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About Fulgora

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  1. I'd recommend to ditch the Heatshield approach completely in favor of wings, because No Ablator that can deplete Greater surface area (except when comparing against the 10m heatshield) Control surfaces allow for much greater control when breaking (point prograde or up depending on how much you want to brake) Add some wheels and you can land on the runway as well (with some practice ) Its lighter and requires no engine offset (see last picture) The engine bay shields very well even when pointing almost straight up. Duna return aero capture at Kerb
  2. I can report that engines fail successfully (on KSP 1.9 + DangIt 1: Batteries do indeed fail often (so do lights) - not a complaint, just an observation. One feature request that I would have: Could the SpareParts be made a transferrable resource? Resupplying large stations is a tedious process if you have to rely on EVAs. Setup: KSP 1.9, Making History, Fresh sandbox save DangIt 1: Dependencies: Screenshot showing this: I hope this is a simple thing to add. The ShipManifest mod doesn't enable this e
  3. Thank you very much - the regression is fixed now
  4. I have a thumbs folder that contains (amongst others) also the ships from my new KSTS debugging savegame: Kerbal Space Program/thumbs/KSTS-1_VAB_Auto-Saved Ship.png Kerbal Space Program/thumbs/KSTS-1_VAB_Deploy.png Kerbal Space Program/thumbs/KSTS-1_VAB_MyPayload.png The bug can be fixed by switching back to and gets re-introduced when updating to This is reproducible.
  5. My debug-save does not have any sub-assemblies in the minimal test. Only two normal crafts in the VAB. I can select both crafts as payload when switching back to (see screenshot series). The crafts pretty basic too..
  6. @linuxgurugamer Thank you very much for the quick fix - as said in PM the bug is solved by the update! Unfortunately there seems to be a major regression issue in TLDR: Deploy missions can be recorded but are unusable as no payloads are being found anymore Setup (KSTS + dependencies installed via CKAN): - KSP 1.9.1 (DLCs dont make a difference) - Kerbal Space Transport System (KSTS - ClickThrough Blocker (ClickThroughBlocker - Toolbar Controller (ToolbarController 1: - Zero MiniAVC (ZeroMiniAVC 1:1.
  7. @linuxgurugamer here is the setup and steps to reproduce the bug: Setup (KSTS + dependencies installed via CKAN): - KSP 1.9.1 (DLCs dont make a difference) - Kerbal Space Transport System (KSTS - ClickThrough Blocker (ClickThroughBlocker - Toolbar Controller (ToolbarController 1: - Zero MiniAVC (ZeroMiniAVC 1: Steps to reproduce (Credits to @dtoxic): 1. Create a new Sandbox game 2. Go to VAB and create craft command pod + fuel tank (pod is root part) 3. Duplicate the fueltank (Alt+Click) on your c
  8. @linuxgurugamer I have talked to @dtoxic already and have his mod-list which makes replicating this hopefully a bit easier. Will do that today in the evening and report whatever findings I have.
  9. I can confirm this. My report above was based on (should have written the precise version in my op, sry) I do not have critical temp. gauge installed and saw the same thing. I do have mods installed that add new modules to stock parts so that might be a commonality here. I can't say if critical temp gauge or other mods in @dtoxic's install adds new modules to parts though - this is just an assumption / speculation on my part. Edit: I still have a backup of my save in its broken state that I can use for debugging if that is of any help.
  10. I have encountered a ghost ship myself now. The result was an endless stream of errors in the logs slowing down the game significantly. The fix (other than removing KSTS only) was deleting the ghost ships craft file (it was a simple sub-assembly called 'Micro-Sat v3.0.craft' - pure stock, no mod parts). This Ghost ship was attached to a craft that I deployed to orbit using KSTS - it was connected to the "main" craft through a staged docking port and turned from a real ship to a ghost when i staged the docking port and executed a burn. After it became a ghost to the deployed
  11. Oh - I have overlooked that. I read 1.9.1 and went to the next section. Apologies for my inability to read properly. Many thanks - it works now!
  12. I do not believe so. I saw this popping up in my install with some 50 mods so I broke it down to a minimal reproducible setup and came up with OhScrap and MM only - neither has any dependencies. The first time I saw all mods were installed through CKAN but for verification I installed "everything" manually. Both my minimal setup and my actual install are fixed by simply removing OhScrap (which I have done for now as quite a few other mods depend on MM).
  13. Hey zer0Kerbal, thanks for providing this mod! I have used DangIt in the past and am now considering to switch to this one. I have noticed that OhScrap has some issues with ModuleManager 4.1.3 (did not test other MM versions): https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-19x-module-manager-413-november-30th-2019-right-to-ludicrous-speed/ I have: KSP 1.9.1 ModuleManager 4.1.3 OhScrap (also tested Windows 8.1 Problem: The game does not finish loading. Depending on whether Squad DLC are install
  14. I do have a history of combining payloads for different STS missions thus my badge numbering is a bit off but I did indeed already complete STS 3 (which can be viewed when clicking on my STS 2 badge) I will sort out my singature badges shortly so its less confusing... Thanks for the Badge - now I just need to finish post production for STS 7+8
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