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Everything posted by Kaa253
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What's happened here? There was once a bank running all around it I think? Like some kind of iron age enclosure. The grass has grown a lot? Or I am getting forgetful in my old age perhaps...
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1. I wasn't sure if I wanted this mod a few days ago. Meh, downloaded it anyway. 2. Very soon most of my vessels carry missing history parts. 3. I was pretty happy with those parts as they was. 4. v1.1 appears... wow, I really want those new texture switch 1.25m tanks, download button again. 5. Thank you so much!
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I am overjoyed to have a second launch facility! I now launch most of my stuff from Woomerang. I agree it could use a little bit of art love. Putting it in a desert biome and in the southern hemisphere would please me greatly. Also activate old Baikerbanur for launches too! That would be awesome. However, more than anything else I wish that you could set Woomerang as the default launch site until you decide to return to KSC. I constantly forget to fiddle out that little tab before every launch.
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Awesome NASA stuff - thanks for providing the great read! Naturally, now I want to make and try it
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Kaa253 replied to TriggerAu's topic in KSP1 Mod Releases
This happens for me too -
@Squelch Now that I have some mods installed I see with longer part lists that the part icons also overlap the GUI elements at the bottom of the window. I know this is an "unmodded installs" thread but likely it is another manifestation of the same bug. Screenshot and log at https://bugs.kerbalspaceprogram.com/issues/17828?next_issue_id=18075&prev_issue_id=17941#note-11
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Kaa253 replied to nightingale's topic in KSP1 Mod Releases
Now if there was just a Making History Mission Designer 2 Career Mode Contract converter !!!!- 5,206 replies
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My thoughts on the Mission Builder and Making History
Kaa253 replied to Whirligig Girl's topic in Making History Discussion
I incorrectly assumed until about 1 week before the release that this was the whole point of the DLC! Not having the functionality to design missions for career mode is disappointing. If marked for "Career Mode" it could have had entry level triggers such as tech level and available funds. Likewise rewards could have been in science, funds and reputation. Maybe someone with the skills will mod in the missing career mode functionality? Never mind, in the meantime it is a bit of a fun short distraction from my regular career progression play.- 38 replies
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- mission builder
- making history
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I have only recently (2 months?) started using SSTU but I have immediately found it to be one of the top 5 most useful mods. Before I used 3 or 4 mods to do the same job as SSTU and suffered from poor performance due to the large number of parts installed in the game and also the large number of parts included in every vessel. All this is more than anyone could have hoped for and the best news I have heard all day!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
@Yaddon Hydroponics is for life support mod parts. If you want MKS to have some game changing functionality and be more than just a collection of pretty parts then you need to install a life support mod. I would never use anything else but USI-LS with MKS (or without for that matter). If you have USI Life Support already then it must be installed incorrectly or else the Nom-O-Matic 5000 part, for example, would be showing there under Hydroponics in the tech tree. If you really want you can also hide those empty tech tree research nodes for which you have no mod installed to provide parts by also installing the Hide Empty Tech Tree Nodes mod. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
This is the best way to do it in MKS and I don't find it tedious. Long EVAs are good If you want faster then I believe you can set the demolition charge on destroy the entire vessel mode! I never do that. If you are in space with a big job then you may need big materials kits storage such as a couple of Kontainer (05.0m) at 128000 MKT storage each. If you are landed then you can have a piloted logistics module standing nearby (<150m?) and turn on planetary storage for an attached MKT container (= infinite storage). https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Logistics) I don't use K&K, not even sure what it is, but from your description it sounds like it uses the EL recycle mechanic so your questions on that most likely will only be answered in the K&K or EL thread? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
I recommend you ask over in the ground construction thread. See the discussion ongoing over there such as the following... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
One DIYKit per thing you want to build. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Somehow I got my heavily modded game into a bugged state with the orbital logistics. The orbital logistics GUI was opening up blank, unusable and then refusing to close again. It was also spamming NREs. With lots of mods I suspected mod conflict, memory issue or out-of-date mod so I took the mods out except for the USI / MKS essentials and replaced them progressively, doing sandbox tests of orbital logistics as I went along. It turned out not to be any of those. I have made an MM patch to put orbital logistics on one of Nertea's SSPX parts and that meant I had ModuleOrbitalLogistics twice on the one vessel so maybe that is a bad thing (?) but it could equally be completely fine (i.e. untested). I deleted the MM cache files a couple of times and that didn't seem to make any difference. In the end I concluded that there was a problem specific to my late career (40 active vessels) save file and I got things working fine again by deleting the entire list of past TRANSFER records from inside the ScenarioOrbitalLogistics block in my persistent.sfs file. I had a local electrical power company unstable supply gift/glitch a couple of days ago which caused my BIOS to protectively stop the PC dramatically. KSP was running, maybe that was it - who knows? Anyhow, I hope it doesn't bug out again. I know that orbital logistics will be substantially altered in the next major release so maybe not a worry but should anyone see the same symptoms; (1) back up your persistent.sfs file and then (2) deleting the TRANSFER entries might help save you a few hours of frustration. As always, USI & MKS mods rock! Thank you @RoverDude -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Just a suggestion, I might be wrong. Did you surface attach rather than node attach? Before pressing "x" to attach you can repeatedly press "r" to cycle through surface and then all the different node attachment options available for the part. See page 9 of the in game "KIS for Dummies" manual. This is the same as make sure you are using the intended . -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
KSP is an "Add-on Version Checker - Issue Monitor" and it is absolutely fabulous. You may have seen miniAVC which is included in many mods. The full KSP-AVC is much better. It would be great if every mod supported AVC. At present it appears that almost all do. I install all mods manually (i.e. no CKAN) and with KSP-AVC watching my back I rarely have any mod setup difficulties. It will notify you at every KSP startup of any mod updates and provide an action button pointing to the update's download and the mod's change log as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
@DoktorKrogg. I generally stop updating the odd mod here and there when I have a reasonably stable mod mix unless I know that a particular update is a really worthwhile bug fix. I do have KSP-AVC installed and it says I currently have 4 mods that are a little behind on minor versions. I am not going to touch them. In my experience you have an even chance to pick up a nasty bug. I even hold off on mods offering significant feature improvements. I play through a career until I reach Eeloo / Plock and the Alcubierre Drive or else a major KSP upgrade drops; whichever comes first. I don't expect I will change or update any mods now until 1.4 and Making History and that will be an occasion to start a brand new career. If I am updating and changing mod sets it always means I am starting a new career. As far as I am concerned you can save-break now or at any time in the future - as much as you like! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
I do the multiple specialised bases too and it does prevent the unplayable result. My first "farm" base however tends towards becoming the Head Quarters base and it needs lots of containers to allow interaction with planetary and orbital logistics going on between the spread out bases. There are other things I can do such as not leave the crew lander and the Malemute rover always parked beside the base. This really becomes an issue late in the tech tree (career). I am considering making a patch on some big and heavy container and giving it a small to moderate capacity for nearly every resource type with the usual MKS logistics modules. A late game "warehouse" part if you like. That way I could reduce the part count by disassembling all the small early kolonization stage containers and replace them with just one big unwieldy all-purpose warehouse. I expect I will do it soon as it doesn't feel cheaty to my way of interpreting the MKS kolony development abstractions. Others may freely disagree but they may also have 32 Gb RAM ps. Actually thinking about what I just said... I am confusing the physics engine speed with amount of RAM and they are different things of course. Reading about PhysX3 in Unity 5 suggests we may get a 2x improvement in physics engine speed due to improved multi-threading in KSP 1.4. I can dig that! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
It is and I support it to stay simple or at least have an option to keep it simple going forwards. My main problem with MKS is it is really really enjoyable, indispensable and ... ... but unfortunately leads to a large number of parts within physics range which bring my game time clock down to a slow motion crawl. -
Third post to Tech Support on the same problem. No solution found. It is very difficult to diagnose. If I took mods out it would require several hours of testing to verify if the bug is still present or not for each mods combination. If anyone is able to discover steps to reproduce that would be really great. I am using the Linux version of KSP with around 80 very common and popular mods.
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- kerbnet
- kerbnet is offline
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@StickyScissors I am a big fan of MechJeb and have it installed all the time. For the docking problems a year ago or more I installed and tried the Docking Port Alignment Indicator mod. Now I have it at all times too. Firstly, when MechJeb is behaving perfectly well you can sit back and watch what it is doing on the indicator and quickly learn what things should look like on the indicator when approach and docking is proceeding well. Next, when you encounter a docking job where MechJeb is struggling then you can jump in manually (yes you can still have attitude hold assistance from MechJeb if you like) and get it done efficiently by hand. Added bonus is you learn to dock efficiently for yourself (eventually, even with the indicator off!). For general docking tasks I find MJ is 3 or 4 times faster than I am and so for straight-forward simple docking jobs I often just leave it to MJ. On the other hand, if I do take the time to do it manually I generally use only 10-20% of the monoprop / RCS fuel that MechJeb uses! So for odd shapes, odd docking angles or when RCS fuel is getting very low then do it manually with the DPAI . ps. If you have mastered taking a spacewalking kerbal out to 500 meters from your ship and then bringing her back with the jetpack to a nice smooth and slow rendezvous with the crew hatch (and I bet you can do this) then in fact you already know how to dock ships well. The principle is essentially the same. pps. I can also highly recommend @Shadowmage's 7 step MJ assisted method as he describes a few posts back. I use this method as well and it is very effective.
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Sorry I missed this thread last year! Good to see a 12" is in the works
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- astronomy
- amateur telescope making
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I did eventually work out what I was looking at, thanks for the explanation. It seems like a pretty cool and clever design. I might need to try building my own variant on the theme.