David H
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Posts posted by David H
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On 12/26/2019 at 11:58 AM, linuxgurugamer said:
Install the correct version for 1.7.3. If using CKAN, it will get the right version, otherwise, you can download it from here:
It won't let me.
https://prnt.sc/qgnsbl
https://prnt.sc/qgnsgo
https://prnt.sc/qgnsl5
https://prnt.sc/qgnsqk
Should I try 1.1.9.2. or 1.1.10 since it's good for 1.8
https://prnt.sc/qgnt61 -
Will this or an older version work on 1.7.3.
Can you make it possible to extend the off time for someone that has been on a mission for yrs. Someone that has taken a trip to Jool should get more than 28 days. -
2 hours ago, HebaruSan said:
Hmm, that would be a good FAQ for the user guide to cover. Try this new section I just added:
https://github.com/KSP-CKAN/CKAN/wiki/User-guide#adding-game-folders
Ok I thought that was in the settings. When I click open ksp it opens the desktop version as I wanted.
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Ahhh.
Ok then how would I get them to go to a desktop copy I use?
Do I still need to keep the folder for the non extracted files? Is there a way to get ckan to not store them. -
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2 hours ago, HebaruSan said:
Just check the checkboxes on the mod list for the mods you want to install, then click Apply changes in the toolbar:
I did. Did you see the picture?
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How do you get ckan to extract the files.
It doesn't and I have to send them somewhere else then extract them over. -
On 12/22/2019 at 3:19 AM, TaxiService said:
Hi @David H,
Please provide both "RemoteTech_Settings.cfg" of your save and output_log.txt at "C:\Users\YOURUSERNAME\AppData\LocalLow\Squad\Kerbal Space Program" for further investigation. I need to see what your KSP was doing in background.
How insert a file and I have no output log.
RT folder.
Default settings. Never showed up to change them
https://prnt.sc/qezygs
https://prnt.sc/qezyjf
ksp folder
https://prnt.sc/qezz1u
I bet it's simpler than that.
What about not installed correctly.
I installed the mods and loaded the game. Nothing worked.
New clean install. Haven't played in 2 yrs.
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RT is not over riding stock system. I've run into this problem a long time ago but can't remember where the setting was to change that.
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2 hours ago, Starwaster said:
- Because if a third party dependency plugin has a bug in it that needs to be fixed by its developer then you don't want to have to do a new release of your own to stay current.
- Because you don't want to accidentally overwrite a newer version of that third party dependency if players are forced to reinstall your mod.
- It makes you responsible and liable (not in a legal sense but still) for your users having the latest version of someone else's mod.
Mods have module mgr inside their folder. Mods are hidden inside a subfolder inside subfolder.
They don't update their links. Some links go to pages that no longer exist. Some to older versions.
Check your links.
Some mods have their op a complete mess. People don't want or can't read through your mumbo jumbo looking for a link.
Read a few sentences about your mod. A few pics and download.
A simple format would make things easier.
DOWNLOADDependencies
Optional to flesh out the experience
Optional to add to forum.
Or the format on this mod.
However I still can't get it to work.
There are still people 1st time playing the game.
1st time installing mods. 1st time not using the steam workshop.
People. Don't over analyze it. I said SOME. That does not mean every single 1.
Just because you can find the links.
Know how to program.
Spend hours on end in github curse and everywhere else downloading mods.
Doesn't mean everyone can.
And ^ is not pointing at you star.
I know someone wants to say something. -
7 hours ago, TheEpicRanger6 said:
I am also seriously confused about this
Confused about what?
You need to be more specific.
Which version is the mod good for.
1.3 or 1.4If it tells you to it's good for 1.4 then it should work with 1.4. Not tell you to download 1.3.
I tried it. It doesn't work for me. I can not get it to work. I completely removed everything. Added each mod on the page 1 by 1. IT DOESN'T WORK FOR ME. What is wrong.
I would be willing to share the screen and show exactly what I'm doing.
As far as I know. Some of the mods required are specifically for scaling the system. What's wrong with putting them in to 1 folder to be downloaded.
Ease of use attract more people to your product. -
I can't get this to work.
On 4/2/2018 at 4:26 PM, Theysen said:[1.4.5] Real Solar System v14.0 [03 Sep 2018]
Title says 1.4.5 yet it says
On 4/2/2018 at 4:26 PM, Theysen said:1. Download Kerbal Space Program 1.3.1 and create a fresh install on your hard drive.
So is it 1.4 or 1.3.
I tried both 1.3 it says to use 1.4. I tried 1.4 and it doesn't work either.
http://prntscr.com/loqgpi
When it loading it was a small window. It had all the launch site icons but to small window.
When I expanded to full screen the icons blacked out.
I have all the mods and a few that have nothing to do with rss.
http://prntscr.com/loqjbo -
On 10/18/2018 at 2:44 PM, JebIsDeadBaby said:
Is it the new OCTO probe you're using? New probes introduced in 1.5.0 have different names in config files than the old ones, probably to let players use old versions in their ships designed in 1.4.5. So the new OCTO is now called probeCoreOcto_v2 while the old one is just probeCoreOcto. RT was not updated for version 1.5.0, so it obviously has no configs for these new probes. You can however add them by yourself by editing RemoteTech_Squad_Probes.cfg. Simply copy a config for the old core, paste it below and add _v2 to part name. I had the same problem as you and this solved it.
Not just octo http://prntscr.com/lbjhma
@PART[probeCoreOcto_v2]:FOR[RemoteTech]
{
%MODULE[ModuleSPU] {
}
%MODULE[ModuleRTAntennaPassive] {
%TechRequired = unmannedTech
%OmniRange = 3000
%TRANSMITTER {
%PacketInterval = 0.3
%PacketSize = 2
%PacketResourceCost = 15.0
}
}
}Edit. Reset settings Full reboot. Relaunched vehicle. Had full control. (This time it had kerbal in.) Activated antenna on crew module. Still control.
Staged it all apart. Had control on the sphere with no antenna active.
No control on octo. Could not activate antenna.
No delay though. It should be set to delay in settings. Will check. -
Reloaded default settings. Still have direct control on probes.
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8 hours ago, TaxiService said:
Can you go to Preset tab of RT Options Windows in KCS scene and click Reload button? It will reset your current RT settings to the current settings built from your installation of mods.
Hours later. Loaded game with all mods installed. Plays just fine. The only thing I can think of that I did was to remove every mod then reinstalled (Copied folder from desktop not new download.) a few at time.
I hit reload button a few times.
Still have that blank window I showed earlier but everything works. Probably because it's not attached to craft.
Delay, signal, need antenna.
Now I forgot how to launch a probe and get orbital without loosing signal before I get satcom setup. -
2 hours ago, theJesuit said:
There is some work being done on compatibility with RT. I don't use RT, so it wasn't my issue.
Have a chat on the Discord server perhaps. Pleased it is working.Peace
Yeah I don't want to have to do this all the time.
http://prntscr.com/l6hywu -
8 minutes ago, theJesuit said:
so... did you find what caused the issue?
I think it might be remote tech. Having trouble with it as well.
I did what they said over at rt forum. To go into settings and reload seems to help part of rt problem.
However still don't need an antenna with the test probe I launched and no delay.
unless the probe has a really long range long range and doesn't show it's signal.
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3 hours ago, TaxiService said:
Can you go to Preset tab of RT Options Windows in KCS scene and click Reload button? It will reset your current RT settings to the current settings built from your installation of mods.
Did that. Antenna seems to work. Haven't tried kerbalism antenna.
I did however have a probe that had connection and no delay 3/4 to mun.At 40K
At 225K have control. Tested antenna. It does show signal with ksc. Turned off, kept going. Notice RT display is blank.
In space no connection but still have control
KSC I see signal but red
More screenshots mod list
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4 minutes ago, theJesuit said:
Hi @David H. If the probe has no connection to the KSC then does its power disappate so quickly? I think I had a similar issue.
I mean is it the connection that is draining the power?
Moved everything out into a desktop folder.
Added a kerbalism then a few at a time.
Everything seems fine now. 1.5 KSPSee screenshots
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A few more
http://prntscr.com/l6fbzhLast 2 installed and now there's no problem. I do have more power than there was in stock but at least I don't run out on the pad.
I guess that's good. -
Installed a few and get double the time.
mod list2h18m battery
More mod
Everything same
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10 hours ago, Sir Mortimer said:
It's not Kerbalism.
Just tried with a brand new install, nothing but Kerbalism (+CRP + MM of course) installed, new sandbox game:
A Octo core with just one Z-200 battery and one antenna will run for more than one hour without solar panels. Even tried it out, it easily remains active on the night side in LKO.
What does the planner give you when editing your ship in the VAB?
What other mods do you have installed?
I can attest to the opposite
Having nothing but Kerbalism on a brand new KSP 1.4.5 install, doing science and recovering it works just fine.
Are you 100% sure that the science was stored in the part you recovered? When separating from an other part that contains a command module, the science will automatically go to the part with the higher priority. Depending on which part you set as your root part, that might very well be the one you're leaving to burn up in the atmosphere.
Without Kerbalism
http://prntscr.com/l6ey7sWith
http://prntscr.com/l6ezym
http://prntscr.com/l6ezd2Mod list
I just tried with just kerbalism.
Something is not compatible. -
I can't seem to get remote tech to work.
Before ksp added antenna signal. I never had a problem.
I haven't played in awhile. New up to date install.
When I add remote tech it disables the stock code of antenna's and does not require an antenna to launch anything.
I installed kerbalism. With remote tech the power usage is fine.
Uninstalled remote tech and kerbalism changed power usage to unmanageable. Had to spam 1x1 small solar panels into every open space just to maintain power.
Removed kerbalism, remote tech installed and power usage is fine but no antenna signal needed.
I tried a couple older versions from here, going back to 1.8.11.131
https://github.com/RemoteTechnologiesGroup/RemoteTech/releases -
Kerbalism sets everything that uses power to a number way to high to be able to launch anything.
Using the 1st control probe. I had to add around 100 1X1 square solar panels and I still couldn't keep a charge.
Launching at night with ltv45. I lost power in less than a few seconds.
Launching in the day. I still lost power.
I had to put a MK1 command pod and a kerbal on board to get the satellite into orbit. However when I released the probe, I would loose power then it would go back up to around 10 of the allowed 400 from the massive batteries I spammed on the craft.
Then it would fall.
I put the probe into dormant mode and it would still loose power.
All antenna's were retracted.
I tried the 1st kerbalism antenna but the game wouldn't register it as having an antenna on board for the mission.
Having remote tech installed. Battery usage is fine but I didn't have a need for an antenna signal.
Remove remote tech and power usage was unmanageable.
[1.12.x] Crew R&R - Crew Rest & Rotation
in KSP1 Mod Releases
Posted
Ok so which 1.