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r1chardj0n3s
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Everything posted by r1chardj0n3s
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Hmm @RoverDude I'm just wondering, being a potential writer of a KSP mod (I'm an experienced software dev, but have never written C# or modded KSP) ... how hard would it be to write a mod to just re-root a vessel in flight? There's multiple mods, including this one, that really need that functionality sometimes (here for being unable to collapse ports because one is a root, KAS for being unable to destroy parts on vessels because they've become the root part too, RemoteTech too, IIRC.) BTW, to answer @Tonka Crash yes you can use Jr ports to collapse larger diameter parts together.
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Hi folks, I'm seeing this thing where random parts get a weird offset rotation when I switch back to some of my crafts. I do have a bunch of mods installed, but the offsetting isn't limited to any particular mod's parts (like, I've seen it with a stock decoupler). I thought I'd ask whether anyone has seen this too:
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
r1chardj0n3s replied to Paul Kingtiger's topic in KSP1 Mod Releases
Finally installed manually (no sight of it on CKAN). Wow. Y'all have done amazing work with this release!- 1,555 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
r1chardj0n3s replied to Paul Kingtiger's topic in KSP1 Mod Releases
Is this mod supposed to be showing up in CKAN? I'm not bugging you to do it, I'm just wondering, because I can't see it, but I can see Universal Storage. Sorry, somehow I missed the other person asking that same thing on this page (I searched, but poorly, sorry!)- 1,555 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
r1chardj0n3s replied to Paul Kingtiger's topic in KSP1 Mod Releases
OMG I love Universal Storage and I love where you've taken it with UvSII, congrats on the release!!- 1,555 replies
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[1.12.x] Near Future Technologies (September 6)
r1chardj0n3s replied to Nertea's topic in KSP1 Mod Releases
Sorry, I've been unable to reproduce it with a reduced mod install set (just NFE and its required dependencies). My main game mod install set is over 100 :-( -
[1.12.x] Near Future Technologies (September 6)
r1chardj0n3s replied to Nertea's topic in KSP1 Mod Releases
Since removing Dynamic Battery Storage I haven't seen the unbounded storage growth in new vessels. -
[1.12.x] Near Future Technologies (September 6)
r1chardj0n3s replied to Nertea's topic in KSP1 Mod Releases
I noticed Nertea's reference to that up above but I'm actually not sure what it is. It didn't occur to me that it was a separate mod. I'll investigate when I fire up the game tonight. -
[1.12.x] Near Future Technologies (September 6)
r1chardj0n3s replied to Nertea's topic in KSP1 Mod Releases
FWIW I've noticed the same unbounded energy in parts from other mods now also, so it's most likely nothing to do with this mod. Sorry for the noise! -
MKS Documentation Development
r1chardj0n3s replied to PocketBrotector's topic in KSP1 Mod Development
I've just discovered this thread, yay! I've been making small edits to the MKS wiki as I find things that I feel could be explained better. I see there's some stalled efforts at other things going on here but I think I'll stick with my efforts for now unless y'all have a better suggestion? -
Be aware that I've done this and the game has moved the root node back from the thing on top of the port to the port itself post launch. This happened in my most recent construction of a large interplanetary ship, I ended up having to launch a replacement for the (large, expensive) part that I couldn't re-root the darned node on. This is why I recommend manually choosing a root node back behind the construction port so it won't be moved to the port when the ship is reconfigured.
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I ran into the root node issue myself over the weekend. The key thing for me was to remember to re-root the ships in the VAB so that the root node for the vessel was set back from any construction ports. I've added some words to the Konstruction wiki page warning future users of the ports about this If a vessel is launched without ensuring this then you might be able to fix it with the KAS connectors hack, but I've found that it's not always reliable :-( If it was possible for Konstruction to provide a re-rooting capability, or even do it automatically, that would be awesome. Maybe detect that the root node construction port is a "leaf" node for one half of a join (ie. it has a construction port on one side and something else on the other) and shift the root port back one node to the non-construction-port node.
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[1.12.x] Near Future Technologies (September 6)
r1chardj0n3s replied to Nertea's topic in KSP1 Mod Releases
Yep! Since it's a low priority (it's not game-breaking) I'll probably not get around to looking into it until the weekend. -
[1.12.x] Near Future Technologies (September 6)
r1chardj0n3s replied to Nertea's topic in KSP1 Mod Releases
I'll see if I can do this, yep! -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
r1chardj0n3s replied to Nils277's topic in KSP1 Mod Releases
Malemute is a good step up from the Lynx - have you seen it? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
r1chardj0n3s replied to RoverDude's topic in KSP1 Mod Releases
In CKAN, go to the Settings -> "Compatible KSP versions" item and select 1.4 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
r1chardj0n3s replied to RoverDude's topic in KSP1 Mod Releases
For what it's worth I have set my CKAN to allow any 1.4 mod which allows this dependency to be installed. My game doesn't crash any more frequently than it used to (ie. it usually dies after a few hours either way) with Ground Construction installed :-) I haven't used any of the ground construction functionality though, but I have used a *lot* of the other MKS bits. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
r1chardj0n3s replied to Nils277's topic in KSP1 Mod Releases
Awesome, thanks!! I don't know whether you're interested in wish items, but an adaptor for Lynx to 1.25 and/or Lynx to Planetary Base System form factor would be super awesome :-) Edit: OMG I didn't even realise you're responsible for KPBS too - another of my favourite mods! Do you have a Patreon or even just some way for me to shout you a beer? -
[1.12.x] Near Future Technologies (September 6)
r1chardj0n3s replied to Nertea's topic in KSP1 Mod Releases
Hiya, love this mod! The little MX-0 KerboPower reactors are proving to be so useful The only .. problem I've had so far though is that they seem to have ... unlimited energy storage I struggled to write "problem" there I have a bunch of them around the place and they all seem to just keep growing in their Electric Charge stored. I've also notice the PPD-24 Itinerant Service Container has the same issue. KSP 1.4.4 -
FWIW the USI base building has options for a bunch of base parts to "anchor" to the world which seems to make them *very* stable. I don't know what they do under the hood.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
r1chardj0n3s replied to Nils277's topic in KSP1 Mod Releases
Hi folks, I love this mod! I'm using it and Connected Living Spaces with 1.4.4 so compatibility might be an issue, but no matter what I do I can't seem to get the Lynx Docking Port (or Extendible Port) working with CLS. Vehicle/ship parts are not connected through them. I'm only using Lynx parts (see screenshot). I tried undocking and re-docking. I ensured the ports were open. I tried going for a quick EVA has cleared up CLS state issues with other vessels. If I replace the ports with regular clamp-o-trons then CLS works. I've tried turning on all the CLS options (attached/attachable) in the editor for all the ports and the parts they're connected to. Again, 1.4.4 compatibility might be an issue, but CLS does work with other parts so I figured I'd ask here about these ports in particular.