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Everything posted by SimonTheSkink

  1. So, any word about having working wheels in this? It's been a while now since the original had a set of working wheels that you could use with small probes and rovers. I would really love to see this re-implemented from the older mod.
  2. It's been over a year now, are we gonna see any wheels with this mod? Its a real bummer not being able to land a probe with wheels that fold out all nice and neat.
  3. I remember playing with this mod before the KSP network was made stock. This doesn't seem to play too well with that stock feature now. At this point, the only thing I want from this mod is the ability to schedule burns when my ship goes out of range and I have no contact. Any suggestions?
  4. So I am knee deep in 1.7.3 and I know that switching out to an older version is beyond my capabilities at this point. I have a massive ship that I have built that looks to be around 453 parts and climbing. I wasn't able to get the welding mod to work on the one that @Lisias made. If anyone could give me a hand it would be greatly appreciated. Before anyone comes in here saying "logs or bust", please direct me to either the mod owners mod or Lisias fork, because I'm a little confused as to which I should use.
  5. This fixed the issue! Thank you so much, you're a godsend! We're getting 46FPS now!
  6. Here is the output log: https://www.dropbox.com/s/2osd8jkyuwrlg6q/output_log.txt?dl=0 for those interested I have also added the list of my mods in the GameData folder: https://pastebin.com/Jq3KRyeD
  7. I have several graphics mods installed. Eve, Scatterer, and PlanetShine. Along with a myriad of other mods. I’m getting very low FPS as I get closer and closer to landing on the surface of Duna. Some areas get 6 FPS others get 15 FPS. You can watch this video I made here to show it in action. Also I have tried this in default mode, OpenGL, and DirectX11. All of which have the same results. Any suggestions are greatly appreciated. https://youtu.be/IjRx6bAFGIk
  8. Forgive my ignorance but could you be a bit more specific? I have tried a few links that look similar to what you stated but none of them seem to work.
  9. I'm having a bit of an issue locating the config for TAC-LS. I found the link: https://github.com/UmbraSpaceIndustries/MKS/wiki/Mod-Support#compatible but it states that its for the alpha version. The link above it goes to a dead thread. Any input on this? I don't want to bother the creator since they don't directly support TAC-LS, but if any of you can give me input it would be greatly appreciated.
  10. KSP: HullCameraVDS.V0.52 Ah there is the problem, I accidentally stumbled on the original creators page instead of the one you maintain. My bad.
  11. Frankly I have no clue. I just use whatever it takes for the game to work, I don't know what's making it work in the background or how to even check otherwise. All I know is that the parts icons were cut off at the top in the VAB and it was something to do with DirectX apparently. So I installed the TexturesUnlimited- mod to repair it. https://www.dropbox.com/s/q7hpcsl57f7svm8/output_log.7z?dl=0
  12. Having an issue with icons coming out weird in both VAB and in general use. Seems that only a quarter of the icons seem to load in the storage. Anyone know anything about this? Also here is a list of my mods. Don't judge me, I know there is a lot. 000_ClickThroughBlocker 000_TexturesUnlimited 001_ToolbarControl AnyRes B9PartSwitch Chatterer CollisionFX CommunityCategoryKit CommunityResourcePack CommunityTechTree CryoTanks DE_IVAExtension DeployableEngines DistantObject DMagicOrbitalScience
  13. I'm having the same issue as jpinard here. Also for some reason when I did have it working, parts that I sent back from the Mun to Kerbin just up and vanish. Does't give a lost or recovered option. Only seems to work for parts in the ascent process.
  14. @FreeThinkerAdditionally, here is a video I put together very quickly to show the issue in action. I apologize if it seems sloppy, but I think it gets the idea across fairly well. Feel free to skip ahead to the actual bug near the end, the beginning is just to show that this is a simple build.
  15. Sure thing, I will also follow up with a video to show the bug from beginning to end. Just give me some time to get home from work, will be another six hours.
  16. Yes, I tried various ships in vanilla mode and with Interstellar Extended. After multiple tests and trying different parts, thrust dropped to 0 when the "KSPI-E Fuel Tank Adapter" (3.5m to 5m) was present, but only after applying around 1,750 to 1,830 Delta-V when doing an escape trajectory from Kerbin. The tanks were loaded with Lqd Hydrogen, doubt this makes any difference but I figured you should know. If you would like me to conduct some tests to help out, I would be more then happy too. Just let me know.
  17. No more issues present. Was able to get my ship to Jool by leaving off the ""KSPI-E Fuel Tank Adapter". So the problem has been worked around for me, just a notice for other people so it doesn't happen to them as well.
  18. It's posted further up this page from last night. *UPDATE* Scratch that last post, issue is still persisting. After some more mucking around I found the true culprit, the "KSPI-E Fuel Tank Adapter" has been causing the issue, not the drills.
  19. @FreeThinker I have launched a ship without any drills and there hasn't been any issues so far. Will you look further into this considering the results I posted last night?
  20. @proteasome I am back after more test results. So after taking the time to make a clean install of KSP and installing only Interstellar Extended, I've been able to repeat the thrust issue being caused by the Drill-o-matic. I am going to do a vanilla run in a few minutes here to see if happens with the stock parts only. I will keep you updated. FYI, I am running this in 64-bit mode. Not sure if it makes a difference but I figured I should mention it. *UPDATE* I have tested again in vanilla with no issues. The issue only seems to occur with Interstellar Extended installed.
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