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Everything posted by Tacombel
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[1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
First remove the ckan version and then install the prerelease manually. -
[1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
You can open an issue on github. Best way to know is just to test it -
But, if it is, it should disappear as per my settings as all the discarded boosters do when I go back to KSC. Next time I will use the filters at the tracking center and see how they are classified.
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There is a small issue, that can be solved with correct procedures, but that is curious. If a remove a piece with EVA construction and drop it, it stays there, floating. I can kill it from the tracking center, but I can't kaboom it. Probably a KSP thing, because this parts are not considered debris even if they lack a control part.
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Working perfectly in KSP 1.12.1, with tens of other mods. I had never use kaboom. favoring instead MKS functionality, but this mod is great. Love the Safety Cover!!!
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Confirmed that I have the button. palmface
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Then I am missing that button. I just checked in flight and it is not there. Not that I ever needed it.
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I also don't have any button (and don't know if there should be one), but it appears as soon as I create a maneuver node.
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Meneuver Alarm Bug
Tacombel replied to Dominiquini's topic in KSP1 Technical Support (PC, unmodded installs)
Confirm. -
@zer0Kerbal Check if you have any copy of miniAVC.dll in your gamedata directory and delete it
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Stuck on "loading part upgrades 1.12
Tacombel replied to EmanonP's topic in KSP1 Technical Support (PC, modded installs)
Are you completely sure that you found all of them? Or could be the difference is ZerominiAVC. Install it if you haven't. I would try doing a copy of your current game directory and deleting all subdirectories in gamedata except Squad and Squadexpansión and see what happens. -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Tacombel replied to linuxgurugamer's topic in KSP1 Mod Releases
Is it really necessary to use first guess? I always launch with the default values and get pretty decent results. -
well,stuck on loading again.......
Tacombel replied to LYJ Kerman's topic in KSP1 Technical Support (PC, modded installs)
1.12.1? I think there is a patch to resolve some issues with the DLC -
I solved it removing all copies of miniAVC.dll from the gamedata folder. I had five.
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well,stuck on loading again.......
Tacombel replied to LYJ Kerman's topic in KSP1 Technical Support (PC, modded installs)
Try removing all copies of miniAVC.dll from the gamedata folder. -
Stuck on "loading part upgrades 1.12
Tacombel replied to EmanonP's topic in KSP1 Technical Support (PC, modded installs)
I also had this problem and with advice from another thread solved it. The problem is with miniAVC.dll. Removing all copies (I had five) of it from your gamedata folder allows KSP to load correctly. I have zerominiAVC installed. -
[1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
@Yuubari_ Other parts where you will want engineers are the ones that provide Konstruction Points for EVA konstruction. To activate the assist you need an engineer in it. -
[1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
I would suggest reading the wiki -
[1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
I don't quite understand what you mean. If the availability is 0 you can't extract anything from that biome, so if you need it you will have to bring it from somewhere else, yes. -
Read the sig in the post previous to yours. Where it says "Read this before asking for support"
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[1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
There will always be loopholes. You can even hyperedit a kontainer directly from KSC to Jool with all its mass intact. It is just up to you. I don't see the need to implement barriers to avoid people doing it. I think the case for USI-LS is somewhat different, because those are effects that will occur automatically to my kerbals, so it is good that I can define them. But in the case of TC all those situations are things that the players explicitly do. No need to have a config for the player to limit himself. Just my humble opinion.