left were a small engineering team that were scheduled to be redeployed after the orbital mission. Long story very short, drills, heat, and the max fast forward button don't mix. The base turned to dust and ash in less than a second, incinerating Bill and 2 whiteshirts. A reload would have back-tracked me a few months. RIP Bill. -
VAB symmetry issue
PolecatEZ replied to Michel Bartolone's topic in KSP1 Technical Support (PC, modded installs)
I take it back. The bug returned even with KAS out, it just took longer to pop up in a building session. I'm doing a full mod strip to see if its a stock problem. Updates: Fully stripped the game to pure stock, could not get the bug to trigger. I have 2 more suspects on my list, Dmagic and B9 Part Switcher, also fresh game vs updated save from 1.4.5 to 1.5.1 Update 2: Dmagic eliminated as a cause. Its safe. Ditto for KAS and KIS. B9 Part Switcher will be fun to test. Update 3: Took out B9 part switcher, but it removed all the fuel from my stock tanks. In hunting down the cause for that, I found and eliminated the CryoTanks folder that came from various Nertea mods. Put B9 switcher back in. I can no longer reproduce the bug. I also can no longer switch fuels on the stock tanks, but that's not something I ever really used anyways. I'll keep testing to see if its just that config script or the .dll that's the problem. Update 4: Conclusion CryoTanksFuelTankSwitcher.cfg was the source of my own issues, located in the Cryotanks/Patches folder Its not bad per se, but it basically causes B9 Part Switcher to conflict with Squad's Stock color switcher. I assume anything that overrides Squad stock parts by messing with their fuel may also cause this kind of issue, even if you're not using Cryotanks or Cryoengines from NFT or FFT packs. Since taking out that patch, I've been hitting the VAB pretty hard for about an hour and haven't seen the bug reproduced. All other mods are in and working just fine. -
This works just fine in 1.4.5 and 1.5.1. YMMV.
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VAB symmetry issue
PolecatEZ replied to Michel Bartolone's topic in KSP1 Technical Support (PC, modded installs)
I came here looking for answers to the exact same issue. My mods list is about 20% as long as yours, so it may help to narrow things down. I got: Near Future Everything B9PartSwitch DeployableEngines Mk4 KIS KAS-1.0 Beta10 TextureReplacer Kopernicus Galileo Planets Universal Storage II Dmagic Science Scansat EVE Station Parts Redux MKS with USI and Ground Construction ASET MechJeb2 Kerbal Atomics Astrogator Final Frontier KSTS I can't see anything on my own list that would mess with that find of functionality. KAS maybe...I'll remove it and see what happens. ---- Removed KAS and everything works peachy now. Update 2: Did even more testing. KAS again, for sure, is broken. However, no issue is reported I could find on his Github or his thread. It may be an interaction with another mod, but I couldn't figure out which without breaking my game entirely. The only conflicting mod I know could be MKS that uses the same logic for its strut tubes, but that's not on your list. Short term answer is no more KAS. -
B9 Part Switch forces crash
PolecatEZ replied to Kassius's topic in KSP1 Technical Support (PC, modded installs)
You can also just delete the offending part config out of the Gamedata folder. -
[1.12.x] Near Future Technologies (September 6)
PolecatEZ replied to Nertea's topic in KSP1 Mod Releases
I found just pairing them with a nuclear reactor and scaling the power output to maximum burn works pretty well for a compact probe. I'm not sure how well this scales up for manned ships though. The issue I run into is that the larger gas tanks for these are pretty far up the tech tree, so I end up spamming the little ones to have enough dV to get anywhere good.