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r1chardj0n3s

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Everything posted by r1chardj0n3s

  1. Thanks for this amazing parts pack! I'm enjoying using it immensely. I use the USI levelling legs over yours though, even though I prefer your styling, because the USI ones have a ground anchor mode which is invaluable for stopping the sliding. I hope you can consider such a feature in your mod in the future!
  2. I will make sure to save this off the next time it happens!
  3. I've had this persistent problem that my contract list keeps getting emptied. It's not on every game load, but every few times I fire up the game, they're all gone. If I'm lucky, I can re-select some of them from the contracts on offer, but often not. Also it seems to lose the history of contracts I've done. I'm not saying this is Contract Configurator's fault (I have a lot of mods installed) but it's the most likely culprit unless you have any better ideas :-) What can I do to look into this more, or help you look into this more?
  4. Looks like a great improvement over the features of Precise Node - though it also had some different visualisations of the manoeuvre's conics which are really useful.
  5. Haven't updated yet; am going to take a break from KSP until 1.1 arrives (and mods are updated so (hopefully) the game is less painful when trying to construct large bases. Just want to say thanks Nils for your great mod This is my final base, each part landed separately under its own power just using the inline jet modules. Getting the balance right was fun (I ended up steering the final solar array gantry by controlling the "max thrust" slider of one of the engines
  6. Here's the Duna science base I've just built: I'm pretty darned happy with how it turned out. I've been designing, flying and constructing this over the last week. Apart from some nasty bugs causing unplanned disassembly, it's been quite fun Album of construction: http://imgur.com/a/fYN4B I know the cause of a couple of the unplanned disassemblies - they're mentioned in the album - but one of them remains a mystery and resulted in a very sad hyperedit to fix. On reload (of any sort) the utility wing (with the rover bay and KIS containers) attachment point to the central hub (the white base part attached to the central round container which has no legs attached to it - I forget the name of it) would spontaneously explode. I couldn't determine the cause of any real stress on it: I tried any number of things to stop it from exploding. I decoupled the wing, I made sure all the wheel brakes were on, I lowered all the landing legs. Nothing stopped it from exploding. And because it was such a core part, there was no way I was going to be able to KIS repair it, so I had to hyperedit in a new core. I don't like cheating, but there was no way to save the base without it I'm running so many mods I have to use OpenGL so there's no shadows in the screenshots.
  7. Just gonna reiterate: love this mod. Screenshots from latest base on Duna soon (just need a bit more EVA time to move the final pieces together). Had to stuff around with the wheels quite a bit - looking forward to those being fixed. I wonder, is there a mod that will show information on which direction a wheel motor will drive? Steering can be reversed in flight, but motor direction... it would save a lot of pain ... I like that there's a good choice between this and the inflatable options in other mods. I've even combined the two in one base (well, I used the connecting tubes from MKS). Could I request a larger KIS pod please? That 1200 limit is a bit restrictive :-)
  8. I've got this installed (through CKAN) and I'm not getting any missions. Any ideas how I could help debug that?
  9. I'd like to request that the altimeter be configurable to heights over 1000m, as I'd like to have it trigger drogue chutes in Kerbin re-entry and those should fire up around 2500m. Over Duna, the height needs to be even higher, so configuring up to 10km would be useful. As an aside, a trigger that is able to fire chutes just when it's safe to do so would be really useful for probes in a RemoteTech world (since it can be very challenging to get them to fire otherwise).
  10. Does this mean we should remove all gear again before the next update? I didn't do it last time and my base tried to pull itself apart until I got those landing gears off.
  11. OK, I'll ensure I give the game enough time in the future, fingers crossed
  12. \o/ thanks PrivateFlip!! I'll give it a go later today and see if it solves my incomplete tracking problem, fingers crossed
  13. I'm definitely running into disappearing inventories on a regular basis now. It happens using F9 loading, which I suspect is the mechanism that the QuickStart mod uses. None of the Kerbals have inventories (either directly when EVA or through the menu in the container they're in when not EVA). KIS containers do have their inventories. Going to the Space Center and back restores access to the inventories, BUT if they were holding anything in their inventory before it's GONE.
  14. Oh! I thought it was enabled for stock parts! Sorry about that. I thought this would be an easy way to reduce my part count I'll add those fuel lines back in.
  15. I just installed this mod, and tried it out and it seemed to work (the "Crossfeed Enabled" button was present on tanks) when I removed old fuel lines (using KIS), but after doing that to everything and switching ships a few times I've come back to ships I removed all the fuel lines from and now there's no crossfeed any longer On one of the ships, which has four stock tanks attached to a procedural tank, the procedural tank has "Crossfeed Enabled" but none of the attached tanks does. The other ship just has stock tanks attached to a stock tank and none of them have "Crossfeed Enabled" any longer.
  16. Yay! Command Module IVA! KIS module! I was missing this, and had to jury-rig up something using stock KIS containers. Thanks for your continued work on this great mod
  17. Thanks so much for this, it makes the game so much more interesting! I'd like to know whether you've considered formally adding the related mods to the CKAN file as "recommends"? Would make finding all the mods to install much easier
  18. Thanks for the greenhouse hint. I think I'll be getting into USI next. Splitting sounds like a good idea to me. Please make a KIS storage part
  19. I ran into the disappearing Inventory thing last night. When I loaded the game, none of my Kerbals had inventories, either clicking them directly, or clicking the ship part they were in. I could access inventories of containers. When I switched away to the space center and back again, the inventories were accessible. I think that the issue (for me) might be that I use the Quick Load mod, which takes me straight from the loading screen to the last active ship. It's only after that quick load that the inventories aren't accessible. BTW, thanks for this awesome mod!
  20. I'm having trouble figuring out how the greenhouse is supposed to be used? Does it integrate with life support mods?
  21. I just tried this and wow, all my instability *gone*. I was getting crashes just switching between VAB and launchpad. I am going to have to revert the change to see what the DirectX RAM usage is, but under OpenGL I'm using about 2.4GB of RAM (I have a bunch of parts mods installed). I did have to turn atmospheric FX right down - massive FPS hit otherwise when they cut in during launch. Also, I can't use the settings interface in-game or it resets to a small window (from fullscreen) and I have to back out to the main menu to fix (if I even can - sometimes I'm just locked out of the game and have to kill it). Weirdly, when I turned OpenGL on my *sound* preferences were reset... Haven't tried alt-tab yet - not being able to do so will be a pain :/
  22. This is a great mod, thanks for all your hard work on it! I've scanned through this thread - are there known issues of compatibility with parts mods? I've used quite successfully in the past, but I've run into a problem in that two things happen: 1. If I use parts from Modular Rocket Systems to build the craft then the RM toolbar button vanishes from the toolbar at launch - either immediately or after a second or two. If I'm quick enough I can start the mission tracking, but usally I'm not. The docking port and command module are stock - I'm just using tanks and RCS thrusters from MRS. 2. If I do manage to launch that mission with tracking on, it never detects that I'm docked. When I dock, the mission tracking just still has the "stop mission" button. 3. If I create a completely stock craft and send it up, I get the same thing - the Mission Tracking interface just shows "stop mission". Note that the station I'm docking with has non-stock parts on it (including Kerbal Planetary Base Systems docking ports, but I am docking with a stock docking port). I'm also using Docking Port Alignment Indicator during docking, if that makes any difference.
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