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Smurfalot

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Everything posted by Smurfalot

  1. Please go check that thread and read the last several pages of it and you will have your answer.
  2. I did a thread search and did not find this anywhere, so I am sorry if this is a repeat question. When I click the EL button in the toolbar it opens up the menu for Kerbal Alarm Clock instead of the EL GUI. I am having trouble pinning down why this is happening, but it can be easily recreated. Screenshot
  3. Treble post since I seem to be talking to myself. I noticed that KIS has added an item called "Explosives" which basically blows up everything within 10m of the origin. I do not know if that bit of information will help you with your code update efforts or not, but there you have it.
  4. Tell me more about your Roster idea maybe there is something I can help with on features/concept?
  5. Not a problem, I am glad to help. I actually found it while testing the MA 2.0 beta by loading up like 40 mods at the same time to see what would break. On the average my entire KSP "play" time is spent testing, tweaking and writing feedback/bug reports. I only flew one actual mission in 8 hours tonight and that was to try out some parts for USI Sounding Rockets.
  6. Actually, I found the problem and it not technically your fault...I am using Module Admin to load mods, it appears that since the "PluginData" folder in the zip archive is empty (because SMSettings.dat has not been created yet) MA thinks the empty folder is not necessary and omits that folder when it loads the module. Because the folder does not exist, when the game goes into the launch scene Ship Manifest cannot create the SMSettings.dat file at that address, which causes the bug because it will not let you leave the launch scene as it tries to create the file over and over again. To test this I went in and manually added that "PluginData" folder and launched the game, everything worked perfectly. I filed a bug report with the MA dev so he could look at the problem with not loading "empty" folders. I suspect if you put a dummy file of SMSetttings.dat that could be overwritten at first launch it would prevent that folder from being dropped and solve the problem from your end as well. I hope this is thorough enough to help. If you still want answers to your other troubleshooting questions I will be happy to supply them.
  7. The .625m nosecone parachute is mislabeled as .35m Also the nosecone parachutes are duplicated in both the utility and parachutes tab (may be added by RealChutes, not sure).
  8. Using both ForScience and ScienceExchange. I get the following error in the debug: When I look in my zips for those modules and in the Gamedata for KSP I do not have the Folders\file for KerboKatzToolBar/PluginData/settings.cfg Are those supposed to be created by the mod in game?
  9. No matter which way I place the avionics package, I get an engineer report shows that it is facing the wrong way. Also if you use the first stage rocket as the root part it will not decouple itself when it runs out of fuel....this is obvious now, but I found out the hard way. The SRBs probably should not be designated as a possible root part.
  10. KSP v1.0.2 SM v4.2.0.2 Ship manifest with (100% default settings) caused a bug in the launch scene: Cannot launch, abort, recover, revert or change scene to the space center. It threw a red error in the debug menu whenever any of those buttons were clicked on the launch pad. The game had to be killed from task manager and restarted to get out of the launch scene which then allowed me to recover the vessel from the tracking station. This happened with Jeb and an all stock pod as well as an unmanned Sounding Rocket from USI Looking in the directory shows that "SMSettings.dat" does not exist in the zip or GameData for KSP Removing SM fixed the problem. Re-installing caused the bug to come back exactly as before.
  11. Thank you, I somehow managed to skip a page of reading and miss that answer. Actually that was what I was trying to figure out (at least ballpark guess) to see what the break-over point would be on parachutes vs. powered recovery vs. a combination of the two. Until I can test it properly, I am totally just guessing, but I would think that even if you intend to PR a stage having even one small/cheap chute to slow it down even a little bit would take it under 200m/s and give you pretty good bang for your buck in reducing the dV requirement.
  12. Wetapunga: Just to clarify for my own understanding, do you use a probe core or something to let you nose the stages that end up in orbit back down into a reentry path so they can be recovered? Magic: I have not played around with powered recovery, but it seems like adding couple of parachutes to slow it down some would allow you to do a powered recovery even if you a little short on fuel. Does SR account for the partial effect of parachutes on terminal velocity before making the powered recovery calculations?
  13. Ok, but just for clarification for others who might find this thread: People who are not mod developers do not need to download this as a stand alone package because it is already included with all your other various mod downloads that might use these resources, right?
  14. If you figure it out please post step by step instructions with pictures....I feel like i am doing a 3-D jigsaw puzzle with no idea what the end product should look like.
  15. I see this is still listed as v.90 in the OP, is this going to be depreciated now that regolith is going in to mothballs or is it something I still need for the full USI Kolony Experienceâ„¢?
  16. Would any of these packages "get in the way of" the development of buildings at KSC in career mode? I just want to make sure there are no conflicts before I start a new game. What comes native to KK if I do not add any KS packs?
  17. Sorry for the double post, on another topic. Until the full update, would it be possible to load this in a 1.0.x as just a cosmetic part (by gutting the cfg) so as to keep saved crafts from breaking when I transfer them over? Is that even necessary? Can I load the mod and just not use it for now? Is there some better way to do this?
  18. Thank you for the clarification. I love the work you guys do here and with the related mods.
  19. I deleted the parts and MM cfgs per the KIS clean up instructions, do I still need to change the hotkey? What did you change yours to that was not already being used for something else? A little rude don't you think? Please be patient with the mod makers...they make our games run.
  20. Holy crap, how do you automate all of that? Please send me a PM so as to not derail the rest of this thread.
  21. Thank you for taking the time to answer. I support your long term plan in the hopes that it becomes a short term plan
  22. I saw where he suggested changing the grab hotkey, but have not played the new version yet so I do not understand why you need to move the hotkey, can you explain please?
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