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KerbalGamer365

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  1. On a voyage to Jool, my ship decided to keep accelerating after a burn. I checked to make sure my nuclear engines had stopped and even decoupled them from my ship. Still accelerating. As soon as I lost my encounter, no more accelerating. I have quite a few mods installed. Here is a list: TacLifeSupport, TweakScale, Kerbal Alarm Clock, Scatterer, NearFutureSpacecraft, KerbalReusabilityExpansion, KerbalEngineer, DMagicOrbitalScience, [x] Science!. The version of my game is 1.2.2. Do any of these mods cause this? Is this a known bug? Please help.
  2. Thank you, but I figured everything out on my own. I was putting the entire folder titled "gamedata" into the gamedata folder and the were files in there that were I guess stopping the mod from loading properly I guess. That is why MechJeb 2 and SCANsat were working, because those come in their folders, not in the gamedata folder. Thank you for your help anyways. P. S. The mod TacLifeSupport still won't work even though it has no gamedata folder. v1.2.2, TacLifeSupport is put where the online tutorial tells me: Kerbal Space Program>GameData. Squad and ThunderInc. (the TacLifeSupport incorporation) are located in that folder.
  3. Hey, people, I just got into modding and I've downloaded a few mods. Most of them aren't functioning properly and KSP doesn't recognize that modded parts are even there. The only ones that are working right are MechJeb 2 and SCANsat, and even SCANsat is causing the font to be pixelated or square like. The mods are put into Kerbal Space Program>Gamedata. Mods downloaded include: MechJeb 2, SCANsat, Kerbal Engineer Redux, Planetary Base Systems, Near Future Solar, TweakScale, and TacLifeSupport. None of these mods work alone or with the other mods. Please help. Edit> MechJeb and SCANsat work alone and with each other fine, I forgot to clarify that in the second to last sentence.
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