I-iz-Zed
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Everything posted by I-iz-Zed
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[1.12.x] State Funding Continued - MM added as dependency
I-iz-Zed replied to linuxgurugamer's topic in KSP1 Mod Releases
It seems that declining a contract from mission control counts as a failed contract. I had to learn this after losing all my funding to a -175 state confidence score . Is there any way I can disable this from happening? My current solution is editing the save to remove failed contracts, but I want to leave room for ACTUALLY failing contracts too. -
What's the name of the part swithcher module these parts use? I need to blacklist it in KRnD to keep the batteries working
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totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
I-iz-Zed replied to Andi K.'s topic in KSP1 Mod Releases
I've been getting a problem while sitting in the KSC scene where the game encounters some error with contract configurator. The error message in the console says it can't recognize the name "Proxima". I think it's some interplay between Tarsier telescopes, CC, and this mod log here: https://github.com/I-is-Zed/logs.git- 348 replies
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- planet pack
- kopernicus
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
I-iz-Zed replied to Thomas P.'s topic in KSP1 Mod Releases
Got a warning message "Kopernicus was not able to load the custom planetary system due to an exceptlon In the loading process. (...)" on 1.7.3 have these planet mods; Asclepius, Corelian, Exrasolar planets, Kronkus, Outer planets mod, Seven Worlds of Slippist, The Serene system logs are here https://github.com/I-is-Zed/logs.git -
[1.12.x] - Modular Kolonization System (MKS)
I-iz-Zed replied to RoverDude's topic in KSP1 Mod Releases
I think there may be a bug with one of the parts, the "Scout" landing module has the module for a ground construction workshop, but no crew capacity, so it can't be used. -
Facing a problem with a ground workshop not having any crew capacity. The part is called the "Scout" Landing Module, it has a workshop interface and can deploy kits, but is unable to perform construction because of no kerbals in the workshop. From what I've read, there need to be engineers in the workshop part you're working from to build, but this part has no capacity, so I'm feeling like something's up.
- 1,533 replies
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- ship construction
- launchpad
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[1.12.x] - Modular Kolonization System (MKS)
I-iz-Zed replied to RoverDude's topic in KSP1 Mod Releases
Playing on 1.9.1 here and can't find a compatible version on CKAN, but I saw some other posts here that would seem to suggest it's possible. Will it work at all if I try to install the latest on this KSP version? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
I-iz-Zed replied to IgorZ's topic in KSP1 Mod Releases
What I'm looking for specifically is a way of adding structure to ships in the field. I saw an old video of someone connecting struts using a KAS function and wanted to know if that feature still exists in some form. Do cables perform like this in the new versions? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
I-iz-Zed replied to IgorZ's topic in KSP1 Mod Releases
Thanks, got it solved. New problem, I can't seem to find the KAS strut connectors anywhere in 1.9.1. Do they exist in this version? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
I-iz-Zed replied to IgorZ's topic in KSP1 Mod Releases
I've been noticing that the range at which you can grab and place objects is pretty short (3m), is there any way to increase it? -
I've been noticing that the range that you can attach and place things is pretty short. Is there any way of increasing it? very sorry about this, I posted in the wrong mod's forum
- 3,985 replies
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- tweakscale
- plugin
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Facing a few fatal errors when I have Tweakscale installed. log is here https://github.com/I-is-Zed/logs/blob/master/KSP.log Help would be appreciated
- 3,985 replies
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- 1
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- tweakscale
- plugin
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