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Awesome, thanks!
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Forum-specific question: I posted comments on this thread, like, more than a year ago. (I don't regret that.) However, I've been trying to unfollow this thread so that I don't have to contend with notification icons and emails every time someone else asks a question. Note that I have actually clicked the "unfollow" control in the upper right of the browser window here. I've also accessed my notification preferences on this thread to indicate that I wish to receive no notifications. What am I doing wrong? It seems to be specific to this thread, as I've successfully unfollowed other posts, and am correctly receiving notifications from the threads I do wish to follow.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
MisterFister replied to politas's topic in KSP1 Mod Releases
My experience is that the CKAN client (or possibly a backend dependency, such as mono / .net) just REALLY gets indigestion on longer download queues. My own solution, with 85% effectiveness, is to simply limit myself to no single download batch larger than whatever I'd select from a single pageview-length of the repository. I have a sneaking suspicion that it might even be the result of not even a limitation of CKAN itself, but an anti-DDoS feature of one of the download hosts, clamping down on too many rapid-fire download requests from the same IP. This could account for the remaining 15% failure rate I observe even with my own workaround. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
MisterFister replied to politas's topic in KSP1 Mod Releases
My point exactly. >:o I'll log into the gh nfr link when I get back to my gaming rig. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
MisterFister replied to politas's topic in KSP1 Mod Releases
Not sure if anyone has asked this before, but could we please require SOME minimum level of description and access-to-author BEFORE allowing a mod to be hosted on CKAN? Every time I run CKAN, I check for "New in repository" (note: it'd be great if we could expand this by allowing mods to be listed in chronological orderm or at least numerical order, by which they were originally indexed -- this would allow a power-user to find "new" mods more easily than checking EVERY time.) Anyway, just now, I see one by the title "Nice MKseries Body," by author "Bingo." Spacedock.info/mod/1644. Can anyone HERE explain this mod to me? Please don't tell me to install it and see for myself -- what if the mod changed a career-mode behavior that couldn't be glanced at in a sandbox career within 30 seconds of loading into KSP like an episode of Mod Spotlight from @Kottabos? And by the way, I run a very mod-heavy install that already takes nineteen minutes to load into KSP. And more to the point, why should I have to come HERE to ask such a question, when the repository really should have a hard-flag requirement of a forum thread prior to being listing-eligible? -
Recent adopter of this cute mod, I'm particularly interested in the engine but I also intend to focus in later career on spaceplanes. However, I'm still in early-career, and a randomly generated contract includes running "electronic report" at the Tracking Center at KSC. I accepted the contract because that's how early-career I am. I also run SETI, which offers "Telemetry Report" as a probe-core-equivalent of a Crew Report (separate Science, too, which I especially like since I have such hardmode settings with diminished Science returns from experiments.) Installing this mod doesn't overwrite Telemetry Report as an option on appropriate probe cores. However, I also cannot confirm that Electronic Report exists on any probe core, whether provided by this mod or otherwise. I have unlocked the tech node for the Falcon-RCS (can't seem to find the non-RCS variant in my part list yet) and while I haven't paid to unlock it in the VAB yet, the mouseover info doesn't show this Electronic Report to be available. Is this a bug? Is there an extra step I'm not seeing? Is paying the not-inexpensive part unlock cost required to even see this function, even though all other part stats are already visible by mouseover? Should I uninstall/reinstall? Or cancel the contract?
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Folks, I'm having a hard time figuring out what terms to search for. I'm attempting to set one of these up for the first time in a long time for KSC-biome science strip-mining and I distinctly recall from before that connecting the power cables between the base station and the peripheral modules required me to do more than simply surface-attach the cables to the texture locations of the power sockets, I needed to change to some sort of "node" system. However, the R-key reports an error message of the equipped power-conduit part only having a single attach node, and holding-H makes the cursor turn red when I place the ghost-cursor near one of the power sockets on either the base station or the peripheral. I've systematically pecked every key on the keyboard, what should I look for? Do I have a .dll mismatchsomewhere (very hevily modded early-career)?
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DONE!!! I read this in the CKAN description field and have already installed it before I could even load the link to this page. ABSOLUTELY INSTA-CLICK! We're complete, through, finished, complete, terminate process, control alt bingo, THIS IS THE MOD I NEVER KNEW I WANTED.
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Any possibility of in-game screenshots? Is this merely a cosmetic mod, or are you introducing new castes of kerbals the same way MKS does? I can think of half a dozen other questions too.
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[1.10.1] Deep Space Surface Habitat Unit Pack
MisterFister replied to bcink's topic in KSP1 Mod Releases
I just installed, and I saw the prompt suggesting the Snacks! mod. I run TACLS, but I've pondered running Snack! as well at the same time. Do you have any thoughts on this? Also, how do you anticipate this mod would react if installed alongside MKS, Pathfinder, or PBS?- 80 replies
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[1.10.1] Deep Space Surface Habitat Unit Pack
MisterFister replied to bcink's topic in KSP1 Mod Releases
Would have been an insta-install if I were on my main gaming rig with a decent connection. I will most definitely manually install this if it doesn't populate on CKAN by the time I get to my battlestation tomorrow!- 80 replies
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Fellow user here. Can you provide some documentation of a more-controlled recreation of this issue? Or, could you provide me with more info about your KSP install and the game scenario where this happens to you so that I might attempt to recreate it myself on your behalf? Pertinently, I'd at least need a minimum of a screenshot of the exact contract in question so that I can guarantee within my results that you and I were performing on the same contract. (Also, what other contract mods were you running? Was this a hybridized cross-mod contract that would require me to install other mods for testing purposes?) Could you at least provide the .craft files of both the hosting station and the contract launcher? I'd need more details from you, but preliminarily, I'm imagining creating a standalone KSP install on my system running this mod and no others. Since you're discussing an actual contract-career, I can't use Sandbox or ScienceMode to do so, but I might savefile-edit myself some funds and science to unlock the tech and actual-launch the station into orbit, and perhaps from that point even video record the contract launch. NEED from you: Screenshot or other data to absolutely-hard-confirm that I'm dealing with the correct contract for testing purposes. If apparent to you right away, also I'd need info on contract-relevant other mods to install. WISHLIST from you: Screenshot of mapview showing orbit of hosting station. Flight-scene screenshot of host station, pre-contract. Flight-scene screenshot of host station, during-contract. Screenshot series to document the steps to go from initial arrival with contract-relevant equipment to bug occurence. Video (or slideshow) of contract-relevant launch or launches. Screenshot of KSC-scene -- in case facility upgrade levels are pertinent to bug behavior. .craft for host station .craft for contract-relevant launcher and payload. Career savefile pre-contract. Career savefile duplicate for during-bug-behavior. Full modlist in your active playthrough that you were using to initially discover your bug report. Full modlist that you used if you decided to generate any of this info for me after-the-fact with a reduced modlist. Pertinent logfiles -- if multiple logfiles, please sort into well-labeled filenames or folders. Other items as the opportunity presents itself to you. NOTE: If you decide to run your own experiments and run into a scenario where, for example, removing a totally unrelated mod eliminates or CHANGES the bug from occurring, or a change you make sets it to occur but on a different contract, or it seems to randomly assert itself even on repeated triggers of the same contract, etc.... please provide your notes to that effect, I might be able to identify a detail that you could have missed.