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Tortoise

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Everything posted by Tortoise

  1. Update: I fixed this by going into my save file and updating his status to Crew. But now I can't satisfy the condition that checks if my location is at the KSC Runway. I'm literally on the runway and it won't update...*sigh*.
  2. I can't get passed the first mission, because I don't see how to add the "KAA Inspector" to my vessel. He doesn't appear in the astronaut complex or under available crew.
  3. Update: I browsed the forums and stumbled upon this revision, so I installed it and it seemed to work (1.12). Another update: Just realized, I think I originally downloaded the wrong file. I originally clicked on this link below and downloaded it from the main github repository page, when I should have actually scrolled further down and gotten it from this link:
  4. How did you solve this? The menu isn't coming up for me either. I just installed both FAR and B9 PWing.
  5. Same here...This bug only appeared after the first patch. This is one of the more annoying bugs for me right now lol.
  6. I have this same issue. For developers, if it helps, this is what happens in the log file when I open up my game for the first time and immediately try to save it: ...Then for any subsequent save attempt, this is produced:
  7. Thanks. I actually just saw someone say this in another thread too. Looks like it works!
  8. I have an issue where any rocket that I build, containing a stage that is powered by the RE-L10 "Poodle" engine that is attached to an equivalent-sized decoupler/separator will not decouple while in space. I've built multiple rockets under this same configuration and it's always the same result.
  9. On parts where you can right-click to "Control From Here", allow us to specify this option in the VAB and so that it is already set at launch.
  10. I think it'd be really nice to have a feature where I can specify the time-of-day I want to launch my rocket, and upon clicking "Launch", the game will auto-fastforward to that specific time. Therefore if I wan to launch at dawn, at dusk, mid-day or night, I won't have to worry about trying to time the "fast-forward" feature just right.
  11. I'm having this exact same issue right now!! Went down a rabbit-hole of tring to figure out this issue for the past couple hours...It definitely ruined my plans on ksp today :(. I have two log files from two times when this happened: https://pastebin.com/XtAf74gS and https://pastebin.com/ytGghh50 The game is super unplayable now due to this.
  12. Yes, MFT is no longer needed but still the "default". Check the changelog, support added for FSFuelSwitch, Interstellar, and ConfigurableContainers. Feel free to swap out MFT for whichever mod you prefer. Thanks for the info, I will look into this once I get the chance.
  13. Updated for v1.9/v1.10 v4 (11/08/2020) *Updated for 1.10.x* *Resolved conflicts that occur when multiple fuel mods are installed (FSFuelSwitch, Interstellar, ConfigurableContainers, etc). FW takes priority if possible* *Replaced ProceduralWings support for B9 ProceduralWings* *Added ability for maximum fuel value to scale up/down as procedural wing changes in size*
  14. I'm experiencing a sort of game-breaking bug with this mod, in 1.9 I use it because it's required with BD Armory. However, the bug occurs when I'm reverting a flight to launch, or flying in LKO nearby Kerbin. I have an external command module sitting on the grass right outside of KSC (it broke off of a rover that I was testing), and each time I revert my flight to launch, or fly near KSC, my vessel immediately switches from the one I was piloting, to the external command module. At the top of my screen, it says: "[PhysicsRangeExtender]Extending terrain: lifting vessels." Could you please fix this?
  15. Just a thought I've had for a while, I wanted to share with you guys...I think the name "Kerbal Space Program" should be slightly modified into "Kerbal Space Simulation", "Kerbal Space Simulation Program", something similar, so that a wider range of audience can understand what the game actually entails. I remember the last time I told a random person about KSP, they took one look at the name and the little green kerbals and immediately assumed it was just some dumb kiddie game. But KSP is obviously much much more than that, as it's meant to be a true simulation of orbital mechanics and atmospheric conditions (even if the planets are made up), etc. So I feel like KSP2 should be renamed to KSSP, KSS2, or something similar before the release. Just a thought. What do you guys think?
  16. I recommend this mod called FuelWings, if you like to make airplanes.
  17. @Papa_Joe@jrodriguez I've found the most bizzare work-around for my issue..And I think it's a bug with BDA, and not my installation. I'm on Linux, so that may be a factor. Upon going in and re-analyzing the log file myself, I noticed that BDA was looking in the wrong directory for some of the files it requires. Even though I dropped BDA and PhysicsRangeExtender in my normal GameData directory: /home/<username>/KSP_linux/GameData/BDArmory/ According to the logs, BDA was looking for it's files in: /home/<username>/GameData/BDArmory/ So in order to work-around my issue, I had to make a NEW GameData folder in my home directory (not KSP directory), and place a 2nd copy of my BDA folder in the new GameData folder. Once I did that, I was able to fire a missile and not have it dissapear when selecting the "Fire" option.
  18. Looking for a mod that can better simulate the actual startup of air-breathing engines. In real life, most airplane engines take a while to spool up and get going. And depending on the condition (weather, cart-start procedure, etc) you'll even see a cloud of smoke produced during it. So I'd love if there was a mod that could make the airplane engines start up much slower, replace the startup sounds, and even add the smoke effect depending on the condition.
  19. I should've mentioned that I tested this outside of the KRASH simulation (The vessel was built, and launched) and it made no difference. The bug still exists nonetheless, so it shouldn't have anything to do with KRASH. edit: I just realized I'm on KSP 1.4.1 and not 1.4.2 aswell
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