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vardicd

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Everything posted by vardicd

  1. I have seen this before, it's been a fairly rare bug for me, thankfully, but not limited to this mod, I've encountered it on wholly stock games. it 'seems' to have something to do with KSP remembering this node was connected here, but refusing to reset it, if you move the part later.
  2. Um, slap some wheels on that bad boy, a solar panel and a probe core and wheel it around? or wheels and a which and pull it to the work site? just some ideas.
  3. Will this mod be updated to use Kospy's new Kerbal Inventory System? he's phasing out KAS, and I'd like to keep using both.
  4. I did read it but missed that, apparently. thanks for pointing it out.
  5. So, do we need this and Kerbal attachment system, or does this replace kerbal attachment system?
  6. worst download link ever, but aside from that, good job on this.
  7. Sure here's the link to the file I made up, anyone feel free to check it out and offer suggestions: https://www.dropbox.com/s/wmxeyathw9r7vi7/jetEngineBasicmod.cfg?dl=0
  8. Yeah I saw all that in the code, and applied it that way, and it does apply the second mode to the part, but it doesn't allow switching between them, BOTH modes are active at the same time. Somehow the basic jet engine runs both engine scripts at the same time, what I wanted was an 'afterburner' for the jet engine, normal mode, and afterburner, where for 3x the fuel I'd get nearly double the thrust. It works, but since the modes are applied together, I get 3x the thrust and 4x the fuel consumption for about 10 seconds, before the engine explodes from overheating because both modes are running and applying double the heat.
  9. Porkjet, or anyone in the know, I'm trying to borrow the multi-mode code I saw in this mod, to add a new flight mode to the basic jet engine, and I don't seem to understand how to apply the multi-mode function. I can add a second mode, but somehow both engine modes are active at the same time. This is not the result I want obviously. If someone can point me to a guide, or offer me some sort of suggestions, I would appreciate it.
  10. for some reason, updating this from inflight waypoints to waypoint manager erased all my Final Frontier ribbon data. other than that, love the way this mod's going.
  11. Noticed something today, I designed a plane in sandbox, then imported the save file to my career, KCT allows me to build the plane, launch and fly, but, if I try to simulate it, KCT stops me and says invalid part, and its correct, I didn't realize I had missed researching one part, but it will still allow me to build the plane, even though I don't have that part researched. Minor issue, just passing it on.
  12. Okay, so I have a question, just started using this mod today, literally, and I see this in the Tech tree: I have never seen this in the tech tree before, and I haven't added any mods to the game along with Adios. What is it? I mean other than a rock....
  13. Okay, I ran into an issue today, and I'm not sure if its a USI issue, a KAS issue or a Universal Storage issue, so I'm posting this in all 3 places. I sent a couple of landers to the Mun, one carried a KAS containered Pack Rat and a portable soil sample kit, and one other module, which I belive was a portable Karbonite scanner? the other lander carried my kerbals down, I managed to assemble the pack rat on the surface, but when I tried to remove the MKS/OKS soil sample kit from the KAS container, as well as my Karbonite scanner, it exploded instantly. The Containers were US KAS containers. Link to Output logs and persistence files: https://www.dropbox.com/sh/mfmdyhmrizoa9vn/AABcqga9Xz77XiQxSXU-uxA7a?dl=0
  14. Okay, I ran into an issue today, and I'm not sure if its a USI issue, a KAS issue or a Universal Storage issue, so I'm posting this in all 3 places. I sent a couple of landers to the Mun, one carried a KAS containered Pack Rat and a portable soil sample kit, and one other module, which I belive was a portable Karbonite scanner? the other lander carried my kerbals down, I managed to assemble the pack rat on the surface, but when I tried to remove the MKS/OKS soil sample kit from the KAS container, as well as my Karbonite scanner, it exploded instantly. The Containers were US KAS containers. Link to Output logs and persistence files: https://www.dropbox.com/sh/mfmdyhmrizoa9vn/AABcqga9Xz77XiQxSXU-uxA7a?dl=0
  15. Anyone having problems getting the inline passenger can to show up? Its in the research tree, but it doesn't show up in the editors. Or I'm blind, but I looked several times and can't find it.
  16. Just FYI, Karbonite has done away with the hotspot 'blobs' and now has fully integrated scan sat functionality, which means resource scanning happens in the background, no more flying the scanning sat, to see where the resources are, and EPL has been intergrated into the Karbonite and MKS/OKS family.
  17. Okay, so i ran across something odd, and I'd like to know if anyone else has seen this:
  18. Has anyone had issue with real-chutes not functioning with this mod anymore? or have I just missed something? Edit: Im an idiot, nevermind, I just didn't realize the real chute settings are hard-set and can't be altered in game. Can anyone tell me how to edit them in the config? I've altered the MM config to what I want, and cleared my mm cache, but its still loading the old settings, there has to be another mm config somewhere over writing this, but I can't figure it out?
  19. Hey, Just FYI, RoverDude pushed an update for a couple of his mods last night, MKS/OKS and Karbonite, and I have no idea how, but it [partially] broke functionality of US parts. Some of the right-click options don't show up unless you launch a craft, return to space center, and the re-load the craft, also, turning on the fuel cell, turning it off, then time warping x amount of time and restarting the fuel cell results in the fuel cell losing an amount of hydrogen and oxygen as if it had been running the entire time you were time warping. not sure what's going.
  20. I just build out a fuel tank and use KAS pipes to attach it to a plane, then refuel it.
  21. I have the latest version of this mod, and I have all the parts from it, except the air bags and floatation devices, is there a dependency for those that I've missed somewhere? sorry if I've missed the answer in here somewhere.
  22. Has anyone had an issue where its no longer possible to transfer fuel through a Kas pipe? I've been doing it fine for some time since the .9 update, but today when I tried, it was no joy. Ideas? Edit: Nevermind, something in my save file got borked, it works in a clean save
  23. I had this problem once before with another mod's dll, I had to configure it to manually ignore the 'offending' dll. Sorry again for any time you wasted trying to figure this out.
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