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Kielm

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Everything posted by Kielm

  1. @JadeOfMaar Done. I don't have any issue updating the USI-LS converters for Airline Kuisine, everything works a treat. However, when I try to use the same process for WBI Parts, the results are a bit janky. This is likely due to the way Pathfinder has swappable modules within parts, and attaching life support modules to the modules within parts (such as the pigpen) doesn't entirely work. Adding modules to parts works fine, but adding modules to the swappable parts (e.g. the PigPen recycler, Ponderosa habitat) does not. Hopefully there will be a workaround, otherwise the only solution is to add the modules directly to the parts - which I would like to avoid.
  2. Thanks for the explanation, and the suggestions! The patch is coming along, just trying to hunt down the cause of some unexpected behaviour - some of the parts appear to have the "bay selection" interface, and one part has it twice :\ I got distracted updating the Airline Kuisine mod to work with USI - and that works, so at least there's that.
  3. A poorly phrased question on my part. What I meant to ask was: If I'm using both mods, are they comparable in functionality or is one better?
  4. It's been a while since I touched USI Logistics, and haven't played with WBI Logistics at all yet. Why the preference for WBI? I remember the USI Logistics was a little weird, is WBI logistics easier? Noted, thanks. I suspect the hardest part will be balancing the parts, rather than writing the actual patches. I'll just try to match up parts between mods and tweak from there.
  5. Ack. So I'm halfway through a career game (after restarting due to an instability in another mod) using this and USI-LS, and I've just discovered USI-LS support was dropped from this absolutely ages ago. FML. Because I hate the idea of starting again (again), I'm gathering information to put together an MM patch to get Pathfinder working with USI-LS . I have the guide on supporting MKS in a mod, the balance guidelines spreadsheet, and the converter module updates (that I may or may not need, I've not checked yet). I also have an old patch from Pathfinder 1.6.2 that added USI-LS support that I was hoping to use as a template. Before I start - was there a specific reason why USI-LS support was dropped? It still seems to work - but I thought I should check as I have a feeling that smarter people than me have already tried this and I could be wasting my time...
  6. Just a heads up, If anyone in this thread is experiencing issues with Universal Storage parts - especially batteries - the issues are down to a missing blacklist in the KRnD configs. The following line should ideally be added to blacklist.cfg in the KRnD subfolder to prevent KRnD interfering with Universal Storage modules: BLACKLISTED_MODULE = USFuelSwitch
  7. Update: It wasn't any of those. It was KRnD. The following line needs to be added to blacklist.cfg in the KRnD subfolder to fix the problem. BLACKLISTED_MODULE = USFuelSwitch Then everything goes back to working as normal. I'll post this over in the KRnD thread too.
  8. I'm having this problem, too. On closer investigation, when in the VAB the part is behaving normally, but when launched, the resource amounts are being set to zero: name = ElectricCharge amount = 0 maxAmount = 0 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both Here are the mods I have in common with commanderbunbun: 000_AT_Utils ClickThroughBlocker USI Tools ToolbarControl B9 Part Switch Community Category Kit Community Resource Pack CommunityTechTree Firespitter Interstellar Fuel Switch KAS Kerbal Inventory System KSP-AVC Plugin OPT Legacy Spaceplane Parts OPT Reconfig TweakScale USI-LS Universal Storage II World Stabilizer - 0.9.2 I will try to investigate this further tomorrow.
  9. I have the same problem. The dynamic rescaling of the KAC window ceases to function when the UI is scaled to 90%. It works once the UI scaling is set back to 100%, but reverts again whenever setting the UI scale back to 90%. It's not a one-off bug, it's something in KAC that dislikes UI rescaling.
  10. Hi, Just checking in to report the same problem as @Nicky21 and @TheNosferatu - adding an ELLaunch module to a part does not allow it function as a launchpad / orbital dock. Also, when tearing down / cancelling builds I experience a kraken-like crash. I'll raise (or add to) an issue on github shortly. EDIT: I found the answer to the first problem. Part modules are case-sensitive, and the ExLaunchPad module was renamed to ELLaunchpad (not ELLaunchPad).
  11. Hi, Just a heads-up: The Extraplanetary Launchpads workshop part names now begin with EL instead of Ex, see 6.0.0 changelog here: https://forum.kerbalspaceprogram.com/index.php?/topic/54284-140-142-extraplanetary-launchpads-v600/&page=205&tab=comments#comment-3347604
  12. Hello! I apologise in advance if this question has already been asked. I notice that TAC doesn't account for recycling equipment when calculating the time certain resources last. Are there any plans to implement this? Would you be open to a pull request to do so?
  13. Yes! I meant Karborundum, I think that's in the Karbonite mod now instead of it's own K+. Alright, thanks for the info, now I know where to invest that science!
  14. Very cool, thanks. I haven't tried the far future mod, but I'm about to dive into a science game with KSP Interstellar, some other "standard issue" mods and this. That's a great way for mods that use rare resources (i.e. KSP-I, Karbonite etc) to handle them, letting you store returned resources without making them purchasable at exorbitant prices; I hope it becomes more widely adopted. Nice one! EDIT: I forgot to ask - what technologies unlock the ability to refine / manufacture spices?
  15. What is this new Refinery Module? Is this a new 1.4 feature or a functionality that this mod provides? Great mod by the way JadeOfMaar!
  16. Holy cowbells! I was wondering how I could've missed a mod like this and then saw the release date - nice one Nertea!
  17. Hi, I'm having a weird problem with some of the parts in this mod that I haven't been able to pin down. Yaw. Lots of unintended yaw, and always in the same direction. At first I thought I'd applied some parts off-centre, or asymmetrically, but nope. After rebuilding different sizes of J-type craft I always have the same problem - it yaws to the right. The faster it gets, the worse the problem is. Any idea what might be causing it? I've tried all sorts of things, and I'm convinced that the centre line of the J parts (possibly others) must be ever so slightly off.
  18. Hi, I've revisited this mod with mixed results. No matter what configuration I try, the ducted fans simply refuse to get any variation of craft off the ground. The inline fans work when used in sufficient numbers, but they feel underpowered (i.e. you can make one if you throw enough engines at it, but it can't carry very much). The problems I had with the ducted fans: The stationary thrust is insufficient When enough fans are added to achieve a TWR > 1, more reactors are required When enough reactors are added, even more fans are required When there are enough fans and reactors, the fans only produce a fraction of the intakeAtm required to run them - The Atlas fans for example, only suck in enough air to run the engines at ~10% Even when somehow, I manage to get enough intakes and reactors to run the fans, the TWR is reported by Engineer as more than enough (>2.0) but the craft fails to move. I don't think I'm doing anything wrong here, I'm 95% sure there's something wrong with the configs for those engines, but I have no idea what. The other VTOL Engine (the inline LFO variant) works a treat, so I'm guessing that something's changed in KSP since the mod was released that breaks the EC/IntakeAtm variants. Unfortunately, I have no idea what that is.
  19. @Patupi KRnD (this mod) only struggles with parts that are already modified at runtime. To put that in perspective, any parts which contain switchable fuels (e.g. Interstellar Fuel Switch, Firespitter switched) are not completely incompatible, but rather you can't use KRnD to modify things like the fuel pressure inside, because KRnD can't access the runtime-generated information that describes what's in the tanks. It can still upgrade other things like the dry mass. I'm using it just fine with a whole bunch of other mods, including IFS-switched parts (Mk2 expansion) and a whole bunch of USI mods including MKS. You just have to be aware that it can't improve fuel pressure (i.e. fit more fuel in the tanks) with some parts, as the information not accessible to KRnD. Basically, if you can't improve it because it's not accessible to the mod, KRnD generally won't let you even try to do it anyway (it can't even see the switched tank capacities to upgrade them). It works quite happily for improving dry mass of parts (which is rarely changed at runtime), engine ISP/Thrust, and non-USI convertors. USI Resource Converters use their own implementation and can't be improved by this mod (nor should they really, as you'd be into the realm of very 'cheaty' efficiency if you could anyway). I hope that clarifies a bit.
  20. Here's a screenshot I just took of the surface scanning module activated while attached to an asteroid: http://steamcommunity.com/sharedfiles/filedetails/?id=1101832855 Is this working as intended?
  21. @RoverDude I raised another issue on the bug tracker (http://bugs.kerbalspaceprogram.com/issues/15695) and the response seems to indicate that everything is working as intended. Possibly because the only resource that's supposed to be in a stock asteroid is ore? I'm no closer to determining who has ownership of this, and any assistance would be appreciated.
  22. Hi, Just popping my head in to ask @RoverDude about this bug on github. It's been confirmed that the stock surface scanner doesn't show composition of asteroids. The stock scanner is not intended to work that way, apparently. I appreciate that it's not an urgent problem, but it has been just over seven months now. @Mace from Space mentioned it back in October, @LatiMacciato asked about it again in December and @herman pointed it out again in April. Is the mod just no longer being worked on? If so then I'm happy to accept that, I just need closure Thanks!
  23. Sorry I'm a bit late to the party on this one. I'd be interested in seeing how they perform at altitude to be honest - the problem with the old jets wasn't thrust, it was how the performance just disappeared at altitude - at least, that's the problem I had using them in jets, anyway. Looking forward to trying them out when I get back into KSP though
  24. I raised this as a bug via the bug tracker back in November and was told the stock surface scanner doesn't do what I think it does (okay...) I mentioned it in this thread after that and was told to use the stock surface scanner. Thats about all I know. The issue is still open on GitHub so I'd say it's still a problem with no solution. Sorry
  25. Check the previous page - you can't. There is currently no way to scan resources on asteroids. ¯\_(ツ)_/¯
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