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madindehead

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  1. Got a log for you to look at @Lisias Noticed that after welding 2 or 3 different craft together, when I try and use it again, I basically don't get the popup for the craft name when I click weld. It just sits there with the craft highlighted but I can't weld it. A restart of KSP fixes it. Log file is here: https://share.kopjet.com/app/open/BrX7VJLoDCf-GUn5RYQ9JB6-1T8TYv3sMt4-62A9MoHJuVo?view=1
  2. Not a problem. Yeah, some of the decisions do seem weird, but hey - are we surprised at this point? I'm not entirely sure what's going on with it. The website loads fine and apparently someone uploaded a craft that was extracted as recently as the middle of July using it. Right now it just seems to load forever, but doesn't actually do anything with my file. Link in case someone else has any joy: https://www.kerbaltek.com/craftkitchen I tried it with an old save file from around 1.7.3 - that worked fine. A newer persistent.sfs from 1.12.3 just seemed to time out.
  3. One thing I was wondering: Is it possible to save craft directly from the persistent.sfs file into a .CRAFT file? Is that something that could be done relatively easily using KML? I know that you can open .CRAFT files using it and the structure is there, but I wasn't able to work out how to take the craft from the save file and ensure it had the same structure needed for a .CRAFT file. KerbalTek had a Craft Extractor, but it doesn't seem to work anymore. I'm hoping KML can come through for me.
  4. So I can see that RemoteTech has a supported version for 1.12.1. I was wondering, has anyone run that version on 1.12.3? I don't think I'm super keen to go about recompiling the mod for 1.12.3 (I wouldn't really know where to even start), but I'm really keen to keep RemoteTech on a full 1.12.3 build. It makes a lot of sense, since it's the final release for KSP.
  5. Any chance of a re-upload on this @linuxgurugamer? Thanks.
  6. I did read something about this elsewhere - procedural textures (which is how decoupler shrouds like these work) are apparently quite complex to do cleanly. Unless you make a specific texture for each part (like the stock/ReStock ones) then it will never be as detailed. Can't remember where I read it, but it may have been in the Procedural Fairings thread.
  7. Thanks for the update. Still getting the orbit selection bug but I have narrowed it down - it seems to be an issue with the ALL option. If I go to the "Landed" tab, select "Planets", and then go into the "Orbit" tab I can select a planet to orbit around. "Moons" works the same. Going back to "All" breaks it again. As for mods that cause it to happen - still not a clue. I had Bon Voyage as causing a problem and now it's Tarsier Space Technology but running Tarsier Space Technology and KRASH together with nothing else is absolutely fine so there's some awful interaction somewhere. Not a damn clue where and I really can't be bothered to find it anymore.
  8. There is also an updated version with a fix made by taniwha which removes the bug. But yes...you need to open the hatches too
  9. I have a weird interaction between this mod and KRASH: https://forum.kerbalspaceprogram.com/index.php?/topic/133082-17-krash-kerbal-ramification-artificial-simulation-hub-simulation-mod-for-ksp-cost-settings-have-been-change/#comments When I have Tarsier and KRASH installed (plus some other mods) then I cannot use the orbit selection menu in KRASH - nothing shows at all. I've posted logs in the KRASH thread (look towards the end) - but no one seems to have a clue how to fix it! I realise that Tarsier is probably not the only issue here - something in KRASH clearly doesn't like a GUI implementation - but is there anyway to fix it from within Tarsier or maybe you know what is causing the bug so that it can fixed in KRASH? I did a whole test where I added mods and tested them together - and it seems to me like Tarsier and KRASH together are the problem (I did also have a problem with Bon Voyage, so again, is a GUI problem that kills KRASH?). Any help would be appreciated - KRASH is a very useful mod and I want to use Tarsier for the cool science parts!
  10. OK - Tarsier Space Tech is also causing me problems - this is insane! I want to use KRASH - it's great for testing craft (much easier than launching and then doing Hyperedit fixes for orbits etc) - but I want to use the parts from Tarsier Space Tech - why would they be interacting with each other and causing the orbit selection window to not work?
  11. I have made a copy of my current install and I'm trying to add KSPIE to it - however every time I launch KSP, I get a fatal B9PartSwitch error and it needs to close the game. My current mod list runs perfectly: https://pastebin.com/gnEZu3tr but adding the KSPIE mods causes the B9 Part Switch error. I have some log files which I will post soon (I need to dig them out from Google Drive). This is one of the error that pops up: In the KSPIE install I am using the latest TweakScale and Lisia's MM fork. Nothing else has changed. Using the latest KSPIE. Maybe there's some unholy interaction between my other mods?
  12. Astronaut ranks would be cool - but how would you implement it? Based on that Wikipedia link there's a difference in ranks between each of the missions
  13. Are you on the very latest KK version? A fix was released yesterday to fix a load order issue which was stopping buildings showing up.
  14. Has anyone tested this with any of the popular planet packs? GPP, OPM, GEP?
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