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Everything posted by capi3101
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
I only have one engineer in the entire base; he's in a Castillo Refinery - there's nobody in the Haciendas or the Rigs, and the Haciendas are still outperforming them, which is why I'm asking; I was under the impression that's supposed to be the other way around.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Another question - what does the underlying formula for the Drilling Rigs look like? I've put up five of the things at Enchova Central now; was noticing just a little while ago that the resource output for Ore (0.48/sec) wasn't as high as what I was getting from my Haciendas (0.68/sec). Overall productivity of the base is ~6.1 but I've only got three kerbals there; does that have something to do with it? Also, the Rigs aren't staying on when you flip over to another craft and come back. That's mainly an observation; curious if anybody else has seen the same thing. Is that intended behavior?- 3,523 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
capi3101 replied to cybutek's topic in KSP1 Mod Releases
Guessing a bad install. Check for a nested GameData folder within your GameData folder - that might produce that kind of behavior. If not, we'll go from there. -
Got visited by a murder of Nyan Cats when I fired up the game this morning, so I figured I should post my KSP activities for the last two days... Tuesday began with an order for a Minnow 7 Adapter Unit at the Non Caseus Yards over Mun, with the intent of sending the unit over to space station Munport. The lack of having a smaller available docking port at the station was something that was long past due to be rectified. Said Adapter was completed and fueled by the end of the day on Tuesday, arriving and docking successfully at Munport, with its transfer stage de-orbited over Mun; I could've sent it back to NCY for recycling, but I just didn't feel like going to all the trouble. While it was still being printed, tourists Donpond, Eligan, Lanwell and Podgun Kerman were loaded aboard a Minnow 7b touring craft and launched from KSC, burning for Mun upon reaching LKO. I also went ahead and dismantled the Phage 7a base I'd constructed on Mun near the Piper Alpha outpost, recycling all the parts at PA. A new TBD 7a base-seeding rover was ordered up at Piper Alpha, a design from which I have historically been able to produce bases the game actually counts as "new". I'll get that 'new Mun outpost' contract done one way or the other... With nothing better to do, I decided to complete a survey mission I had for Ike involving a surface sample and EVA reports. Pilot Lerod Kerman and scientist Willin Kerman were loaded aboard the Spamcan 7a lander docked at LSV House Atreides over Ike and proceeded from there to the Scan Queen outpost in Ike's Central Mountain Range. The two kerbals planted flags on the surface, then went into the base to get their tickets punched all the way up to 3-star status. While they were there, the two operated Scan Queen's fab lab, printing up a KIS resource transfer station for the base; base engineer Thombles Kerman went ahead and attached the transfer station to the outpost near its launch pad, and then used it to refuel the lander. Willin and Lerod returned to the Spamcan at that point, and with the transfer station secured the two lifted off to the target zone 150 kilometers to the southeast, near Ike's southern pole. After landing in the vicinity, Willin got out and jetpacked around the landscape, hitting all four points successfully. The Spamcan then lifted off for orbit. Spamcan 7a burning into orbit over Ike. I went ahead and established the Spamcan in a 25 kilometer equatorial orbit over Ike, with her inclination at something like 0.005 degrees according to KER. I figured that when the time came to launch nascent space stations from Scan Queen, having an object in the target orbit would be quite helpful. The first space station is only about four days left from completion at this point, so Lerod and Willin won't have terribly long of a wait ahead of them... The Minnow finally arrived at Mun yesterday, docking safely at Munport. Eligan boarded the station's Spamcan and visited the Midlands before returning safely to the station, at which point the Minnow refueled, departed and burned for Kerbin. The Minnow will make a layover at space station Kerbinport before heading on to Minmus with Donpond as the sole passenger; the other tourists are only interested in Duna and Ike at this point. Not much else has happened. A new drilling rig and ground communications station was added to the Deepwater Horizon outpost on Minmus (something I did because I noted signals from Duna were being bounced through there for some reason - and that's where signal degradation was happening). I also was able to get a load of Rocket Parts, Liquid Fuel and Oxidizer up from the Enchova Central outpost on Duna to LSV House Harkonnen in orbit via mass driver shot. I'm pretty sure I need to adjust Harkonnen's orbit to make life easier for the mass driver; it's taking way too much guidance data for it to do its job properly and there's a pretty substantial load limit with the way Harkonnen's orbit is at present. Finally, I went ahead and did some refueling mass driver shots between Piper Alpha and Munport just this morning. I find myself in a holding pattern this morning. Harkonnen's print of a Spamcan 7c Duna lander is nearly complete but I've already calculated that there isn't sufficient fuel aboard Harkonnen to give the lander enough fuel to actually land, so it'll still be a while before Jeb and company can finally visit the outpost. Everything else is dependent on things under construction or in transit, which is not particularly interesting to write about, to be honest. Hoping to get to the point where I can send one of the warp ships back to Kerbin soon; I'm anxious to get on to doing things over at Eve. Still debating on the merits of any kind of ground base there...
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It's 100% Pathfinder - @Angel-125 has recently added a number of new facilities to the mod. They're permanent structures that come stowed in Buckboard-sized boxes (like the Pondarosa), and generally they require both Equipment and Konkrete to put up. I'm not sure if "outpost" is the best term either; I'm still getting used to the notion that my surface bases aren't just simple ore refineries anymore. Still going to keep my refinery-naming convention (i.e. naming them after significant oil field disasters) for the time being, at least until I can come up with something even more morbid...
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Can't say I've been doing much of anything particularly interesting in the game lately. Developed a shorthand method for making my log entries; they're currently taking up less than two lines of text. Going to be interesting to see how far out I can actually expand them here... Friday began with the docking of a Auk II 8-passenger spaceplane at space station Kerbinport, where tourists Lanard, Wehrming, Hadfrod, Matty, Shannon, Stauki, Tansey and Kabert Kerman boarded the ferry ship Necessary Evil. Necessary Evil performed a full round trip flight to Mun and back over the course of the next few days, docking at space station Munport just long enough to take on fuel for the return flight to Kerbin, and then stopping off briefly back at Kerbinport again to take on fuel. As of this morning, the ship is en route to Minmus and should arrive in seven days. Five tourists will be making landings once Necessary Evil arrives at space station Minmusport, with four of them heading down to the Deepwater Horizon outpost for colonization. With a contract to put up a new outpost on Mun and a desire to make a minimal amount of effort to put such an outpost up, a Phage 7 base-seeding lander was printed up at the Piper Alpha outpost, with outpost engineer Haydorf assembling the Phage base upon completion. Unfortunately, the Phage did not meet the criteria for a "new outpost" and so it was subsequently dismantled and recycled. A second attempt with a newer Phage design (the Phage 7a) has met with similar results. New plan is to re-work the original TBD 7 base-seeding rover design, print one up at Piper Alpha and go out on a field trip. I'll probably be working on that later today. I spent a fair amount of time continuing to expand the Enchova Central outpost on Duna. Noteworthy additions include the ground tracking station, drilling rig, arc fusion reactor, refinery and observatory module, and the Pipeline mass driver of course. Probably shouldn't have stuck the drilling rig right next to the tracking station, but so far nothing has exploded, so I'm living with it. Operationally, the base has so far built and recycled a Bill Clinton 7b grabber probe for purposes of testing a 10 meter heat shield landed on Duna (which the Clinton has), and it was able to shoot up a load of Rocket Parts to LSV House Harkonnen still in orbit of Duna. Harkonnen is using the parts to print up a Spamcan 7c lander, a design meant specifically for use at Duna; when it's finished, some of the crew still aboard Harkonnen will be heading down for flag-planting training and to finish out Enchova Central's contract. The base is also currently printing up space station Dunaport; the print is expected to be complete in nine days. Two of the four intended orbital facilities in the Duna/Ike SOI are now under construction, and I hope to get to the other two soon enough. I've picked up more tourists heading towards Duna and Ike with Mun as part of their itineraries, so later today I intend to send those folks up. I'll probably use a Minnow 7 touring craft for the job. Other than that, not much else will be happening until all the print jobs finish up. I'll have to shoot some more Rocket Parts up to Harkonnen so she can finish work on the Spamcan at some point.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Alright - at this point I've got my diagnostic build down to Pathfinder 1.32.3, Buffalo 2.6.13, KIS 1.18 and KAS 1.1.6876. Griswald is still stubbornly clinging to his camera... Maybe I'm still doing something wrong. Does the vessel productivity need to be positive in order to Retrain? Does there need to be staff in there with the tourist? I've got Val and Griswald in there and that's it.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Hmm...I still haven't gotten it to work, and to my knowledge I'm only using the stock classes (this is in my diagnostic build - just Pathfinder, KIS, KAS, EL, Workshop and their dependencies). Here's the persistence entry on the guy I'm trying to train; trying to make him an Engineer. KERBAL { name = Griswald Kerman gender = Male type = Tourist trait = Tourist brave = 0.963249564 dumb = 0.0404358022 badS = False veteran = False tour = False state = Assigned inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 0 idx = 0 extraXP = 0 hasHelmetOn = False hasNeckRingOn = False completedFirstEVA = False hero = False CAREER_LOG { flight = 1 1 = Training5,Kerbin } FLIGHT_LOG { flight = 1 } } Anything peculiar that any of y'all see? I might still have a mod conflict going on and not know it.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Manage Operations POW button for Casas is operational with 1.32.3 and Enchova Central is coming along nicely at this point. Game drops the entire base two meters to the ground every time it loads; if I set airpark, the thing explodes. Only real complaint about it...so I just leave the airbrake off. I also probably shouldn't have put the Rig next to the comm station, but nothing's blowing up there, so I'm okay with it... Making Slag again. Happy, happy happy. Still wasn't able to train up a Tourist in the diagnostic save (Log file). Didn't see anything about that in the release notes, though, so I'm assuming there are still issues there. There is this line in my log file: [WRN 14:51:15.752] KerbalStats.KerbalExt class not found. Could that have something to do with it?- 3,523 replies
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Eh, just need to turn on that distress beacon and hope the Rebels don't catch up to you in the meantime, right?
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Not much to report to y'all today. No screenies either, unfortunately. With the Enchova Central outpost on Duna fully operational and the Scan Queen outpost on Ike at least capable of remote launches, my truncated day began with some design work. My default Kerbinport Core 7 space station design was altered to include a mass driver and Bigby workshop; this variant was dubbed the Ikeport Core 7, since it's likely I'll either launch the first of these directly from Scan Queen or from the orbital shipyard currently under construction at Scan Queen. I also designed a dockable resource-hauling probe-lander for moving Mineral resources from Duna's orbit to Ike's surface. Since I haven't used the name for a few versions, I called the design the Nostromo 7. Current intent is to build the first one at an orbital shipyard over Duna, once I've got said facility built. The Spamcan 7a lander I'd sent down to the surface of Ike for purposes of clearing an exploration contract there finally made its way back up to LSV House Atreides in equatorial orbit; the launch was the first actual flying done yesterday, and the day finished with the craft's docking at Atreides. In the meantime, I pulled some shenanigans with LSV House Harkonnen in orbit of Duna to clear the next exploration contract, which was to conduct a spacewalk over Duna and transfer a kerbal from one craft to another. To accomplish this, I undocked the Minnow 7 touring craft docked at Harkonnen, then had Jeb get out of the Minnow's capsule and jetpack over, entering Harkonnen through an attached airlock module. Contract complete, the Minnow re-docked to Harkonnen. As hoped, clearing this contract has unlocked the first Eve exploration contract, which is to conduct a flyby and return a craft from that flyby. Current plan is to print up a Kerbin-return craft - maybe a Bill Clinton 7 garbage grabber probe - aboard Harkonnen before she departs from Duna, swinging by Eve before heading on to Kerbin. Alcubierre Drive rules... Speaking of which, construction of a Bill Clinton 7b grabber probe began at Enchova Central, with a goal to test a 10 meter heat shield while landed on Duna's surface. The plan there is to finish the print, conduct the test, and recycle the probe since the design being printed is the one that lacks the launch booster - by itself, the probe wouldn't be able to reach orbit. Last things that happened were some ore drilling at the Piper Alpha outpost on Mun for contract and the initial construction of a Phage 7 minimalist base-seed lander there as well; I got a contract for a new Mun outpost but the requirements are so minimal I should be able to just fart that one out - I'll just put the new structures close to PA, use the base's Equipment supply to inflate them, and then detach. Should work (with should being a strong operative word there). So far this morning, I've conducted an Auk II 8-passenger spaceplane flight to LKO, with a rendezvous already set with space station Kerbinport. Aboard the Auk are tourists Lanard, Wehrming, Hadfrod and Matty Kerman as well as colonists Shannon, Stauki, Tansey and Kabert Kerman. The colonists are all headed out to the Deepwater Horizon outpost on Minmus, while the tourists are the first batch wanting to visit the red planet and its moon, with Lanard wanting to make a landing on Duna. The tourists are also wanting to visit Mun and Minmus, so the plan is for the group to swing by Mun first aboard Strange Cargo before heading on to Minmus. Hopefully by the time the tour group returns to Kerbinport, Harkonnen will have returned from Duna (having popped by Eve on her way back). Before that happens, I plan to have Jeb conduct an inspection of Enchova Central (for contract) and to put some more infrastructure in the Duna/Ike SOI. There's not much else needed at his point, so I'm hoping that will all happen soon.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
capi3101 replied to RoverDude's topic in KSP1 Mod Releases
Do you have any part clipping going on?- 1,692 replies
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Howdy, y'all. Happy Valium-times day. It's been two weeks since my last mission report on this thread and the log's getting long enough to be annoying at this point, so I figured I might as well talk about what's been happening lately. January 31st began with the retrieval of pilot Kardon Kerman from his shipwreck in very low orbit over Minmus. The Spamcan 7 lander dispatched from space station Minmusport successfully rendezvoused with his craft and brought him back to the station, where he's still sitting as of this morning. Meanwhile, LSV House Harkonnen completed her printing of the Last Chance 7, essentially a grabber probe with a powerful landing engine. The probe was fueled and released from Harkonnen, and then completed a rendezvous with the TBD 7c rover in orbit over Duna, that craft having abandoned its original landing stage after an ATO maneuver during its initial landing attempt. When the time came, the TBD de-orbited and began preparations for landing. The first landing attempt and landing did not go exactly to plan, with the Last Chance running out of fuel and the TBD landing (intact at least) on its side. The rest of the day on the 31st was spent trying to rectify that before I found a pre-deorbit burn backup save; the landing attempt occurred again on February 1st. By altering the landing profile just a little, the rover finally touched down upright and intact in Duna's midlands about sixty kilometers northeast of the original target zone. I would've preferred a larger fuel reserve, but at that point I wasn't about to complain... With the rover finally down, I had a bit of a rove ahead (though by no means the longest rove I've ever done on the Dunan surface - not even close). First thing I did was have engineer Chadul Kerman get out of the craft and offload some of the extra unnecessary equipment the rover was hauling. The abandoned equipment included a spare Pathfinder Pondarosa configured as a habitat, and since I was stopped I had the TBD crew go ahead and plant flags and climb in. Much like the stock lab module, the Habitat configuration has the option to level up crew, which I did - suddenly I had three 4-star Kerbals on the surface of Duna. Operation done, the three returned to the rover and began their long drive. "Anybody see a 7-11 around here anywhere? I gotta pee..." Sixty-eight minutes after their de-orbit and 47 kilometers later, the crew found a suitable, relatively flat spot along Duna's equator, at which point I said "good enough". Construction of a Buffalo Bulldozer mound for the initial Duna base commenced at that point, leaving me free to take care of other things. I went ahead and recharged the capacitors of the General Electric 7 jump-start craft docked at the Dystopia Planitia shipyards over Kerbin, finishing the construction of a workshop module for LSV House Atreides while I was at it. A Minnow 7 touring craft was also launched from KSC on a mission to deliver the Ike-bound crew to Atreides. The Minnow went to Dystopia Planitia initially, where it picked up an adapter unit that would allow it to dock with Atreides's larger ports. I spent much of the next week fighting mods. In particular, KIS 1.18 wasn't really playing along with Pathfinder, rendering much of the portions of the mod I needed to build out the Duna base completely unusable. The Kraken struck as well, causing the original base to self-destruct and for the mound upon which it had been built to start levitating. Luckily I'd seen the self-destruct behavior before during the development of South Base on Kerbin, and got the crew out to the rover; sure enough the base subsequently disappeared on me, leaving the crew alive but stranded on the surface. Ultimately, to get Pathfinder to a usable state once again, I had to roll KIS back to 1.16, where it'll stay for the time-being. Took me three days to get to that point diagnostically. During that time I did get some work done with House Atreides; a transfer stage was designed for a Bigby Workshop module intended to be added to the craft and the Minnow went ahead and made its way to Atreides with the adapter module in tow, rendezvousing and docking with the warp ship. The transfer stage print was completed and the nascent craft docked with the Workshop module, which it then hauled to Atreides as well and a successful docking maneuver was affected. With the ship now crewed and with a proper workshop module, Atreides's onboard drydock was brought on-line, first used to recycle the transfer stage. A Spamcan 7a lander was constructed at Dystopia Planitia and the printing of a new TBD 7c rover commenced aboard Atreides, both of which were completed on the 4th. After completion and fueling, the Spamcan rendezvoused and docked with Atreides, and when the rover was finished printing, all necessary fueling commenced via mass driver shots. Atreides began warp maneuvers to take her to Ike on February 7th. Not much else happened on the 7th; the second of two ongoing colonization contracts at the Piper Alpha outpost on Mun completed, and a Bill Clinton 7b probe was constructed at Dystopia Planitia to retrieve what turned out to be a large decoupler from LKO; that mission concluded successfully. Last Friday, with Pathfinder working again, I decided I needed to try again at the construction of a Duna surface base. To that end, I designed the Phage 7 probe lander, so called because of the way the final design looked. Basically it consisted of a few Pathfinder base-starting parts - a Pondarosa Blacksmith printing lab with a Hacienda Claim Jumper drilling rig, a foundation and a couple of solar panels tucked inside it - and a landing stage; the idea was to use the Equipment resources, still aboard the TBD rover on the Dunan surface to build the initial outpost, allowing me to make a very lightweight design. Construction of the craft commenced aboard LSV House Harkonnen still in Duna orbit. While that was being built, I conducted an ore con at Piper Alpha and space station Kerbinport, collected some orbital Mun science for contract, and flew an Auk Ia 2-passenger spaceplane to pick up pilot Eridred Kerman from LKO, returning him safely to KSC 09. With the Phage completed, fueled and released, the lander made its way down to the site, where Chadul began the construction of what became the Enchova Central outpost as the week progressed. House Atreides reached the point for final warp transfer to Duna and conducted the maneuver, and then continued further maneuvers to take her into orbit over Ike. Pilot Lerod Kerman and Scientist Willin Kerman loaded aboard the Spamcan and conducted a landing, fulfilling the latest Ike exploration contract. The replacement exploration contract involved transferring a kerbal between two craft over Duna via spacewalk, which I have yet to do as of this morning. After a hiatus over the weekend, pilot Janpont Kerman, scientist Elidun Kerman and engineer Thombles Kerman piled aboard the TBD 7c rover aboard House Atreides. All preparations complete, Atreides released the rover from her drydock. The hint of Dunan red is meant to signify "not Mun". Just saying. The rover successfully touched down (on the first try, even) 150 meters from the targeted coordinates. With it nighttime on Ike's surface at the landing site, the crew waited until daylight until begin a rove to try and find a better location; the original site was suitable resource-wise but turned out to have a nine-degree grade. When daylight came, the crew only had to drive seven klicks along Ike's equator to find a site flat enough to build a base, at which point Thombles unpacked all the equipment and the Scan Queen outpost became operational. The past two days have been spent getting Enchova Central and Scan Queen up to full intended operational capacity. "♫ Oh, what a beautiful mornin' ♫ / ♫ Oh what a beautiful day ♫ / ♫ I've got this weird kinda feelin' ♫ / ♫ Things finally started goin' my way... ♫ Last thing I did last night was to add a Castillo module, Rangeland launchpad and Pipeline mass driver to Enchova Central, giving the same amenities to the base as South Base near KSC, Piper Alpha and the Deepwater Horizon outpost on Minmus. Looking down the mass driver barrel at the completed Enchova Central outpost, at night on Duna. Dunan nights are awesome because you can still see. I still plan on adding a few more buildings out here... Scan Queen has hit a bit of a snag, unfortunately. While she was able to deploy a Rangeland without issue and construction of an orbital shipyard for Ike is now underway, the site has no Mineral resources - a necessary component of Konkrete production, without which she can't build a Castillo or Pipeline. The plan to rectify this involves orbital shipyards for both Duna and Ike and a lander capable of hauling a load of Minerals from Duna orbit all the way down to Ike's surface. Pretty sure it'll work, but I won't know for certain until everything's in place. At this point I'm ready to get back to doing other things. I need Jeb to visit Enchova Central to finish out an outpost contract I have for Duna that requires the presence of two pilots, and I've got new colonization and tourist contracts to conduct. Some of these involve travel out to Duna and Ike, so I will need to bring back either Harkonnen or Atreides at some point (probably Harkonnen, since she's currently hauling tourists that were headed out to Duna and EC can resupply her at this point). I'm fully capable of conducting all of the Duna/Ike contracts I have available at this point - just got to get around to doing them. Curious how long it'll be before I'm Eve-bound...
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, I fixed that right after I took that screenshot. I'd swapped KIS 1.18 with KIS 1.16 the other day when I was trying to get the Workshop to open in the diagnostic build; this morning I realized I'd left 1.16 in place. Renamed the directories to swap them back. What I'm seeing with the Casas happens with either version of KIS in place, BTW. Might as well mention that.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Alright. This is my diagnostic build - I can get you the specific versions of the mods I've got installed here later this morning, if that's at all useful information. WildBlue mods installed are Buffalo, MOLE and Pathfinder; other sub-directories there are 000ABARISBridgeDoNotDelete, 000WildBlueTools, 001Kerbal Actuators and ClassicStockResources. Diagnostic build is now and has always been Classic Stock. Here's a Casa I've got at a little starter base just off of the KSC Runway. This is what I see before i mash down on the Manage Operations button. And this is afterwards: Note that in addition to the operations manager GUI not opening, a "Start Converter" option has appeared on the POW. Pushing that button does absolutely nothing. If I push "Manage Operations" again after the "Start Converter" is there, another "Start Converter" is generated. Log file for the game instance in which I took these two screenies; might prove useful. EDIT - Report from KSP-AVC KSP: 1.6.1 (Win64) - Unity: 2017.1.3p1 - OS: Windows 10 (10.0.0) 64bit Community Category Kit - 4.0 (4.1 is the most recent) Community Resource Pack - 1.1 ExtraplanetaryLaunchpads - 6.4 (6.5 is the most recent) Firespitter - 7.11 KAS - 1.1.6876.38030 KerbalKonstructs - 1.4.5.56 (1.4.5.59 is the most recent) Kerbal Inventory System - 1.18.6971.42939 KSP-AVC Plugin - 1.2.0.7 WildBlueTools - 1.71 Kerbal Actuators - 1.7.1 Buffalo - 2.6.12 Mark One Laboratory Extensions - 1.17.1 Pathfinder - 1.32.2 OSE Workshop - 1.3.1- 3,523 replies
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Hmm...what about MOLE, are you running with that? The basic MOLE lab has much of the same functionality of a Doc (they're both WildBlue mods), and its cylindrical. I think the only functional difference is that the Doc can hold four experiments while the MOLE only does two. MOLE parts are generally 1.875 m but they come with adapters to the standard sizes, a definite plus in this case (the Bigby parts that come with the mod are 2.5 m). Not particularly impressed with Buffalo's ISRU options my own self. Then again, I've probably never used them correctly. "OPT" is an acronym I'm either not familiar with or is being consumed in a wave of nascent mental flatulence...
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Pretty cool design - I might have to steal emulate it at some point myself. I'm pretty sure the cabin can't be reconfigured, but since you're using Buffalo already, you might think about Pathfinder's Doc science lab. In its default configuration it works much the same way as the stock lab. I think while it's stowed it'd fit inside the cabin - no need for new parts there. You'd need 1200 Equipment and an engineer with a KAS screwdriver to deploy it once you got where you were going. That might not be entirely in the spirit of what you want to do, but it's certainly doable. Myself, I'd like to figure out how to plane and how to sub with the Buffalo parts - both things I haven't fiddled around with enough.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
And that fixed it. Chalk one up to me being lazy/stupid... Try rolling KIS back to 1.16; if you're like me and you rely heavily on the Workbench for your builds, that should at least get them working. You have to put up with AVC telling you that you're not playing with the most up-to-date version, a small price to pay, IMHO.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Ah - you're right - I just overwrote the WildBlue directory because I didn't want to have to go through the trouble of reinstalling MOLE. Noob mistake there; I could've just cut that directory, moved it out temporarily, done my business and put it back.\ Which is what I'll do now.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Okay - <writing notes /> 'replace TBD Material Kit Buckboard with Equipment Buckboard'. Got it. Might want to double-check the code that switches between modes - when I installed 1.32.2, I did the usual rigmarole of switching it over to Pristine mode then on to CRP mode, to keep it consistent with the way my bases had been operating up to that point. As I was playing yesterday, I noted my Iron Works were wanting to use the Classic Stock formula for Equipment printing, so this morning I double-checked the Pathfinder/Template/Classic Stock and .../CRP directories just for the hell of it. I've been in these directories enough times to know that the files in inactive play modes sit as .txt files while the active mode has .cfg files. Right now, in both the Classic Stock and CRP directories, I've got .cfg and .txt files: I'm assuming as a temporary fix that I can just remove the .cfg files from the Classic Stock directory (not going to delete them, just move them to my diagnostic directory) and everything will start working properly for CRP mode again. Definitely felt this was worth reporting; is anybody else seeing this same sort of thing?- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok. Manage Operations is working on Haciendas, Docs, Pondarosas and Chuckwagons. Looks like it's just the Casas. Was able to get to the Casa functions via the Pathfinder button on the Toolbar, though. Another question - have Materials Kits been done away with? I noted that I was able to get a Blacksmith working with just Equipment this afternoon, which is different than my experience so far. I should definitely double-check my current career game configuration; for the sake of consistency, I want to leave that one in CRP. Diagnostic build's Classic Stock for sure.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Okay - got 1.32.2 up and running in the diagnostic build and in my main career save. The Blacksmith/Clockworks still doesn't like KIS 1.18 it seems; I can't open the Workbench via the PAW and the option for the Recycler still doesn't show up. I have yet to try opening it up via Manage Operations; I'll let you know there. I'll try again but so far tourists are still not being re-trained in the Castillo. The Manage Operations option on the PAW for Casas also now seems to be completely borked; whether the part is inflated or not, it adds a "Start Converter" option to the menu but that's pretty much all it does. The Casa in particular where I saw this phenomenon is configured as a Geology Lab, if that matters/helps. This was all in Classic Stock mode. Has the Prospector been removed from the Claim Jumper or reconfigured in any way? I didn't see Converters as an option for the Claim Jumper in the operations manager, but the unit was still producing Slag. Ain't complaining, just noting it. On the plus side, the KIS mount points for inflatables are working; got a real good start on a new Ike outpost at the moment.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
capi3101 replied to Angelo Kerman's topic in KSP1 Mod Releases
Alright, so I was able to eliminate the two mods I thought might've been causing a conflict with the Castillo's ability to re-train kerbals; I used one of them to generate a tourist (Griswold Kerman) in my diagnostic build and proceeded to put him and Val out on the launchpad along with an inflated Castillo. Transferred him in, mashed the "Retrain Kerbals" button, selected Engineer, hit SET, then mashed GO. Nothing happened.- 3,523 replies
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