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Roberius

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Everything posted by Roberius

  1. Is it going to be built from the ground up with full multithreading? While I realise the cinematic was exactly that, I'd love to be able to build a colony that looked like those, not going to happen with the current engine.
  2. Love this mod, I hardly ever use airplanes now, takes too long to do anything, glad to have a reason to use them. The seaplane one was fun, barnstorming the R&D bridges, very frustrating. One thing though, barnstorming the hangers for the island runway doesn't work with the GPP mod, the contract waypoints them correctly but flying through them didn't register for either hanger. Barnstorming the R&D bridges worked fine though. Shame, as it's a long trip from the KSC in on Gael. Totally understand if you don't want to be tied into supporting different mods though, just thought I'd mention it.
  3. Is this specific to the stock star system or does it generate science spots on any planet/moon. Specifically, I'm wondering if it works with Galileo's Planet Pack?
  4. Having issues with Science Relay. Worked for a while but now it crashes everytime I try to run an experiment. Removing Science Relay clears it. I'm running a lot of mods so it may be a conflict but I can't tell. Output log is no help, doesn't seem to record any errors except this which I'm not even sure pertains: [GameParameters]: Couldn't find type for custom parameter ScienceRelayParameters. Gamedata Screenshot Output_log.txt
  5. Is there a better way of finding Karborundum? I've just spent 2 hours trundling across the surface of Eeloo trying to find some and not got better than a 0.0048% reading. I've seen youtube vids of people finding 10% and higher deposits so I assume I'm just not finding it. I read somewhere that it's random now rather than any particular pattern. I don't want to do the Kerbol collector and don't even get me started on how much I dislike Eve.
  6. I did mean the ag module, my bad, many cans of carlsberg is my excuse. Vessel swapping didn't help though, (assuming you mean switching to a nearby vessel with the "[ ]" keys) I'm still unable to transfer kerbals to the ag module, pic of my base at the following link: http://images.akamai.steamusercontent.com/ugc/358402208189510019/4673F08FB2A60E88CF0BFDC2547CE6C75316FB7B/ Ship Manifest mod doesn't recognise the ag modules as places where crew can be placed but would the Connected Living Space mod deal with this? I've got to head to work now, if so, I'll try it later. Thanks.
  7. Upon transferring a kerbal with a drill out of the scout module into an inflated hab, and then eva'ing through the hab, the drill vanishes and is not visible in any of the bases inventories. Also, I too have the no kerbals can be transferred to Agriculture Hab.
  8. Came back to KSP for this mod, love it. Always found MKS Standard to be a bit too complicated for my taste. have a question though, on the end of the inflatable habitation module there is what appears to be a flexi-tube, I know it isn't but I had thought there would at least be a node there, upon deployment on minmus however, I discovered that I couldn't place anything on the end of it with KIS, no node, no viable surface attachment. Is this intended, bugged or just me missing the obvious and it is possible?
  9. Holding L-Alt while dragging a part in the VAB/SPH will disable surface attach, enabling parts to snap to nodes. Makes attaching cargobay payloads to docking ports / decouplers much less frustrating. note: L-Alt before dragging will duplicate, whilst dragging disables surface attach.
  10. Try https://kerbalstuff.com/mod/350/Near%20Future%20Spacecraft%20 parts There's a 2 man capsule in there that fits stock well.
  11. Nertea's Near Future Spacecraft pack has a 2 man capsule in it that I very much like, 2.5m with a 0.625m top. You can easily alter the.cfg file to put it early in the tech tree. Not updated for 0.90 yet though as far as I know. http://kerbalstuff.com/mod/350/Near%20Future%20Spacecraft%20Parts
  12. This has been my tree of choice for quite a while now, would be great to see it updated.
  13. Thanks but it's ok, I can get it working, just not from the SPH. However I've uninstalled it for the time being until the science module is ready, trying to find somewhere to attach a materials bay without it looking ridiculous is not working
  14. Running latest, redownloaded to be safe. No joy. I can get it to go from the VAB launchpad, but not the runway. I think it may be something to do with the wheels, on the runway they don't turn like normal, they lean from side to side instead.
  15. Agree with the above, I love the way this mod works, makes science hunting much easier. However the lag is a killer.
  16. It's great, the option to go planes/rover or rockets at the start is something that should be in the basic game. Makes no sense that I can shove a green dude into orbit on a rocket but I can't move him 2 feet on wheels. Especially since there's a bunch of annoying vehicles rolling around the VAB! It's not rocket science, ...really...wheels aren't. Would be good if you were to work in some of the more popular mods with it, KW/NP, MJ, MKS etc. Best techtree I've used to date however, and I've tried a few
  17. 1. Yes, Spaceplane Plus 1.3 2. Everything was fine until I tried to launch the plane, crashed upon moving from SPH to Runway. 3. I have no idea how to do that, sorry but I have a gaping blind spot when it comes to code and no where near enough free time to spend digging around trying to find out how
  18. Exactly this. I removed scansat and it stopped. Output log: https://www./?j6x63d36dazlpl8 Need any more info?
  19. Oky, so a clean install with just MFT, Stretchy SRB and Tals Spherical and Hyperedit. I think the yellow lines is Hyperedit or some odd conjunction of something, i had weird camera issues again, and it shot off after SOI change as before. I noticed the same issues as I mucked about with the orbits in hyperedit. Donziboy2, do you have hyperedit installed? The service tank issue seems to be with symmetrically attached tanks not holding the set values of the parent part. The parent tank is also the only tank accessible in the part group manager. The rest default back to their "default" values. Here's the .craft for the ship i used. http://www./download/z86cz2kurr8uifn
  20. I've also had this happen immediately after crossing kerbin-mun SOI. The only new mods I had installed were this, stretchy tanks and Tals spherical tanks. It happened immediately after right clicking on the stretchy service module after crossing the Mun's SOI. The ship zoomed off into the distance leaving a lovely yellow line behind. Also the values in two symmetrically attached service tanks seem to have changed, I noticed on the resource panel that my total electricity had dropped and mono had been added upon loading the savegame, hence the right click to check. The directly attached service tank is fine though. Other mods installed are: MJ2, Toolbar, Achievements, 6S Compartment Tubes, Crew Manifest, Enh Navball, EPL, FAR, KAS, Procedural fairings/wings, KJR, Kethane, MSI, Docking port alignment, nothke's DROMOMAN, RT2, Scoopomatic, StationScience, Targetron, TAC Fuel Balancer, Treeloader, Alternate Resource, Vanguard Parachutes some AEIS parts, and Interstellar. Quite a list I know but if you do want a save file to look at I can produce one with a craft in orbit just after SOI change. http://www./download/asnf5fa5srdlhqc/Roberia.rar
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