iGGnitE

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About iGGnitE

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  1. iGGnitE

    [1.5.1, 1.4.5, 1.3.1] RemoteTech v1.9.0 [2018-10-29]

    Hello, my flight computer is not executing nodes 50% of the burn time ahead of the maneuver node but exactly on the maneuver node (T- 0s), how can I change this so it does half the burn before and half the burn after? It suddenly works and I changed nothing, nvm I guess
  2. Will those features be backwards compatible with 1.6.1? Is the mod compatible with ScanSAT? @dxeh If you still need it... And all others encountering this problem This config file to match Rhode's Space Center with the location of Mission Control should fix things, just drag this into the RemoteTech folder in your GameData and replace Default_Settings.cfg
  3. For me, it only partially fixed the scatterer glitch on the horizon (which I assume you're talking about?) You can always download the fix and try it out, you can just remove it if it doesn't work.
  4. @Lisias What does your version of KJR do differently than the RO-guys' version that you feel the need to develop it in its own fork? Maybe if they aren't that different you could focus your time and energy into developing other mods like TweakScale and maybe you'll finally have some more time on your hands to actually play the game? Whatever you choose, just know that I and thousands of other players will always be grateful for the hard work you and other mod devs put into the mods, you guys make a good game into something absolutely phenomenal. Cheers!
  5. Nice! Works absolutely perfectly so far in ksp 1.6.1!
  6. It works, I just installed and tested it on a non-RO game. You can use it without RO.
  7. What´s up with @Lisias's version and that version being 'parallel'? How come nobody communicated so that only one version would need to be developed? https://github.com/KSP-RO/Kerbal-Joint-Reinforcement-Continued/releases
  8. the master file is not needed, only the other two
  9. This fixed the craft, quicksaving and reloading in and of itself fixed the craft as well as far as I can tell, this just shouldn't happen in the first place.
  10. Hello again, I decided to install mods all over again and came across a weird one. KJR is now working and my rockets are no longer wobbly. Now, I decided to create a spaceplane and land it, upon landing I crashed the plane but what's left of my plane is utterly mutilated. Time warp fixes the craft but when coming out of time warp it goes back to its messed up state. Here's my ksp.log
  11. Hello, I would like to make you guys aware of some exceptions scatterer is throwing, I can´t quite identify the problems in-game but I might as well share them. KSP 1.6.1 Here´s the log: KSP.log I hope it's of some use.
  12. Hey @Lisias, When do you reckon the KSPe.ddl will stop borking and KJR will be usable on 1.6.1?
  13. How would I go about setting the correct access rights?
  14. Hello, I came across this exception in my ksp log. I'm not sure what it means but decided you guys might want to know. [LOG 16:15:02.018] [ModuleManager] #### BEGIN MODULEMANAGER LOG #### [EXC 2019-04-22 16:13:26.295] System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleManager.ModListGenerator.GetAdditionalModsFromStaticMethods (IBasicLogger logger) [0x00000] in <filename unknown>:0 [LOG 2019-04-22 16:13:26.397] Checking Cache Here's the log: KSP.log Here's my mod list: Hope this is of some use.
  15. @Lisias Both of these mods are the latest release, does that mean that the next step is to swap MM4 for MM3? And what files besides ModuleManager.4.0.2.dll do I need to swap?