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Salticus

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Everything posted by Salticus

  1. When I install Kronometer separatly, with the 1.12 patch, neither Kronometer or Precise Maneuver seem to work. Either I'm stupid and just did something wrong, installed the wrong patch or something, or there's just a problem with my game. Oh well, I guess I will just play with 6 hour days, maybe Kerbals invented a new system where each rotation of Kerbin is 2 days, who knows.
  2. Huh, so, after looking at your log I tried deleting JNSQ/JNSQ_Plugins/Kronometer, and that made Precise maneuver work again. My best guess is that, since Kronometer does something with the clock, that messes with Maneuvers. There were no obvious problems after removing it, but I don't know exactly what Kronometer does, so not sure if deleting it is a good idea. But if I get Precise Maneuver back, I'll take the risk for now.
  3. This mod seems to be incompatible with JNSQ for some reason, but only in 1.12. When I updated KSP to 1.12.2, everything worked, except for Precise Maneuver. I thought that was because it isn't updated, even though it works for some other players. When I wanted to try something without JNSQ today (I have two gamedata folders, the one without JNSQ is exactly the same, just with the JNSQ folder deleted), I noticed that it worked again. And yes, without JNSQ the Precise Maneuver button shows up again, with JNSQ it's gone. Do any of the other players having problems with Precise Maneuver here use JNSQ? This seems very weird, why would two unrelated mods be incompatible with each other, and only in 1.12, since it worked previously? Or maybe they are somehow related? Idk, I know nothing about how KSP mods work.
  4. Same problem. VTOL building is a bit hard when this happens
  5. Thanks for reacting to my suggestion. Since I wasn't able to play KSP the last week I haven't tried it yet, but this looks awesome. Finally early game science Bases can work reliable.
  6. Well , in breaking ground you have specific science modules and solar panels that can be placed in an inventory and then deployed. But only specific modules, you can't just take some stock battery and place it there.
  7. What I am talking about are those deployed science bases from Breaking ground. Where you need Kerbals to set them up and store them in Containers.
  8. So as I set up a deployed science Base on minmus I realised, it actually doesnt do much science, because half of the time it has no power, since I haven't unlocked the RTG yet. So why are there no deployable Batteries? It should be like very other deployable module, maybe a small Tower with batterys attached to the sides of it or whatever. Would make early game Science bases way more productive. Edit: I am talking about the deployable Science Base mechanics from breaking Ground.
  9. Same Problem here. Veryfied game files, uninstalled and installed both expansions, doesn't work. Edit: It worked after I removed all my mods from CKAN and everythign in GameData except for Squad and Squad Expansion. First I deleted all Mods from CKAN, but even though CKAN and KSP said I had no mods, there still were things in the GameData folder aside from Squad and SquadExpansion, and after I deleted them it works now.
  10. I know, there once was a mod that lets you move freely, but it was in a very early and unpolished state and seems to be discontinued. Is there any other mod that has similar features?
  11. So I downloaded USI Kolonization a while ago, now I removed all the mods I don't use anymore (Had like 90 mods xD) , and I dont really use it anymore (It's a great mod anyways, it's just not my playstyle , also I dislike the hiring system, its practical, but make it able to toggle it) And then entered my science save. Went into the Astronaut complex, because it just was my guess that USI made this system. And there stood 10 Available (Owned) Kerbals (Just had 4) and there was 1 Kerbal available to hire. Something like "Line 1 Line 2" stood there. If I clicked "Hire" nothing happened. And the cost for hiring was 0,000,000. This happened on all saves. In the VAB I could add all the Kerbals. I hope someone can help me
  12. Great. Awesome mod! But it would be great if there was an extra mod for the making history parts.
  13. I just looked up CKAN, found a few new mods I wanted to try out and removed some old I didn't use, tried out the new mods and the Problem is gone. Thanks for the answer either way
  14. This is for 1.0.5 but works for 1.6. Great Job! Looks great.
  15. So I've got lag spikes every 5 seconds, but only in the editor. It's not this big of a problem, but annoying. Inflight I have no lag. I have got a good PC and this happens with every craftsize. It's gone after I removed some old mods.
  16. Is there any mod that adds windows? like parts that are only visual and have no use. I'm building a SpaceX Starship and I would need a mod like this, I just found no.
  17. Thanks for the fast answer. This seems much work, I will try the other thing with loading KSP to the menu and then quitting from the menu cause I have got many saves and many mod updates etc. Thanks either way
  18. So if I rightclick the Mk2 Landercan theres a window over the whole screen with only sliders with "Variant name" Then it vanishes and I can't right click other parts. Does anyone know if this is a bug of a mod or is this stock? I haven't tried it in flight now, gonna do that. Another small bug I have is, that if I go to sorting by diameter in the editor I can't change the category of the parts until I reenter the editor. If you know if this is a Mod bug please tell it then I will uninstall it.
  19. So if I go into the editor in the first mission, I can only use one part. The fin. Not one engine or command pod. I've got many Mods, but I dont think they can cause this
  20. Luckily i found out that game data switcher has for every game data own saves. So i used the ones from an other gamedata, everything was there, I only lost 1 ship. And my last real backup is about a month ago.
  21. It happens on every vessel. I will try to remove some mods like real pluzme to see if this is the cuase, thanks for the amnsers. And even if i dont find the mod, like you said, it only affects visuals. It happens on every vessel, if i start it with my modded install. And I wont go through every mod, i have like 108 or something like this.
  22. So, i used GameData switcher (I have used it before and everything worked!) to switch on stock, everything worked (I wanted to try something only stock) and then I switched back to my normal Gamedata with very many mods. When I open "resume saved" on EVERY Save there is written "save not compatible" (translated from german, dont know if it's like this in english). When i click on it and want to resume, there's a window saying "This save is not compatible with this version of KSP, do you really want to resume?", even no Update happened in the time i played stock, if i click OK in the top left corner it writes in red text "following save cannot be loaded: *save name*" Please help, right now it seems like my whole progress is lost. Btw, the scenarios can be played, but if im in it I can't click the buildings like Tracking station. Edit: The saves where all empty. There were no ships, nothing other than the folder "Ships". I then used the saves from an other gamedata, now i have my progress back (Not all, Like a few ships aren't there, because i used this gamedata a while ago, but at least i can use most of my saves without loss of progress) But i would like answers how to solve this, because some other people have this problem to and there was no solution to this, and because i could have the problem another time.
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