Jump to content

TanoPrime

Members
  • Posts

    71
  • Joined

  • Last visited

Everything posted by TanoPrime

  1. Stock you can only set action groups while in the VAB/SPH, no? Or did I miss some in-flight menu? As to why I needed the mod - I docked two complex craft who had action groups, and when I undocked them both of them lost some of their action groups. I wanted to add them again. I uninstalled the mod, it makes all my craft action groups unusable at the moment. The mod itself works ok otherwise.
  2. Oh no.. I installed a mod due to having forgotten an action group for a vessel, and now all the action groups on all my tens of vessels are broken - they activate and deactivate at the same time.
  3. Right Alt + T brought up the GUI, and was able to start the mod. Will test it in a few hours. Thank you!
  4. The Trajectories mod config window only appears for a fraction of a second when a new scene is loaded. The mod's icon is also missing from the toolbar. Any easy fix? Is there an action key that can bring the Trajectories config window into view? Logs available on request.
  5. Having a flickering in the atmo of Kerbin, I got it down to some sort of interaction between Scatterer and Parallax (it goes away if I uninstall either one). Visible here. What could be causing the issue, and can it be fixed without having to give up one of the mods?
  6. I understand what you mean, and agree with you - with most games I don't bother, but stuff like KSP I get emotionally involved with, and tend to deal badly with some game-breaking bug preventing me from progressing in a save. It's easier to stay on a known release until all the bugs were ironed out from the bleeding edge (and all mods were updated). Will now probably try to get as far as possible with my current savegame, then start a new one in a few months with 1.11 or whatever version it will be up to then.
  7. I tend to stay 1-2 versions behind the bleeding edge in any game that I invest a lot of time in. For KSP specifically, I'm not sure that all the mods I use that I find indispensable have been updated to 1.11 yet.
  8. @IgorZ- That was the problem, I installed KIS v1.26 and now the inventory window opens.. What's the latest version made for KSP 1.10? Would 1.27 work too?
  9. @IgorZ- Tested, deleted everything except Community Category Kit, KIS, Module Manager, and Squad. Problem still persists, with same details as before - options are there, parts are there, sound plays when opening an inventory, but then nothing opens. Player.log shows the same problems as the one with all those other mods - particularly the errors connected to "EVAConstructionModeController". Log is here: https://www.dropbox.com/s/3sj9gqyi5rd390l/KIS-only Player.log?dl=0
  10. @IgorZ - originally asked in the KAS thread: There's not much I can screenshot or video, but will put a video anyway here alongside all the logs I can find: https://www.dropbox.com/sh/1v73s4j0ndwco5k/AABZ5Ryaz1rJODJOXSbvNkbha?dl=0 Text description of the issue: I press the "open inventory" option for any container part, crewed part, or crew, I can hear the sound of a drawer being opened, and nothing opens. However at least in VAB once the drawer sound plays, the "drag object to inventory" UI becomes available (tiny preview of the part being dragged is visible next to the mouse pointer), there's just nothing to draw the object to. If I press the "open inventory" option again, I get the sound of a drawer being closed, and trying to drag parts around doesn't show the part preview UI. This is reproducible both in VAB and in flight.
  11. Thank you, though I already downgraded to a pre-new parts version: luckily the mod was updated for compatibility with 1.8.0 savegames right before adding them. I'll live with the old mod until my next playthrough.
  12. @IgorZ- I'm sorry, I confused the mods - the problem is with KIS, not KAS. Reposting on the KIS thread.
  13. I saw that the old parts are still in the folder, I wish I knew how to config the mod to use only those and ignore the new parts, their addition was unexpected and unwelcome when upgrading the game. Am unable to dedicate sufficient brainpower to learning how to use the new parts at the moment, am trying to get myself back into the game after being too ill to use it for two years, and any excessive complication just makes it that much harder to play.
  14. Something happened with KAS, I still get the "open inventory" sounds, and when it's supposed to be open the part-dragging UI appears, but the actual inventory is missing.. It doesn't seem hidden under any other menu in VAB, I have no idea what is happening.
  15. I'm definitely interested, and saved the .cfg file manually. Have started a savegame in a 1.7.3 build, and yesterday updated everything to work with 1.10.1, to discover that SCANsat became a monstrosity in the intervening years - instead of the straightforward parts I was working with before all the features I needed are now spread over multiple parts, and I have to send engineering missions to upgrade my SCANset ships. Found the change very confusing, and considering downgrading to avoid the unnecessary headaches. Do you know what was the last version to use the simple 3 parts of SCANsat?
  16. I came here to post that I have the same problem. While looking up what I need to post to ask support (logs, etc) I discovered that I missed installing a dependency (wasn't needed by x_Science before @linuxgurugamer took over the mod). I installed SpaceTuxLibrary and now x_Science works. You seem to have it installed though.
  17. Northernmost lake near the ocean has a tiny Water biome which extends over the ice shelf. It provides all the "Landed at Water" science experiments.
  18. Fresh install of KSP 1.7.3, installed mods manually following listed dependencies. TAC Fuel Balancer doesn't appear in either the Stock or Blizzy toolbar. Made sure that the TAC and dependencies versions (TAC 2.21.4.1, ToolbarController 0.1.8.1, ClickThroughBlocker 0.1.7.2) are correct, not sure what else to do to make it work..
  19. Been through a series of installs and reinstalls with multiple KSP versions, now downgraded to 1.6.1 to work with most of my mods. Somewhere along the line, something happened with QuickHide - it now spawns a new set (with new id) of entries for installed mods every time there's a scene change, requiring manual update of the hide settings every time one switches from VAB to Flight and vice-versa. Has anyone else encountered this? QuickHide Config.txt content: [moderator snip]
  20. Thank you for figuring it out, will try that if I go back to 1.8 at any point (downgraded to 1.6.1, most of my favourite mods are broken in 1.8 and even the stock version cleanly installed crashes at random moments). ckan had no mods openly listed as compatible with 1.8. Was also not asking for sympathy or support, only knowledge sharing if someone had encountered the issue. Post can be closed now.
  21. On PC, using mods but none for staging, and none which would have had this auto-hiding effect in any previous KSP version. To be fair I haven't booted stock 1.8, used ckan to install some of the mods that had been modified to work with 1.7.9.
  22. How do I stop the staging UI from auto-hiding in flight mode? Can't find any setting, and it's extra work to move the mouse to unhide it every time I want to see what comes next in a complex multi-stage launch. Haven''t played in about a year and there seem to have been some changes to how the game works.
  23. I do, yes please, that would be awesome to have, for multiple reasons: - for the same reason why KSP has cheats, testing some features require repeated reproduction of specific conditions. For example, there's little more sapping from the fun of the game than when I have to do an atmospheric launch every time I'm trying to test how a large space station, or an interplanetary craft, is balanced, or which way the docking ports are facing, and so on, especially if I'm intentionally in Sandbox mode to test a design. The "cheat to orbit" option has helped me reduce a lot of frustration, as did the having mechjeb for boring repetitive missions, since I test my designs in sandbox repeatedly in a lot of detail before using them with financial consequences in Career mode (as this would be in a realtime scenario, a lot of person-hours would be spent modeling fail scenarios to a six-sigma level of certainty); - realism, a meatspace mission in interplanetary space would have automation capable of handling nearly everything, and heavily automated UI and HUD elements, to amplify, assist, and manage human cognitive abilities and limitations. This is done already to a great extent today in realworld applications. A pilot receives training to navigate without instruments in case the plane's battery dies (along with a lot of other fail scenarios), but that doesn't mean the pilot has to always navigate without assistive instruments. Even though I know which landscape markers to follow to find the airfield I took off from, I still appreciate that the second plane model I trained on had GPS installed, after many times leaving for training flights to the same permitted flyzone - the nearby international airport clogged all the airspace in the area, the surroundings got really monotonous after a while; - accessibility: I've learned to play Kerbal while managing PTSD, and not being very functional (able to focus or intake complex information). KSP had stock tools, and extra mods, that allowed me assistance in learning the parts of the game that I wasn't too intellectually deficient to understand, and during a long process of a year or more learning enough about the basics of the game, practical orbital mechanics, mass distribution, and all the other primary and ancillary skills necessary to fully enjoy the game. I made my game progressively more and more difficult, took on greater and greater challenges, because I had the ability to have it easy at the beginning when I couldn't handle more; - kinda connected to the above point, I'm interested in playing or creating a roleplaying mod if there isn't one. I would like the idea of being able to take the mechanics of KSP for a spin into a larger universe, where it would be possible for someone to be an AI assisted wanderer, or an engineering minded in-system or inter-system professional. Technically even in science fiction movies the pilots making things look too easy were conceivably trained in how to do stuff completely without automation, or had the option of picking it up with a lot of automation.
  24. I understand, and it's why I use KSPIE instead of other warp modes (along with all the extra functionality it brings). What I meant is that the way I am able to manually guesstimate kinda what orbit I'll get out at based on ship heading, warp speed, time spent in warp, and starting orbital coordinates (including speed), and come out to around the apoapsis+periapsis that I expected, the calculation could conceivably be automated by KSPIE. I do not understand the math, or the coding necessary, just having the intuitive feeling that the sequence of moves I make could be automated into a realtime display of potential exit orbits - doesn't even need to be exact, jumping to another star and circularizing gives you leeway of at least a few billion kilometers without hitting the star or other large objects.
×
×
  • Create New...