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GJNelson

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Everything posted by GJNelson

  1. @_Zee Thanks for looking into updating this mod. I really like the concept of having probes before crew for launch vehicles. I use the "History of Spaceflight Pocket Edition" mod and it's starts out with the early unmanned space launches, so this mod really helps with using this mod. I've edited the Stayputnik probe to appear at start, along with a transition adapter for .625 to 1.25 diameters parts. Also, thank you to any who help get this caught up and updated to KSP v1.10.1 and the various mods.
  2. @theJesuit @Beetlecat Understandable. Thanks for the reply and info. Hoping everyone is surviving and doing well.
  3. I haven't seen an update for Kerbalism for a bit, has the mod ended development or just in pause mode for a break? I really love using this mod with KSP, but it's missing in action when using KSP v1.10. Perhaps I should revert to KSP v1.9.1 for now so as to be able to use Kerbalism? If an update is coming in the next few weeks, I'll just wait, but if more like months from now, reverting might be a good option. Any thoughts from others?
  4. Ok, yeah, wasn't thinking of KSP v1.10.0's release. I might just hold off starting a new game until next weekend and see how things settle out. Thanks for the quick response, and definitely thanks for this cool mod!
  5. Does ResearchBodies v1.11.0 work with KSP v1.9.1, or should I wait for it to be updated to be compatiable with KSP v1.9.1? I'm starting a new game in KSP and would like to use ResearchBodies in my new game.
  6. If someone could be so kind as to update this mod to KSP v1.9.1 and share via CKAN, that would be awesome! For now though, thanks @tinygrox for sharing your version. It works great in-game!
  7. No discredit to you. What you achieved was awesome. I used the Alcubierre Warp Drive mod to reach some of your planets in the past, but the amount of lag between KSP updating with new features and Kopernicus catching up has increased to the point that I have abandoned Kopernicus and by default any mods that need it as a dependency. So, like you mentioned, my next best hope of travelling "beyond" the Kerbal star system will be KSP2. Thank you for your efforts in creating "the World Beyond" mod and giving my Kerbals the opportunity to reach for the stars!
  8. I miss this mod. It seems to have died. The development thread has been dead since 2018. Blah.
  9. I really love using the Experiment Return Unit (ERU) as the control core when I first start in Career mode. It works great for the early unmanned missions of the "History of Space Flight" mod that require an unmanned spacecraft. You have to complete the unmanned missions to get to the later manned missions. The new awesome version of Restock/Restock+ put it back to the "Basis Science" tech node, so of course I created a quick little mod that moved it back to the "Start" tech node for my game. I would hate to wait through several manned flights to be able to complete the early space flight unmanned missions. Just wouldn't make sense. While I was at it, I also moved the Probodobodyne Stayputnik to the "Start" tech node too. Did you know that if you do that, it has only telemetry science data available from it and there are tech upgrades at the Engineering 101 tech node and a few other tech nodes for it? Not sure if that is due to my using the "Kerbalism" mod or unmodded KSP though. Of course I'll have to update my mini-mod when "Restock/Restock+" mod or KSP updates, but my mini-mod is so small, it'll be a breeze. @Nertea and fellow modders: Thanks you for your really awesome mods. KSP is enhanced so much by y'all's efforts!
  10. Actually, I like it in the "Start" tech node. I use it as the control core for my early unmanned launches at the start in career mode. If you could leave a copy in the "Start" tech node, perhaps with limited capabilities that can be expanded on through development and research, I would love it. Having an unmanned control core at the start makes the early historic unmanned launch vehicles possible in game without any other mod needed. The Science Container / Experiment Return Unit, is what I'm talking about. It's a part covered by Restock +. It is currently included in the "Start" tech node. It makes a great unmanned probe core for starting in career mode.
  11. Ok, thanks for the info. I thought that might be the case with "erase", but wanted to know for sure before "stepping off the edge". LoL
  12. What exactly is the difference between using the "delete" function or the "erase" function for backups? "Delete" seems to do what it says, delete the selected backup, but not sure exactly what erase is for?
  13. Good work, sir! Do you happen to know what new new version of Kerbalism to watch for is? If not, I'll just keep an eye out for it's next version after Kerbalism v3.5. Thanks for Bureaucracy mod, I really love it!
  14. Also, the below post by @Leatherneck6017 shares a link to a compatible version. He posted it back in October last year. Just a little FYI.
  15. Let me add my thanks to your awesome modding support. I owe you quite a few thanks for several of your supported mods that I love using.
  16. Yeah, my thoughts too. Not sure what's up. I thinned down the set of mods I use, dropping any that needed updating for KSP v1.8.1 compatibility, even if they seemed to work correctly. I've got a new KSP.log file that I'm going to upload to the mod's Github site. If there is anything you might think of that I can try, just ask. If not, I hope you are getting to enjoy the Thanksgiving holiday and this weekend. Thanks for supporting several really cool mods! KSP.log uploaded to Github
  17. Ok, I'm not using unBlur, so not that. Another thing I've noticed is if I try using Toolbar Controller to shift it to Blizzy's Toolbar, it's toolbar icon will only shift to Blizzy's Toolbar if I choose both Stock and Blizzy's in the Toolbar Controller menu. Is it perhaps something to do with Toolbar Controller? Also, in the KSP.log, it mentions NASA Countdown not finding "GravityTurn" twice. It's a mod only updated to v1.6.9 and I don't use it. I'll try loading the mod and see what happens, lol. I'll also upload my KSP.log file to the NASA Countdown Github site before I do that. KSP.log Update: Ok, I think it was simply looking to see if the GravityTurn mod was loaded, and make changes accordingly.
  18. @linuxgurugamer Several posts up, you mention the mod Unblur is a dependency. Is this still the case, it's still a dependency? I've noticed the NASA Countdown window disappear in-game, but the Countdown LED numbers still display on second and subsequent launches. My missing the mod Unblur, is this the reason? I've not noticed it was a dependency before. It's not listed as a dependency on CKAN or the first post of this forum?
  19. I much appreciate the info. I use Notepad++ and will edit the 3 config files to remove the FOR statements. I was hoping it wasn't causing problems, and didn't seem to. I greatly appreciate your efforts, LinuxGuruGamer, especially your support of mods that would not be available if not for your willingness to "adopt" them.
  20. I uninstalled the mod, then downloaded it via it's GitHub website. The zip file I get from the KerbalKrashSystem titled as KerbalKrashSystem_0.4.7_2019-04-26.zip contains these 3 CFG files... Configs/KerbalKrashSystem_Fuel_Leak.cfg ===> located in the folder ===> /GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Leak/Configs KerbalKrashSystem_Repair.cfg ===> located in the folder ===> /GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Repair/Configs KerbalKrashSystem_Science.cfg ===> located in the folder ===> /GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Science/Configs CKAN is being told to download this zip and install it. Is the wrong zip being posted? Because even my manually downloading this zip obtains the same zip file, containing these same 3 CFG files, that I gather should not be there? Uninstalling the mod and making sure it's folder in GameData is deleted, manually going to the GitHub website and downloading the install zip file, unzipping it, gets the same files for me, which causes KSP v1.8.1 to give me the "warnings" I've been getting. I'm really confused now and appreciate any help I can get. It's not causing and ingame crashes or problems, but I just thought I would report.
  21. Yeah, I've got several mods that are out of date, but that have simply not been updated and listed as KSP v1.8.1 compatible. Concerning the [WRN] listing, my understanding is it more than likely is not a problem, and hasn't been a problem for me, but I thought I'd mention in case it could help with the mod's support. I appreciate your taking time out to check into this for me. I regularly check mod forums that are outdated to look for updates CKAN might not be aware of, plus to see what other users like me are posting. I tend not to use KSP AVC override features, so as to not miss anything that might become a problem. I've continued to use Kerbal Krash System and haven't seen any adverse issues, other than these 3 warnings being mentioned by KSP AVC during game bootup. I love this mod and will be continuing to use it. Thanks for taking time out to insure I wasn't experiencing worse issues!
  22. I'm running KSP v1.8.1 with KerbalKrashSystem mod v0.4.7 installed, and during bootup of KSP, the KSP.log files gets the following 3 warnings listed in it... [WRN 08:41:42.020] 1 warning related to GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Leak/Configs/KerbalKrashSystem_Fuel_Leak.cfg [WRN 08:41:42.020] 1 warning related to GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Repair/Configs/KerbalKrashSystem_Repair.cfg [WRN 08:41:42.020] 1 warning related to GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Science/Configs/KerbalKrashSystem_Science.cfg I'll attach a copy of my KSP.log for you. KSP.log I've listed this as an issue on the mod's GitHub site. If you need any further help, just contact me here via GitHub. I've set it to email me. Thanks for creating an awesome mod! I absolutely love using it.
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