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Gristle

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Everything posted by Gristle

  1. I can confirm this behavior. Built a vessel using just the Stayputnik mk 1 and Farshot. Engine was active on launchpad without staging.
  2. I also like the Vostok monoprop engine and monoprop balls. These are great general purpose parts.
  3. Seeing the lines below being spammed in the log files. Seems to possibly be creating a memory leak that eventually kills KSP. This is using the electric rotor blade. Is this a Firespitter problem or something else? FSengine: not FO: ElectricCharge : 1, requested0.0002 received 0.000200000000006639 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
  4. Does the crew return have to use the same vessel that the outbound replacement crew used?
  5. Seeing similar error with same VAB symptoms. Using on fairing and up to LEM. After clicking close cannot select parts either on ship or in toolbox. Has nothing to do with 2 fairings. fairingSize1 added to ship - part count: 53 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Last[FairingXSection] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ModuleProceduralFairing+.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) ModuleProceduralFairing:scheduleReconnect() ModuleProceduralFairing:<SetupEditorFSM>m__19B() KerbalFSM:RunEvent(KFSMEvent) ModuleProceduralFairing:onSelfReattach() Part:onAttach(Part, Boolean) EditorLogic:attachPart(Part, ) EditorLogic:<SetupFSM>m__CD() KerbalFSM:RunEvent(KFSMEvent) KerbalFSM:updateFSM(KFSMUpdateMode) KerbalFSM:UpdateFSM() EditorLogic:Update() (Filename: Line: -1)
  6. Success! I received a Crew Rotation contract last night for my Minmus station. Had to reject a bunch (5-10) of contracts before it popped up
  7. Not sure how easy/hard it would be but Logitech seems to be moving away from embedded displays and utilizing mobile device displays with their Arx system. Would it be possible to make it Arx compatible?
  8. I applied these files last night and played for a bit. Still no follow on KSS contracts. Actually its starting to seem like I'm not getting any new contracts. I have 8 active and only 5 others available. Plenty of reputation too, something like 78%.
  9. Is this a new docking port part or a part engineered to work with stock Clamp-o-trons?
  10. Noticing some apparent errors in my contracts. Any thoughts on what these mean?
  11. Have been watching for Papa_Joe's similar project to kick off and BAM! out of the blue this mod appears which has most of what I'm looking for in crew records.
  12. I'd feel comfortable using these ranges in RT and of course it's OK to use and link. I feel privileged to be able to help this awesome mod in some small way.
  13. There's a Mod for that. N3h3mia's KEES mod. This is currently being maintained by micha in the thread: http://forum.kerbalspaceprogram.com/threads/118716-1-0-N3h3mia-s-Science-Mods-%28UNOFFICIAL-EXPERIMENTAL-BUILD%29?highlight=science
  14. Antenna Range MM Config. Tried to make the values fit the descriptions / roles. If anyone thinks the values need to be adjusted let me know. @PART[Tantares_Antenna_A]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 5000000000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge } } @PART[Almach_Antenna_A]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 150000 maxPowerFactor = 9 maxDataFactor = 3 } } @PART[Vega_Antenna_A]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 12000000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge } } @PART[Pollux_Control_A]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 500000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge } } @PART[Vega_Antenna_B]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 200000000000 maxPowerFactor = 15 maxDataFactor = 6 requiredResource = ElectricCharge } } @PART[Libra_Antenna_A]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 1500000 maxPowerFactor = 12 maxDataFactor = 2 requiredResource = ElectricCharge } } @PART[Vega_Antenna_C]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 5000 maxPowerFactor = 2 maxDataFactor = 4 requiredResource = ElectricCharge } } @PART[Libra_Antenna_B]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 50000000000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge } }
  15. So I prepend Kerbin to the "name" in CrewRotation.cfg, Evacuate.cfg, LSResupply.cfg, RepairFaultyModule.cfg, ReplaceFaultyModule.cfg and ScienceExperimentmodule.cfg?
  16. So does all this mean I need to build new stations? Still not seeing any follow on missions and my Kerbin station is now at least 60 Kerbin days old.
  17. I believe the aero drag reduction of parts inside cargo bays/fairings is determined by the parts drag cube definition. Wouldn't be surprised if this doesn't apply at all to parts in water.
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