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boofzilla

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  1. I didn't realize KSP updated between play sessions, so I just hopped on and thought that I somehow accidentally installed the perfect combination to fix the UI problem. But I can also confirm 2.4.3.7 to be working on both a stripped down 1.8.1 with only TweakScale, and a build with god knows how many other mods. Even if it's working now, I still wanna say a huge thank you for how hard you've been working around the clock to try and get all this sorted, while juggling real life alongside it. Even just by scrolling through replies I know I could never develop something even a quarter as intricate as this. TweakScale has been a staple of my KSP playing since the first time I found it, and I'm glad that all these years later there's still hard work and enthusiasm being put into it
  2. I cannot explain to you how hyped I got when I opened Spacedock and saw this under updated. Thank you!! Time for a good old fashioned Mun landing!
  3. Out of curiosity, how likely is it that you might add Snacks capability for the life support screen?
  4. Hey! I'm loving this mod so far. So much so that the first thing I did was build an IVA only mun mission But I noticed one issue. The Issue In the Mk2 Lander Can, a majority of the top rows of buttons on the console monitors won't function. For the leftmost screen, only the Altitude, Target/DPAI, Nav 1/2, and MechJeb/Astrogator buttons will work. But for the MJ/AG button, I need to click on the lower half of the button, the whole one won't function. Outside of those 4, no other top row buttons will function. On the right side, not even those 4 will work. However, all of the bottom row buttons work, for both monitors. I haven't found this issue on any of the other stock command pods this changes, all of those work perfect. Even the Mk1 lander. The Troubleshooting I Tried At first I thought it might be a mod interaction, so I set up a KSP 1.7.3 instance on it's own with just DE_IVA, and the required mods. That unfortunately didn't fix anything, the buttons are still not working. After that, I noticed that double clicking the non-functioning buttons would activate the window camera zoom. So I went into the Spaces folder, edited the config for the Mk2 lander, and completely removed all of the window camera modules. This also unfortunately didn't fix it. Which is a shame, I thought this would definitely be the temporary fix lol System Info -Windows 10 Pro -Kerbal Space Program 1.7.3 I really appreciate all the work you've put into this mod. These IVAs are truly beautiful! (If there's any more info you need to know about my build/KSP, just let me know! I'm not very good at bug reports, and I'm sure I'm missing one or two details)
  5. I needed this so badly! Thank you! While trying to make landing barges, my primary issue has been having a barge that can drive off the runway into the ocean.
  6. Jeez, man! Do you ever sleep? Seriously though, thank you for keeping all the essentials alive!
  7. So I've got Omega's Stockalike Structures, and would like to completely remodel my KSC. Having the stock VAB with the new VAB from OSS looks fairly silly. Plus there are new Tracking Stations and RnD buildings I'd like to use. Plus, I'd really like to have my own KSC, rather than one that looks like regular KSC with stuff added around it. So basically, I need to know this. Can I use KK to add new clickable buildings, and have it redirect to the VAB, SPH, Tracking, etc? Can I use KK to delete stock buildings, or at least move them around? Can I use KK to change the default space center camera? Currently it'll change to the last launchpad I used, but I was hoping to have it moved to a better location based on the KSC additions.
  8. Hi, I have an update on my previous issue of Telemachus messing with my antenna ratings. I'm not sure which mod it is, but I have a mod that tells me the antenna class, so it'll say "Class 1 INTERNAL Antenna" in orange-red text right before the normal description. But when I install Telemachus, every single antenna's description then has "Class 1 RT Antenna", but I don't even have remotetech installed. When I then uninstall Telemachus, the antennas go back to normal. When the antennas have the RT message in the description, right clicking to see the modules the part has doesn't show the normal Antenna Rating section with the 10G/10M kind of rating. Any help would be appreciated. I love telemachus, but it's impossible to use and still have antennas work (for me at least). The only other communications mod I have installed is CommNet Constellations, are they compatible together?
  9. I (sort of?) fixed it. I updated Kopernicus, that didn't do anything either. But if it's another mod, it's very specific about what locks it up. I just deleted the .mu and .cfgs for the safe system and it loaded. I don't know that I ever used the SafeSystem anyway..
  10. Unfortunately, I tried both of those and they won't work. I used the latest version, and tried both of those solutions, and it still hangs there. Also, I don't know if its just because it didn't get further in the loading process, but no part database file regenerated after I deleted it.
  11. Hi! First off, I gotta say thanks for this mod! I've used it since I first found it, and just redownloaded it after a break from KSP. But my game seems to be hanging on load. On the second "half" of the loading, when it's going through all the parts, it stops on the SafeSystem entry for some reason. In terms of troubleshooting, so far I've tried switching from Module Manager 3.1.3 to 3.1.2 just for the heck of it, that didn't work. The weirdest part is, I can get it to work on a smaller GameData folder. I made a second KSP instance to test this, and downloaded some mods I usually use, and dropped KNES in there. I even tried to put mods I thought could possibly be causing the problem, like B9PartSwitch, Firespitter, the part-relevant mods I could think of. Surprisingly enough, it worked. But when I have it in the GameData folder for my normal KSP instance, it'll hang on load. I'm kind of inept when it comes to KSP mods, and logs and all that, so here's some (hopefully) relevant information. Version: KSP 1.5.1 (I tried the Knes for 1.5.1 and it does the same thing) MM Version: 3.1.3 (I've tried 3.1.2 also, no dice) OS: Windows 10 RAM: 16GB DDR4 (not sure if this is relevant, but hey better safe than sorry) Here is the KSP log from my save that wouldn't load: KSP.log (opens in dropbox, you can preview without downloading) (I'm really sorry if I'm only supposed to upload the last few lines of the log that actually threw the error, this whole bug reporting thing is fairly new to me) Now here are images of my GameData folders in case this is a conflict with another mod. This first one is the GameData folder that works with Knes, this is the troubleshooting GameData folder. This image is my normal KSP folder I play, the one that Knes won't load on. Here is the part of the loading screen it hangs on
  12. Sorry about that lack of detail O-O, I haven't really reported a bug before. I've just tried recreating the bug, but I can't seem to. I'm gonna chalk it up to user error considering it's very possible I'm just an idiot and couldn't figure it out on my career modset. As for the issue I was having, it was losing all communication. The antennas didn't even have a rating module in the part details. I deleted the folder and just restarted, so I don't have the list.
  13. Hi! Thanks for your work on this mod, it's been one of my favorites for a while. (I'm on 1.5.1) One issue though, whenever I use Telemachus alongside any kind of antenna, it breaks a majority of them. I made a modpack with just Telemachus, and it still broke stock antennas. Same when I use Bluedog or DMagic antennas. Sometimes one or two will work, if that. I made my account just to report this bug haha, I love the mod that much, that I wanna be able to use it again as quick as possible Thanks!
  14. Oops.. I thought that was the thread I posted in.. I'm on 1.5.1, and that's the version of Telemachus I used. I'll repost that reply with clarification in the right thread
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