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About Mandella

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  1. First off I am running KSP 1.4.5 and DSEV version 3.1.12. Wild Blue Tools version 1.61.0 The problem is that for many of the control pods in cockpit view I am only seeing the "stock" style control panels. I have the "pong" style static screens instead of functional MFDs. The Estonian has this problem, as does the inline Nautilus and various others. Interestingly the Brumbly and other command pods from other modders are fine. RastorPropMonitor is installed. Am I missing something? I am almost certain that your mods supported the MFD view, so I'm thinking I've got something installed wrong. Thanks for all your mods -- I've always appreciated your ship design.
  2. I've seen a few posters mention the AES RCS outrigger bug (reversed thrust from the graphic) and I was wondering if anyone can contribute a method by which I could edit my own install to correct the problem? I'm afraid I'm running a "frozen" 1.4.5 KSP version which I don't want to update since I'm doing the whole custom RSS/RSSVE/zillion-other-mods thing. But I'm happy to edit configs and such if possible to get the thrusters firing in the right direction again. Thanks.
  3. Are you certain? I'm currently running KSP 1.4.5 with RSS and RSSVE successfully, after a little tinkering. There are glitches (somewhat transparent planet at ~100 km, flickering in orbit after launch) but it *is* running with waves in the ocean and clouds in the sky.
  4. Forgive me for not giving full debug information, but I'm not on my gaming computer and in fact my workaround is doing fine for me, but I thought you might want to know non-the-less. I'm having the same problem as has been reported pages back, in that MOLE does not have any "Manage Operations" button in any configuration, but rolling back to version does. I'm playing a heavily modded Kerbal version 1.4.5 with RSS/SMURF on Windows 10.
  5. I just successfully reinstalled Real Solar System in Version 1.4.5 by following the steps listed, *but,* using 1.4.5 instead of 1.3.1. The links to mods should go to their respective proper versions -- do not use the latest, as they will often not work with the older KSP version. This was a full reinstall on a fresh game however.
  6. I just wanted to add my thanks for this. For all us RSS users maintaining a "release behind" is really appreciated. (Note I haven't had a chance to test and might not for a while, but I still appreciate the effort.)
  7. If you are on Steam just right click on the game in your library and go to settings. Upper right you'll see a Beta tab. You can download almost all the older versions from that page. If you are not on Steam, I'm not certain but I think the Kerbal Home page should have a link somewhere to do it.
  8. This one here: And you just need the .dll somewhere in the gamedata folder. I have to say I don't know if that is your problem, it's just a place to start looking. And everything has dependencies -- lots of things can't be bundled, often for rights issues. Also, if you are setting up a new machine you know you could simply move your whole KSP folder over from the old one. It's one way to make sure you have everything. But anyhoo, if that doesn't fix you you're probably going to have to post a screenshot of your gamedata folder, plus some logs.
  9. You could try KSC Switcher. I think there is a link to it from the RSS thread. Edit: Here it is:
  10. In relation to the directory issue, I have to say I prefer the Gamedata/Mod/PlugIn structure. Just include in the readme that if one wishes to keep one's settings on an update to not copy over the PlugIn directory. Of course, you'd have to keep in mind that often changes in the way that the settings are written might mean you *want* to overwrite the PlugIn directory on update. A possible bug report. While the new version of HyperEdit will transfer a ship to orbit just fine, it refuses to land at any specific coordinates at all (Land Here still works). The button just does not function. I am playing on Win10 KSP 1.3.1, but I am also playing with RSS, and with about a hundred other mods. I'll include logs if wanted, but with my nightmarishly modded game I wanted to see if anyone else is having a problem while playing in the RSS environment first.
  11. Is there a way to rig OSE Workshop to apply Tweakscale to the parts it manufacturers? I'm running a RSS game so nearly everything gets "upsized" at least once to fit the scale, which limits the uses for OSE. Admittedly this should probably go in another thread, but I don't think OSE is being actively supported anymore so....
  12. I think I have it figured out. The fuel selection type is set by a cfg in the Resources folder, and LiquidFuel/Oxidizer is not opened until the High-Performance Fuels node. Editing it to Advanced Nuclear Rocketry (or whatever, can't see the node from here) gives me the option like I wanted. Is this a bug or am I just editing in things I like? As far as I can see there is no reference to needing High-Performance Fuels to unlock the LiquidFuel/Oxidizer option in the Solid Core Upgrade flavor text, so I'm thinking it's just an error and the wrong node is specified in Resources.
  13. Sorry to quote myself but.... Looking at the cfg for the Solid Core (Labeled NERVA) I'm not seeing any information detailing any change in fuel type on upgrade. Same with the Timberwind and Vista. Could be I just don't know what I'm doing (always possible), but I think something got left out. Later I might try to hack in some values, but I'm still not really familiar with the modding syntax here so it'll take me a while to figure it out.
  14. Still down in the shallow end of the tech tree, is it just me or does the upgrade to the Solid Core Nuclear Engine not do anything? I see no difference in the output, no new engine label, definitely no option to enable an "afterburner" effect that would allow the consumption of hydrolox. Using 1.16.1.