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About traisjames

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  1. Can't be too dead...they released an update just weeks ago.
  2. While in flight I made some changes to some parachutes, but it only changed one of the chutes. Both chutes were installed symmetrically. This isn't the first time, I have had trouble in the past...trying to adjust one item, and it sometimes not being synced with its clones.
  3. Sorry about that...I have been jumping between Vanilla and Modded versions with Rover Test F. I knew the others have mod parts...though I also had problems where I stripped Science Rover Mk I of all Modded parts but when I would load it in Vanilla KSP the "mediumstoragecontainer " threw a part not loaded issue, and would not show in the Debug parts list. Yes, my version matches what you have listed.
  4. Tug Probe Mk 1 is the one shown in the image. For the hinge issues I mention: Rover Test F is a vanilla rover. Science Rover Mk I and Mk II use mod parts.
  5. I have a similar problem with hinges not moving when they should. Autostruts turned off on all parts.
  6. Looks like this isn't the only issue. On a rover I am building, I am using the hinges to have it folded when on a ship and unfold when its ready to drive. If I have autostruts on, they won't unfold, and when all autostruts are off they will. It will also work if there is a pilot in the seat I added in the front. I also expect them to fall down when part way out and I disengage the motor, but it does not. Its weird though because if you set struts to root they only go up to the henge, so they shouldn't be stuck.
  7. I am early mid game (everything up to and including 160 science items unlocked) and I am finding while Squad related command systems (probes and command capsules) have increasing amounts of storage, those added in by mods still only have 512kb of storage. Will Kerbalism eventually support other command systems as far as reasonable data storage?
  8. Will I be able to use the parts ok if I remove the TacLifeSupport.dll file? I like using Kerblism, but also like the TAC parts.
  9. When debugging a possible mod issue, I want to remove all mods that don't have any parts being involved so I know what I can remove without breaking my ship. Maybe there is already one, but if not, could someone make a mod that lists all parts making a ship, and the mod that provides that part, and a file location.
  10. I dont know any mods that would interfere. I have infernal robotics installed but am not using any of it's parts or anything for this.
  11. Oh, that log file. I play on a mac so its player.log. Here is all lines upto and including SFS that mention noseConeAdapter.cfg. I uploaded the log file to 02082019
  12. Well I tried a few things a few different times and to no success. I posted a video of a test at I missed it initially but at 0:40, as things start moving, the extenders were suppose to travel to full extention. You can see in the PAW that, even though it's target is 4.8, its staying at 0, and no power is going to make it move. You can see the same going on in the included image. Litterally all I am doing is choosing one of three positions. Wish I could just make buttons that do that, not timelimes.
  13. Any way to figure that out besides removing 1/2 of mods and repete going back and forth until the solution is found?