

TackleMcClean
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Everything posted by TackleMcClean
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Currently I plan to buy the game. From what we've seen so far I would definitely not boycott the game, especially out of respect for the developers. All these worry-posts without solid ground only serve to derail the developers, and I sincerely hope they find the peace and quiet they need to focus on their jobs.
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What are those? All those station parts?
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Maybe a stupid question.. but I've been scanning Duna with Scansat looking for biomes, and it only seems to be 4 different ones. Low, mid and highlands + ice caps. In vanilla it has like 14 different. Is Duna simplified or am I just blind?
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (January 22, 2022)
TackleMcClean replied to Nertea's topic in Add-on Releases
Thanks, solved it over there -
Rational Resources 1.42 [Dec 25, 2022]
TackleMcClean replied to JadeOfMaar's topic in Add-on Releases
Hi there, I'm trying to troubleshoot an issue I have after updating RR to latest version. I had to update to make Kerbal Atomics work, but I'm getting this error even without Kerbal Atomics: Installed mods: Ah never mind, solved it. I should not have TankswitchExtras.cfg installed. Removing it fixed it for me.- 784 replies
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (January 22, 2022)
TackleMcClean replied to Nertea's topic in Add-on Releases
I did indeed have an older version of RR. Updating that, and installing kerbal atomics again, renders me this message upon game launch: ' Do I have wrong version of partswitcher, or lacking some extras from kerbal atomics? Tricky stuff Also, relevant log section, I think: -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (January 22, 2022)
TackleMcClean replied to Nertea's topic in Add-on Releases
I installed this and started having following problems: - NERV engine calculated dv wrong, sort of saying it had 1000ms delta v left while in reality it only accounted for 400ms. - NERV engine now has three engines in one (?), you can choose which one to activate. Not sure if intended or not. - My ksp.log got super hammered with error message: [EXC 22:23:09.671] NullReferenceException: Object reference not set to an instance of an object MultiModeEngine.get_normalizedOutput () ModuleAlternator.FixedUpdate () [EXC 22:23:09.689] NullReferenceException: Object reference not set to an instance of an object MultiModeEngine.get_isOperational () FXModuleThrottleEffects.FixedUpdate () Not using any of the extra patches. I removed the kerbalatomics mod from gamedata and it worked fine again. Not sure if I'm doing something wrong, maybe a collision with some other mod? Dump of my gamedata folder structure: -
Has there been any official word on multi-core cpu support for the new engine? I've tried to extrapolate the status from different interviews etc but it seems to be somewhere between a no and no comment.
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Kerbal Space Program 2 ...This is the Dream
TackleMcClean replied to The Yellow Dart's topic in KSP Fan Works
Space Theory, not Space Engine. Otherwise pretty spot on. 10/10. -
This mod is amazing, and I really feel it should've been a stock feature.
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ksp2 KSP2 Roundtable and PAX Recap - Ask Das Anything LIVE
TackleMcClean replied to DasValdez's topic in KSP 2 Discussion
Hello where are you from I'm from Sweden. Also - do you happen to know if there's anything like "launch profiles" for automatic delivery of vessels/parts? I know about orbital vab, but what the hey, might as well ask -
[1.12.x] HabTech2 | Stockalike ISS Parts! | 0.2.6
TackleMcClean replied to benjee10's topic in Add-on Releases
I'm running a 1.7.3 install, trying to get this mod started. I'm getting a B9PartSwitch Serious Warning upon game launch. Error message: Latest B9 and latest v of this mod. Any tips? -
never constrained by money? The only time in career games when I've had total financial freedom was after going to Eeloo and bringing back several hundred tons of karborundum back to Kerbin. 1.6 billion funds secured and I didn't have to worry about the cost of torch, karborundum or orion drives anymore. But before that - very much so!
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I'd rather pay $200 for KSP2 and it being as awesome as its current potential, than paying less and not having it so. That's with my mere 6-700 hours of KSP playtime.
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
TackleMcClean replied to Waz's topic in Add-on Releases
Hi there, can anyone point me in the right direction troubleshooting a dull looking Jool? Image example: https://imgur.com/a/iwlqud5 So basically, I've got the same setup as Matt Lowne, and I was hoping to see a similar result like the one in his YouTube video. Using: EVE, Scatterer, SVE, SVT (Modlist in same image album, KSP 1.7.0) My Jool is dull! Clouds barely visible. Matt's one look super beautiful! Green, lucious, inviting! You'd want to go there, even! Is this a scatterer issue? Something else? I'll gladly try anything to test it out! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
TackleMcClean replied to Ven's topic in Add-on Development
Question from a noob perspective. I've been playing with the 1.2.2 version for my KSP 1.5.1. Just updated to 1.7.0, and I'm looking at adding Restock mod. Though there's conflicting parts then, expected. Is there a way to keep my fuel tanks in use from VSR, but mainly use Restock? -
[1.12.x] - Modular Kolonization System (MKS)
TackleMcClean replied to RoverDude's topic in Add-on Releases
Are you running multiple drill "heads" /sorters/filters (can't remember the name) on your drills at the same time? I know you're not supposed to do that at least. -
[1.12.x] - Modular Kolonization System (MKS)
TackleMcClean replied to RoverDude's topic in Add-on Releases
No idea if it's related, but yeah it sounds very similar. It's just needlessly turned off without reason. -
[1.12.x] - Modular Kolonization System (MKS)
TackleMcClean replied to RoverDude's topic in Add-on Releases
Do you have enough input products and output storage to sustain the agriculture function for 6 hours? When you leave simulation and come back, it "fast forwards" from last point you were visiting it to the new timestamp, in 6 hour chunks at a time. -
[1.12.x] - Modular Kolonization System (MKS)
TackleMcClean replied to RoverDude's topic in Add-on Releases
Anyone else here that suffered from Duna recyclers turning off when leaving/entering ship physics emulation? I stopped playing couple of months ago hoping I can solve this eventually to allow for my big expedition to go underway. Any hints at all would be welcome. The problem is that recyclers that are turned on, automatically turn off when I come back to the ship. End result = kerbals without food/supplies. I have more than enough power, and enough space for any recycling material etc. -
[1.12.x] - Modular Kolonization System (MKS)
TackleMcClean replied to RoverDude's topic in Add-on Releases
@RoverDude Do you have any idea if there's something else I could try to make the recyclers not turn themselves off when leaving vessel focus? Using latest constellation here, on 1.5.1. -
[1.12.x] - Modular Kolonization System (MKS)
TackleMcClean replied to RoverDude's topic in Add-on Releases
As others have mentioned it already is compatible. You might get some messages about incompatibility but it still works. I know there's at least one bug I'm waiting for a fix for (or hoping that it's related rather, it's not a confirmed bug) - recyclers resetting themselves when returning focus to a vessel. Not sure if there are any other issues currently, but I'd say as for 1.6.1 compatibility, it's very playable already today. Just do it™ - download and play! -
[1.12.x] - Modular Kolonization System (MKS)
TackleMcClean replied to RoverDude's topic in Add-on Releases
I've used the patch mentioned above and from what I can tell it works.