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Kaa253

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Everything posted by Kaa253

  1. Thanks @OhioBobfor the detailed reply I have installed GEP and I am very happy with the result so far (I haven't got out to the Grannus system yet). The best bit for me is it doesn't seem to have caused much of a memory hit. I have a lot of part mods installed and only 12 Gb RAM but it is running with no problems.
  2. I am thinking about adding this interesting mod to my current save. I have stock+OPM already (i.e. no GPP). I understand this should work and it will add a new star Grannus in a very distant orbit of Kerbol. Given that I already have DSN 4 from OPM, what should I do during the install to get sufficient antenna range? Edit: I took a look under the hood... @CUSTOMBARNKIT:NEEDS[GEP,!GPP,!OPM] ... so it looks like it should play nicely straight out of the box
  3. If I remember correctly this mod once gave a warning popup if you tried to jump with some cargo such as kerbals or karborundum that required the Heisenkerb compensator? It now seems to throw an exception at that moment saying something about .OrbitDriver.Renderer not found? Sorry, I know it is a very poor bug report
  4. PermaPrune! What an interesting feature. Thanks for mentioning this Janitor's Closet mod!
  5. https://github.com/UmbraSpaceIndustries/MKS/issues/1405 It has been reported but, some time ago, so thanks @sh1pman as it is good to have a reminder / heads-up that the bug is still there
  6. I like it. It's all about the sound track.
  7. I play only career with USI-LS, MKS and CTT. So I feel that the tech tree and the life support challenge is well done by these mods (with the exception that rockets come before planes and, even more ridiculous, wheels). What I really want to see is improved missions contracts! Your @Pthigrivi ideas for the milestones missions are really great; but if only the mission builder had been compatible with career mode ...
  8. I use them for making little Apollo "J" style mission LRV's basically the same as @klesh. I just clip the rover on and off the LEM using KIS/KAS.
  9. I am not entirely sure I know the meaning of the question but I think my answer is the same as @Leandro Basi. I use both. On the other hand, I probably would not miss the legacy shaders if they were not there anymore. I think the lander pods may have only had the legacy shaders? Presumably that would be updated.
  10. Reading about your problem over the last few days has been driving me a little nuts as I have been trying to remember why the same thing happened to me one time about 3 months ago. Sorry to say it was your solution that jogged my memory . Bingo, that's right! I had to delete the completed transfers "history" list from the save file. Somehow something had got bugged in there.
  11. @HoS According to the changelog... https://raw.githubusercontent.com/BobPalmer/MKS/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/MKS/CHANGELOG.txt ... is officially supporting KSP 1.4.1 but I have found no problems with any of Roverdude's USI mods I have installed including MKS v0.55.0.0 (I am not currently using ART and Orion) and I am up to date playing on KSP version 1.4.3. So yes, as far as I am aware it's all compatible with versions 1.4.x.
  12. I was looking into the Making History Mission Builder today and I noticed that I don't seem to be able to prescribe most of the MKS and USI-LS parts as required in a create vessel description.
  13. https://github.com/UmbraSpaceIndustries/MKS/issues/1405 with version numbers. Let me know if more information and/or testing can help.
  14. @Snark I was not feeling like you were criticising me, I was/am actually being very critical of myself. I should know better. Nevertheless, I am pleased to see you have no hard feelings.
  15. @tseitsei89 thanks so much for the confirmation. I will now log an issue on github.
  16. Sorry to re-post but is nobody seeing this on the Ranger Habitation Module? It doesn't seem like intended behaviour to me. Have I made a faulty install somehow?
  17. Touch wood, but it seems like this might have finally stopped happening. I recently updated a few mods together and one of them might be the prime suspect because it had antenna parts but I am not going to openly name it (pm me if you need to know) as I have no conclusive evidence. Anyone having this bug I recommend you check everyone of your mods and update them all to the latest releases.
  18. Oh my goodness @Snark I am so sorry. I thought I was posting about something obvious and didn't imagine for a moment that it would not be instantly reproducible . You are absolutely correct in that I thought it seemed "self evident". If I had thought the issue might be more illusive I would have provided a more detailed description. I took all my mods out one by one and then put them back in one at a time. Like you (very unfortunately) I spent a lot of time trying to debug and discover the reason for my spaceplanes being plagued with really high drag. I got to the point where I could take out just the folder of Porkjet versions in Missing History and all was normal with the resulting stock parts and then put the folder back in place again to immediately reproduce the bugged drag result. So I did try running the same scenario both with the stock tanks and with the Porkjet versions and more or less did that testing right. Next I thought I had also tested properly in an otherwise un-modded install of stock KSP. The craft in the posted image I made it as simple as possible specifically to try to debug this. The craft file is still there for testing, copied into both my heavily modded install and in my un-modded install but I must have been too tired or something and messed up that last test somehow because when I load up the un-modded version and repeat it now to my surprise I cannot reproduce the drag issue, everything appears normal (oh shame the shame). You are not asking for a lot, you are perfectly reasonably asking for sufficient detail to reproduce the bug and that is the totally standard correct practice. I do still have the drag problem with the Porkjet tanks in my heavily modded install so I have hard evidence that in just my KSP install something is wrong somewhere but in this case there is a large and eclectic mix of mods and some of my own probably dodgy custom MM scripts also present. So apparently I have managed to commit the cardinal sin of accusing a mod of having a bug when it is likely not there at all and in fact arising from somewhere else completely unrelated! It is affecting these parts but not being caused by them. I will try to do lessons learned about QC of my debugging practice, never forget that the most likely problem is between the chair and the keyboard and for now go away and crawl under a rock someplace. If someone else comes along complaining about drag you can tell them Kaa253 spectacularly failed to demonstrate (un)conclusively that it is (un)likely to be coming from some other (un)specified mod out there someplace.
  19. It would be nice if the parts where re-arranged in a manner that made it less complex than it was previously to add or remove individual items/reskins or groups of items (for example have all of the engines but none of the antenna). I used about 60-80% of Ven's mod almost from the first day I tried it but it was always devilish to fiddle the very large and oddly interconnected .cfg files. I just came across the Patch Manager mod, it looks interesting in this regard.
  20. @RoverDude I am finding the bay switching is bugged on 3 parts; the Ranger Habitation Module and the two Tundra Expandable Habitats. In the VAB the Next Bay and Prev. Bay switches do nothing. In the flight scene I am able to turn on and off all the available modules. Not just one of them. The resulting habitation time effect for the Hab is rather overpowered! I note that these are all expandable parts however the Ranger Agricultural Module seems to be just fine. New: On closer inspection I find the Next / Prev. buttons also don't work on the big Tundra Habitation Ring and the Tundra Nuclear Fuel Plant and all these Next / Prev. buttons are also inoperable in the flight scene (by Engineer). Could someone confirm this issue please? I can add a github issue but is it unique to Linux for example?
  21. @Delbrutis That's a gorgeous Mainsail model. I think I missed seeing that one. It seems to be strongly modelled on the Pratt & Whitney Rocketdyne proposed F-1B engine. It can have no working gimble and I would still use it. After all that's what the new MH expansion RV-1 (i.e. LR-101 or Soyuz style) "Cub" vernier engines are for.
  22. Take your time as I am sure all the fans of your mods are here because we appreciate the fantastic quality. Given the large number of parts and the amount of work which clearly goes into each and every one I would never describe your output as "low production rate" !!!
  23. I posted something similar here a couple of days ago I am not qualified to determine whose contribution may be the best solution for EL v6.0. Mine - I just wanted to make it work in a hurry. I don't have time today to look at what you have done, maybe it is beautiful? @voicey99 has done a PR against MKS on github already for this. If you want to compare the scripts and decide what's best that's all good with me (and evryone I think - it's not my work anyhow - I don't consider I added any original thinking to it). My guess is that whatever the EL + MKS community can come up with, it would be best to have it done as a single clear and simple PR for @RoverDude to pull in at the next MKS release. I am pretty busy in RL so regrettably I wont offer any help besides possibly doing a bit of play testing if still needed on or around next weekend.
  24. Unfortunately, I have discovered that the Porkjet styled 1.25 m tanks have broken drag configuration. I have tried to fix it but the solution seems to be beyond my skill level.
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