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Frostiken

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Everything posted by Frostiken

  1. I'm building a new ksp.log right now, but it was KSPe.Light. I didn't think to mention it because the AssemblyLoader cascades down so I figured the root fail was the problem. Another log coming in in a few minutes. EDIT: Okay so... I'm trying to troubleshoot why my graphics mods all have been broken since the last KSP update, and was removing a ton of stuff and reinstalling it and DOE was one, as well as Kopernicus and some other stuff. Somehow, something somewhere fixed this and now it's not flipping. Please understand I didn't post that error because it was a one-off thing, I reinstalled DOE and Tweakscale a couple times and it flagged constantly, now it's not doing it at all. What the hell, technology.
  2. Dammit I'm getting AssemblyLoader fails again. I've identified the mod at fault, removing it fixes all the AssemblyLoader fails, but when I went to the mod causing the fail, well, I saw a familiar name... DOE isn't playing nice suddenly.
  3. I just think it may be better to call both the systems in the guide and the systems in terms of system files / downloads by the same name lol
  4. Anyone else having issues with Strategia now? I only have "Mun program" etc. strategies available, everything else is just blank.
  5. So I'm updating to the new version... Where the hell did I get these, I don't see them anymore. _AlienWorlds.zip _StellarAdventures.zip System_Sirius.zip System_TauCeti.zip System_Trappist-1.zip These are all in my old download folder no idea where they came from, but they're clearly related to GU. Also: https://imgur.com/a/Ukzx9Si What does any of this mean? Except for 'alien worlds', these system names mean nothing. Is 'Leethe' supposed to be Lich? Is Cer Turi supposed to be Alpha Centauri? Luhman-16 is Kormann-16? Is any of this accurate anymore? Because the names are clearly nonsense.
  6. I thought this would be fun. Take a look at this. I don't know what the exact date on it is (I could find out with a bit of work, because it's drawn on hotel stationary, and I remember where I was), but Imgur says I uploaded it 9 years ago. I think KSP was under version 0.16. It was my original concept for an idea that someone eventually made and called 'Universal Storage', hah! What I'm saying is, @Daishi owes me royalties on all the stacks of money he's made from this mod.
  7. KSP devs: "We're releasing a patch to fix a typo on this one part." Tweakscale: [explodes]
  8. Beyond Home has significant problems right now beyond just Scatterer configs. Kopernicus updates have broken some features, it uses a really old version of Parallax, things are missing on planets, etc. @Gameslinxsaid he's going to wrap up the new version of parallax and I think he's going to go do a v12 compatability pass of his planet mods, as BeyondHome isn't even compatible with Parallax itself right now, which is his own mod.
  9. I seem to remember many, MANY versions ago that there were mods that would effectively hide planets from being 'spied upon' via Tracking Station, until you had built and used a space telescope. I'm not sure but I may even remember that the planets would only be visible in low-res (think like how our old photos of Pluto used to look where it was just a thirty pixel blob) but this could just be me putting in my imagination. Is there a 12.x compatible version of this mod? Does anyone remember what I'm talking about?
  10. Is it possible to get Kerbalism to work with Indicator Lights on antennas? Or does the data transmission bypass the traditional stock code to such a degree that the hook won't work?
  11. Not that it will get fixed, but I found that the radial resource tanks do NOT save their locked/unlocked status. I was trying to make a reserve fuel supply but every time you load the vessel it unlocks all the tanks, and it's way too much a PITA to remember to re-lock them manually.
  12. I'll give that a shot, thanks. EDIT: Looks like that did the trick, @Grimmas. I originally thought the blacklist was a list of parts to exclude from restockification, because I didn't see radialDrogue and parachuteRadial on it, I missed that they are different names for the parts. When I tried adding them to the list it didn't work originally. Horray! Square parachute cases are back!
  13. How can I exclude parts from Restock overwrites? I like all the parts except the radial chute changes. The old 'boxy' design looked way better and "blended" into parts much better. I tried commenting out the radial chute patches in \GameData\ReStock\Patches\Utility\restock-parachutes.cfg, but for some reason it straight up deleted all the radial chutes from my entire game, as in, they aren't even in the VAB anymore.
  14. Oh man I overlooked that on the modlist that was posted. Why on earth would this be causing that problem lol Thanks for that, guys.
  15. Try taking Waterfall off, since you're playing with this. Waterfall is the only thing I can think of that affects all the engines having problems. I was going to try it myself but never got around to it.
  16. lol I thought I was crazy, came here for the same thing. Rocket sounds seem to work fine on the launchpad, then I lose everything eventually. I thought it was Kerbalism at first doing some 'realistic' thing to the sound of engines in space, then I noticed my airplane jet engines don't make noise either. I noticed when I reload a save mid-flight, suddenly during the 'lag', the engines will make noise.
  17. Is Hyperedit ever going to get any updates or is it basically feature complete? I ask because for the longest time the only feature I've wanted is an option for the vessel list to exclude: 1) Planets/Asteroids 2) Things marked 'Debris' As-is the vessel list gets very hard to use because it's kind of locked at a weird size, and if you're using certain planet mods or have lots of debris, it's just a mess to find actual vessels. Besides that, always has been the most useful mod, primarily I use it to establish satellite constellations.
  18. This mod is cute, but is there any chance of Kerbalism integration with regards to antenna light data transmission?
  19. Is the Angora engine supposed to be a vacuum engine? It's really not a particularly interesting engine in the lineup, owing to its mass and near-identical performance to the Spark (plus the much larger engine size which is its own drawback). It seems it would be nicer to be a better alternative to the Ant, but as-is, the Angora *maybe* gets me a couple extra delta-V but I can't imagine we have these great parts just to basically be identical to what we already have. Roughly, lowering mass around 0.07 or so, and the thrust reduced to like 6/8 Kn would result in it finding a place on my rockets that it doesn't right now. What was the intent of its use? Thanks for the mod though, these things are great!
  20. The 1.875 cylindrical fairing is like literally the only part that was missing from this mod Without it, the entire 1.875 core stack is borderline pointless. The 1.875m fairing was 'coming soon' literally three years ago. I'd say at this point it's never coming and the mod is dead.
  21. So I'm using a Kerbalism full config. I put a probe in orbit equipped with a fuel cell and two tanks of juice for it. It works fine, except when I go back to the tracking station, the power runs out. The power seems to work intermittently while warping, but the probe was completely dead. When I took control of the probe to investigate, the cell immediately came back to life and the probe powered up. Anybody got any thoughts?
  22. I've been having fun with this, it's actually a little more interesting and tighter on the budget, while also feeling a bit more forgiving (the initial Launchpad leap from almost no parts -> 255 was silly). Wanted to point out that the research lab is broke. While the limit says "20", the consequence of that means I can research *UP TO* 20. But not actually anything that costs '20'. I have to research the next tier to unlock the Rocketry tech... and it doesn't unlock anything on the next tier. I'm going to change everything to 20.1 / 45.1, etc. to fix it.
  23. So I had this same problem. It has something to do with the way you install GU. I used a fresh install of KSP, installed Scatterer, Planetshine, EVE, AVP, and Parallax. All fine. Added GU and it completely broke Scatterer. I went in and deleted the GU install and tried it again and this time it worked. I think it may be related to having un-installed systems still set to 'True' on the config.
  24. Generally I've never had a problem with this mod functionally, but for the longest time it has always broken my Kerbal EVA animations, they basically just walk for one step and then default to gliding around. Same when climbing ladders. This is always the offending mod that upon removing, fixes this.
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