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Everything posted by HansAcker

  1. A picture of the stack in the VAB might help. From what I read, autostrutting across docking ports changed in 1.12. I don't know of a way to have transparent fairings, though.
  2. Isn't that already there? Open the waypoints window and you can set radius and speed at target. Here's an old example: Radius is set to 10m and speed (the first value) to 0. In your case, try setting radius to 0 and speed to something high enough.
  3. I'd add: 4. Give it a try and report if and what features are not working. The message at startup is not an error, just an informational warning. MechJeb appears to be working in 1.12 for me.
  4. The Kerbal Electric mod included a small sterling engine that turned heat into EC. It doesn't seem to have been updated in a while and I don't use it in recent versions but it certainly means that it's possible with a bit of code.
  5. This looks like aliasing to me. It's a common feature in images with thin lines. Did you try increasing the "Anti-Aliasing" option in the graphics settings?
  6. My launch tests all look good so far (build #1042). Oscillations sometimes occur if the rocket has structural instabilities and flexes between probe core and engine. (Auto-)struts usually help.
  7. Are you referring to the dev builds? There don't seem to be any code changes between #1038 and #1039. The first change appears in #1042, fixing the control point direction. https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/changes I haven't unlocked ascent guidance in my 2021 career save, yet. I'll check what happens to my rockets.
  8. It seems to be a feature gone wrong. Could be something like an uninitialized game option variable, maybe. I have started multiple fresh career saves on a 1.11.1 test installation and some of them had all SAS modes enabled and some didn't. The only workaround I know is to restrict yourself and ignore the additional modes with probes cores and pilots that shouldn't have them. https://bugs.kerbalspaceprogram.com/issues/27169 https://bugs.kerbalspaceprogram.com/issues/27162
  9. I have been copying saves over from 1.9.x to 1.10.x to 1.11.0 and 1.11.1 with no problems so far. Maybe it is indeed a mod incompatibility. You could try and update the "version" line in the .sfs to 1.11.1 and see if that changes anything. Does the message say anything more other than just "incompatible"?
  10. Look at the log file, it should give a hint as to why the parts didn't load (possibly a wrong DDS texture variant). Or upload the log to a sharing site and link to it here. Did you install it manually and the newest version including dependencies? It appears that you'd need additional mods for it to work: https://github.com/KSP-RO/SovietRockets/releases Here's where to find the log:
  11. Huh. At first I thought it was just a problem in sandbox but I can indeed reproduce it in a new career - but so far only if the Making History DLC is not installed (but maybe that's not related and just a random coincidence). The bugtracker already knows about it: https://bugs.kerbalspaceprogram.com/issues/27169 https://bugs.kerbalspaceprogram.com/issues/27162 Edit: yeah, seems to be a coincidence. It also happened once without the DLC. But not always. I don't have a solution for that, though. Maybe inspecting the .sfs file could give a clue. I won't be able to look deeper into it for a while.
  12. Indeed. In a new stock sandbox (no mods), the option "All SAS modes on all probes" appears to be ignored. It doesn't happen in a career save (the option is only available in sandbox): I haven't checked the bugtracker, yet. It didn't happen in 1.11.0. Not an important bug for me, tbh, just new.
  13. As for why it happened after adding mods that should not have any effect on craft lighting, I don't know (maybe the planet expansion adds configs?) Distant Object Enhancement darkens the Skybox but usually not the craft (see the Dynamic Sky Dimming option): I use Planet Shine, too, but don't use Scatterer. Maybe it does something similar that adds to the effect. The Planet Shine quality settings, however, do have a noticable effect on craft lightin:
  14. Work for me so far. The parts all show up, too. I don't use Community Tech Tree, though.
  15. That (RCS animation on the Mk1-3 pod) appears to be a bug in 1.11 that has been reported on this forum and elsewhere a couple of times. It often seems to be connected with the inability to save games and exceptions being thrown. It still hasn't occured in my games, though.
  16. Careful with that, though. Vessels that were already "in flight" will just be removed and their crew killed/missing. (The things Jeb does in the name of research... At least he proved that SPO.SmallLFO is a valid part in the current version of the mod on CKAN)
  17. From what I can tell, it's the offset between the target position and where your craft will intersect its obit. If you set it to 0.5, the maneuver will place your craft a half orbit apart, i.e. on the other side of the planet. Oh, and of course this question would be better placed in the MechJeb thread:
  18. As EnderKid said, it's not really a KAS issue. But while you're here, the option to use the crossfeed toggles in a career game requires unlocking the "Fuel Systems" node in the tech tree with science points (the same one that has the "External Fuel Duct". If that doesn't help, head over to the "Gameplay Questions and Tutorials" .
  19. It means that the parts from Stockish Project Orion were not loaded correctly. Can you provide a log file maybe (upload it somewhere or on pastebin, then copy the link to it here. The forum doesn't work well wih long logs in a post). SPO doesn't appear to have any dependencies, so maybe there was an error installing it? Did you use CKAN or install it manually ? The ZIP file from SpaceDock can't be directly unpacked into GameData. The files within "Orion-1.8.2/GameData/" need to be copied over to the KSP GameData directory. In any case, it is usually best to ask in the mod thread: In case you're wondering where to find the log file: It's the KSP.log in the KSP directory. More information is given here:
  20. If they all bunch up on one side of the planet while your lonely rover sits on the other side The patented optimal solution by John Draim uses 4 satellites that provide continuous coverage for every point on the (spherical, ignoring mountains) surface. If you can pull it off, a wise player once published orbital parameters for all the bodies in stock KSP: https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Ideal_Orbits_for_Communication_Satellites#4-Satellite_constellation
  21. Which files do you mean? It adds a libmpg123-0.dll (a mp3 player) to the Unity Mono directories (KSP_(x64_)Data/Mono) and adds three new directories to the KSP root (Licenses, Music, Playlists). I don't see it overwriting any game files.
  22. TL;DR: Your install has some serious problems. It actually loaded and worked until recently, you say? That is amazing in itself First, you should remove all the old versions of ModuleManager and install the current version 4.1.4. Those are going to cause some problems. ModuleManager.2.8.0 v2.8.0.0 ModuleManager.2.8.1 v2.8.1.0 ModuleManager v3.1.2.0 ModuleManager v4.0.2.0 ModuleManager v4.0.3.0 There are also multiple versions of MiniAVC which can cause strange problems, too. Remove them or install ZeroMiniAVC. Another odd thing is that you have a "GameData" directory within your GameData directory. That is a hint that some mod was not installed correctly. Errors loading statics from KerbinSide. Textures in OSSNTR not found. The name suggests "statics", so together with the Kerbinside problems, your KSC will be seriously messed up for sure. Some problems with TundraSpaceCenter, too, but those might even be harmless in comparison. Textures in OldFARFairings not found (you'd need to adjust the part configs when renaming directories). Exceptions loading several mods. That could be a result of the old ModuleManagers or MiniAVC, though. Likewise FASA not initializing correctly. And that's where the preview from Google Drive ends...
  23. It's a new-ish feature of CommNet Constellation (since v1.5.4). When you enable the additional groundstations, you still start out with just the KSC and need to spend funds to build/upgrade the others. As a bonus, you can now build a groundstation on the far side of the Mun or even define custom stations in the .cfg:
  24. I installed it via CKAN in 1.11. From the few tests I've done so far, it appears to work as expected. Staging events are recognized and the "jump to..." buttons work, too. Do you have any specific problems with it? (One spot o' bother is that it needs to be properly re-armed after using its "Revert to launch" button)
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