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HansAcker

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  1. HansAcker's post in How does AutoStrut work? was marked as the answer   
    Yes and it can be a problem. Rover wheels in particular like to bounce a lot when their autostruts snap to a new heaviest part.
     
  2. HansAcker's post in Can't enter/exit certain buildings, menu buttons don't work was marked as the answer   
    DirectoryNotFoundException: Could not find a part of the path "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\PDLauncher\GameData\KerbalKonstructs\MapDecalMaps\AllBlack.png". KSP looks for its files in the wrong directory. Did you try to bypass the launcher by setting the executable in Steam and not to a shortcut link?
     
     
     
  3. HansAcker's post in Spacecraft wants to spin for no apparent reason was marked as the answer   
    I had this happen when I inadvertently changed the trim controls. If it happens again, look for the trim indicators or try to reset them (Alt-X). [I totally forgot that trim indicators where a mod. Shouldhavebeenstock! ]
    Well, there was one time when I had a controller attached that fell behind the computer and gave odd random inputs. But those are all the usual causes I can think of.
  4. HansAcker's post in Chatterer not working was marked as the answer   
    This is one of the cases where a broken mod breaks other mods
    The "BDArmory Weapons Extension" mod doesn't work in this version of KSP anymore and apparently was superseded  by "Next Star Industries" (also available in CKAN, although that one only claims compatibility up to KSP 1.10). It's causing all sorts of errors, only one of them is that Chatterer doesn't load.
    Then there are some errors concerning "Firespitter". According to CKAN, it should be compatible but it looks like "Cormorant Aeronology 1.5.1" in your installation includes both another Firespitter DLL and an outdated version of ModuleManager. Bad form. That is very likely to break something. Its parts don't load either because of missing models.
    You also have several different versions of ModuleManager 4.x in your GameData directory plus another very old version in "ModuleManager-2.7.6". That is going to be trouble, too.
    Lots of missing textures, the BD Armory KSPedia files dont't seem to load and some more errors
    I'd say it's time to make a clean copy, use CKAN to use the mods that are available (and don't set the "compatible version" too low), then carefully add those that are not on CKAN.
  5. HansAcker's post in ModuleManager help needed. Can't figure out why simple patch doesn't work. was marked as the answer   
    The HAS part needs an @ to match the resource. Editing amount needs another @. And you'd probably want to increase maxAmount, too.
    @PART[*]:HAS[@RESOURCE[ElectricCharge]]:FINAL { @RESOURCE[ElectricCharge] { @amount *= 10 @maxAmount *= 10 } }  
  6. HansAcker's post in Save File Incompatible after update to 1.11.1 was marked as the answer   
    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"?
  7. HansAcker's post in Save File Incompatible after update to 1.11.1 was marked as the answer   
    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"?
  8. HansAcker's post in Help with B9 part switch. was marked as the answer   
    All those need to be put into the "Kerbal Space Program -> GameData" directory. It appears you unzipped the file within GameData itself, so KSP can't find the textures because the paths are all wrong.
  9. HansAcker's post in Symmetry and Angle snap was marked as the answer   
    Do you use the Editor Extensions (Redux) mod? I've seen it happen only when I had this installed and it does have a "Reset Mode & Snap keys" button in its toolbar menu, so it may be a known issue with it, too. I never figured why it happens and I never dared to ask or delve into the code I just need to press that button every once in a while.
    (I rarely play without EEX, though, so I don't have long-term experience with the stock behaviour)
  10. HansAcker's post in Mass for individual parts on a vessel in the VAB (preferably wet / dry) was marked as the answer   
    It's on the middle mouse button for me and is a feature of KER.
     
  11. HansAcker's post in [SOLVED] Weird Flickering on runway was marked as the answer   
    Does it look like the screenshots here: https://bugs.kerbalspaceprogram.com/issues/25992 ?
    If that is the case, the "Scatterer" mod is supposed to have implemented a workaround for it: https://bugs.kerbalspaceprogram.com/issues/24995
     
  12. HansAcker's post in Help, Don't know how to change Small Inline Reaction wheel position in the tech tree was marked as the answer   
    This would match a part with the name "ModuleReactionWheel". Did you mean @PART[sasModule]?
    This would additionally require that the part does not have an existing but empty "TechRequired" field. The small inline reaction wheel already has "TechRequired = flightControl", so that would match.
    This would add a duplicate "TechRequired" key to the part.
     
    I haven't tested this patch but I think it should work:
    @PART[sasModule]:FINAL { %TechRequired = stability }  
  13. HansAcker's post in Experimental Storage Unit is invisible and unclickable was marked as the answer   
    This is probably the same as reported here and in the ReStock thread:
     
    An update to Indicator Lights Community Extensions is required.
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