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Danger2007

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  • About me
    Mapping Specialist
  • Location
    Bristol, UK
  • Interests
    KSP!
  1. I'm not sure what's happened lol. I tried the above step and now the game says that it, and the unchanged back up copy are both now compatible?! Perhaps they released a super minor hotfix. Now my flags will stand up straight again, thank god! Many thanks for your help!
  2. Yeah I should have just copied the whole lot to a separate folder to draw a line in the sand. I love KSP, but I'm getting a bit bored of starting again over and over to experience the latest features. I'd rather wait for a year or something and get a large "final update". That said, I didn't expect the hotfix to break things quite this much. Last time it updated it would let me open my save and carry on. I think I'll wait for now and update my mods to see if that will fix it, or hope for a steam beta for the last version. I'm hoping with KSP 2 and all the delays that it'll be just one main release with all the features that just works lol . Perhaps that's just me being old school though! So there's nothing in the code of my save file that could be tweaked or deleted to try to fool the game? Potentially that makes things unstable, but I'll try it with a copy to see. Many thanks,
  3. Hello, Unfortunately I couldn't prevent Steam updating the game with the new update, and it is saying my save file is incompatible with the new version. I've got a few mods installed - most of Nertea's stockalike stuff, intestellar fuel switch, and kerbal engineer redux. I can't really see any of these being game breaking. Is there anything I can tweak in the save file to fool the game? Or is there something about this release that is too big to save my progress? It would be nice if they automatically put the last version up on Steam as a beta to roll back to, but that hasn't happened.... Thanks in advance,
  4. Hi, thanks for the responses! I tried them all at once, so I'm not exactly sure which worked, but I'm back in business! Thanks again.
  5. Hello, I'm in a bit of situation after the new update. I have several probes which have small lander probes attached to them. When I decouple the lander all control is lost, and its orbit speed it set to zero, with a time to AP of infinity. I can switch to the lander straight after I decouple, but if I go to the tracking station or something the name is either not listed or listed but I can't switch to it. I have a probe core on the lander, and when I switch to the craft it allows me to rename and things, but it doesn't respond to inputs. It has a full strength connection to the space centre. I have several craft all of the same design and they behave the same way - anything that's decoupled is bugged. They worked just fine before the update. From a coding perspective, it seems when I decouple the "new" craft that's created is bugged. I'm running a mildly modded install - It's most of Nertea's stockalike parts (which are great), kerbal engineer redux, kdex, and the MS3000 mini materials bay. As far as I know none of these are particularly heavy. All of these are uptodate I believe, I just went through and reinstalled the latest files this evening, and they were all marked as 1.5.1 (the other update/patch number?) [EDIT} I've just tried launching a new craft of the same type and the issue persists, making it potentially save breaking.... Any ideas what could be causing this?? Apologies if there is a thread somewhere else with similar issues. Thanks in advance!
  6. Ah, tricky! Well I wouldn't even know where to start, you're a braver man than I lol Keep up the good work.
  7. Any ideas on where this mod is at with the current build? Essentially I mean does it work? lol
  8. I was just going to back up all the parts before I start and if something goes wrong then I'll replace them. Or I take it it's not quite that simple? lol It's more to do with contract generation. If I move the parts around in the tech tree, will I break the contract system and end up with no way of earning money/science to advance through the tree?
  9. Hi Folks, I've been thinking about changing the tech tree so that probes feature more at the start, as apposed to crewed flight first. I've looked at a few mods, but I'm thinking it might just be more simple to just adjust somethings myself by editing the parts. My only concern is that this might break the contract system in career mode and I'll be stuck, credit-less! Does anyone have any experience with this? Thanks
  10. Hi guys! I've made a stock version of the Skylon! It's not a "bazillion tonne to orbit" type thing, but its quite a good late game money maker in career mode for satellite launches and rescuing kerbals. I made over 85% profit on my first test mission! The craft will carry just over 2 tonnes to a 100km orbit and return. Download: http://kerbal.curseforge.com/shareables/227384-stock-skylon
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