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Screaming Candle

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  1. Hey all. Long time player who has been away for a while. I have a fairly open ended question. It's also liable to elicit some eye rolling, but I'll go there. First off, the USI constellation is just great and the KIS/KAS is also great and adds tons to gameplay. BUT the updates and the updates to the core game and the interaction between the two periodically nerfs my long term game. I develop code myself so I'm aware that updates have to happen. I'm just wondering if there is a current state or a short term future state at which I can just freeze the configuration and play that. Are people settling in to 1.5.1 or is 1.6 the hotness and people are still shaking off the hollidays to update their mods? And is there any way to keep Steam from automatically upgrading KSP? This is what I'd like to play with: USI constellation (I don't use everything but it's easier than piecemeal) KIS/KAS Kerbal Alarm Clock Extraplanetary Launch Pads (to allow for ship factories on other planets) I'm doing my own research on this question, but I thought I'd also pose it to the group. I'm trying to avoid the issue that's gotten me literally three times in the past in that I've worked through gathering the science, balancing the budget, all that goo to finally get to the point where I'm off to other planets and then boom! - update time and things are broken and start over. I'm now planning on playing sandbox so I'm more resilient to just throwing away ships, but still... Any comments on this open question are welcome. Thanks for the great work Roverdude and community.
  2. Hi. bumping my question. Also, the wiki has a dead link describing the functions "as described by Bob". Is that available somewhere? SC
  3. Back from being away for a very long time. And hey, I'm done with my Masters degree! I've been looking back through the pages and consulted the wiki but I haven't figured out the use of geology research. Is that TBD or am I missing something? I understand that the geologists are good at using the sifters, but since the malamute has a geology research and my super sweet geology lander/rover has it on board, I wanted to see what I could accomplish. Incidentally, running the current constellation the geology lab can start habitation but the crew cab can't. That seems either backwards or robbing the crew cab. Awesome mod. hard as hell, but awesome. SC
  4. Hi. Just started playing again after extended time away (got a masters degree! WOOT!) and today, after DL'ing the latest EL, it seems that squad upgraded to 1.2.2. Any chance for a patch release that will stop the mod from complaining? Thankyouverymuch. sc
  5. Roverdude, Don't let the puddinheads get you down, man! Your stuff is the very definition of awesome and doing support is always the suck part of software development. Please know that for every person who complains there are at least 50 people like me who use your stuff and thoroughly enjoy it without much comment. My 5 year old loves seeing the guy put together a ratpack and blasting around mun (thank Jeb for the ability to autosave!) So have a good day and a Merry Christmas if that's your thing. And keep being awesome.
  6. Ok. I think I have it figured out. There is a small central tank that has fuel lines going out to the four lander legs with the engines on them and when that central tank goes down to zero the problem starts. I'd like to point out that this is not a solution because this should work or at the very least it shouldn't do THAT. Any ideas? Thanks. SCREAMING CANDLE! PS: Keep on screaming!
  7. Hi. I've made some karbonite landers for the mun with four radial engine pods - fuel tanks with 909's on them. I'm having a problem now with two landers in this configuration and both of them have successfully landed and taken off from the mun prior but now both of them are experiencing engine failure about 300 M off the surface in just one engine. I've tried taking off with a different engine configuration (it's a very flexible lander set up) only to have some OTHER engine quit on me at around the same time. A couple of additional notes. During the same play session, the second lander both landed (using the same engines) and had this problem on take off. I did other things in the middle but didn't quit the game. I managed to look at an engine while it failed and it didn't have the throttle reduced, it just went from producing 50 KN to 17 (and then it started flipping around so bad that I couldn't read it, but the throttle bar was always green. The lander, as a part of it's operations, mines karbonite and converts it to LFO for it's own use. Stopping and starting the engines has no effect. I'm sure I'm forgetting something so I will edit the post as people have questions. I have the following mods: Final Frontier, Karbonite Karbonite Plus USI Exploration USI Freight Transport Technologies (not using it. Might nuke it) USI Kolonization Systems (not using it. Might nuke it) (Firespitter DLL from all the USI stuff) Remote Tech KAC 2.7.9 Texture Replacer with an additional head pack (for my 5 year old) Toolbar I think that might be it. Any help would be appreciated. SCREAMING CANDLE!
  8. Hey. Loving the addition to gameplay with all the USI parts. However, I can't get a ratpack assembled out of the crates. When I try to attach the front end to the ground pylon it ALWAYS puts the part on upside down. Any pointers? Thanks. SC
  9. If I could make a suggestion - I'm starting over a career with this installed (0.3.3) and the location of the landing frame in the "Fuel Systems" block seems ... Well, it seems wrong. Not to be critical or anything, you understand, but I don't think of landing gear when one mentions fuel systems. I would advocate moving the LS-40 Landing Frame, the LSX Landing Frame (and taking out that massively overpowered battery) and move them to Advanced Construction and move the Radial Lander Leg to Landing. Also, the LS-40 might also want to be in landing or taken out altogether (since it appears to be a combination of the other two parts). I'd also move the Karbonite Sensor Array to Space Exploration or Science Tech. Also, in looking through sandbox mode, I don't see the landing leg by itself. Another idea is to move the converters to the electrics block. This suggestion ups the science you have to collect in order to use the Karbonite parts. In my mind, that's a good thing, since it slowly expands what you can do with the resource depending on where you apply your research. And speaking of research, I haven't done any on doing mods so I can't be much help. I'll try to fix that. Screaming Candle.
  10. I just downloaded this pack today and it's a godsend. My four year old has been asking me where the Kerbals go to the bathroom. The lack of IVA hasn't given me much to say. Also, It's something for him to look at during the game. I also wanted to chime in that I am seeing the same bug with the centrifuge module and I wanted to confirm that the FLAT does not have an interior yet. Also, did I miss something or are the interiors of the two inflatables the same? Another thing, it looks like the mod does weird things to Jeb's camera, making it swing around. And one last bug, I noticed in the inflatable hab that there was a marker visible for the debris my ship just left behind through the solid wall. It's cool to slightly see the rings outside of the centrifuge, but a heads up marker like that seems kinda weird. Maybe there isn't much to be done about it and if so, the mod and the interiors are still awesome. This is not a critique, the mod is awesome, but it does have bugs.
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