JeffreyCor
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Everything posted by JeffreyCor
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
JeffreyCor replied to EnzoMeertens's topic in KSP1 Mod Releases
Not having the same results. Has flaws but very usable from everything I've tried. You are incorrect, this was gone over before. Damage always has been able to go over a listed 100%, that has been by design though counter intuitive.- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
JeffreyCor replied to EnzoMeertens's topic in KSP1 Mod Releases
I haven't had any problems with it. apart from a few specific cases of deformation being strange it seems to be working fine here.- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
JeffreyCor replied to EnzoMeertens's topic in KSP1 Mod Releases
That would be the problem. MM 3.0.1 throws an error for the incorrect syntax in the cfg. before it just ignored it internally without giving notice to users. That change in the files giving the error will have it all better and no errors on startup- 735 replies
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Big part of that can also be terminology. Asking for support and reporting a bug are not necessarily the same thing, yet it is appearing to be use synonymously there. Rewording of that or vocabulary to such effect could be useful. That said, have found a problem where experiments are giving full completion of research once any experiment has been done up to a point. Calibrations are also resetting all to the lowest in the batch. Recent try I added 3 new experiments to a research station previously set up with 3 different experiments. Also calibrated existing experiments. All were then started and 75% to 125% calibration. All are now showing 75% calibration and completed up to that point including the new ones never before run. Screenshot: https://www.dropbox.com/s/yr3xa080zh01ux0/screenshot6.png?dl=0 Log: https://www.dropbox.com/s/udtkx989jf99e6t/output_log.txt?dl=0
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I don't use MKS myself, but any items that must be changed for MKS have their configs in that mod. That would allow fuel containers to be up-gradable, while material containers that use changeable configurations won't be.
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
JeffreyCor replied to EnzoMeertens's topic in KSP1 Mod Releases
It sounds like you might have an old version of the files, unless I fixed mine and don't remember For KerbalKrashSystem_Other.cfg it should have @PART[*]:HAS[!MODULE[ModuleKerbalKrashSystem_Exclude],!MODULE[ModuleKerbalKrash*],!MODULE[ModuleWheel],~PhysicsSignificance[1]]:AFTER[KerbalKrashSystem]:NEEDS[KerbalKrashSystem_Other] Can you confirm this matches what you have in that file?- 735 replies
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TweakScale does not have to be applied to everything as it does by default. remove the patches that come with it and only mods that 'require' it will be effected. I always hated switching tank capacities so made dedicated takes so remove that nonsense. If you don't want to do that then tanks are changeable will not be able to be improved with this. It all depends on your preferences.
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
JeffreyCor replied to EnzoMeertens's topic in KSP1 Mod Releases
Not having any errors on startup so can't think of a solution. Also checked all cfg files i could find on the current download and don't see anything that could be causing this as they match what I have. Next time you start write down the file the errors are in that will give a place to start in figuring it out.- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
JeffreyCor replied to EnzoMeertens's topic in KSP1 Mod Releases
in the CFG files under GameData\KerbalKrashSystem\Configs- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
JeffreyCor replied to EnzoMeertens's topic in KSP1 Mod Releases
Using it in 1.3.1 already. If you're having a problem please post what problem you're experiencing with the log.- 735 replies
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[WIP] Kerbal Science Innovation [1.3.1]
JeffreyCor replied to Ourshinigami's topic in KSP1 Mod Development
Have noticed since the file structure changed from "GameData\KSI" to "GameData\Mythological-Space-Administration\KSI" the Gamma Burst no longer shows the graph but only gives a blank white window where it would normally be. I can't find anything in any configs that might relate to this, but did find in the same file the game is still looking to the old location. This persists even starting a new save.- 54 replies
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Regarding tech tree nodes, I noticed the Merlin Vacuum is unlocked at a higher tech level than the Falcon 9 first stage cluster. Since these are first and second stage of the same rocket, shouldn't these be unlocked at the same tech level?
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Little late to the party in finding this but also wanted to add my thinks to reviving this. That was always my favorite mod for making spaceplanes and very glad to see it back!
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This is looking really great! a possible very serious contender with Tundra. Wish it had support for TAC-LS an an option but all things in time I'm sure.
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Not sure if related at all to above problems, but noticed setting up on a new biome SEP data window shows all experiments to be 100% completed instantly. Had a report of only 1 experiment transmitting that I recall. This is also on KSP 1.3.1, MM 3.0.1, and SEP 2.4.
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[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
JeffreyCor replied to Li0n's topic in KSP1 Mod Development
Also works correctly for me as well showing up next to the button -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
JeffreyCor replied to Li0n's topic in KSP1 Mod Development
Since version 0.9.0 the in flight settings option menu doesn't show up after clicking the antenna helper icon any more. Rings show up fine but can't change what is being displayed. Everything else seems to work great. -
Found big problem as I also do not use VenStockRevamp and installing the current version caused all RealBatteries to disapear. Removing ":AFTER[VenStockRevamp]" resolves the issue.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JeffreyCor replied to Angelo Kerman's topic in KSP1 Mod Releases
I noticed this too. Version files show 1.16 is Wildblue and 1.17 under Gamedata.- 3,490 replies
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I love the mod! Best lighting mod there is I think. The power should be looked at though. Some are on the too bright side. As in I can illuminate Kerbin from orbit
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Kerbal Construction Time/StageRecovery Dev Thread
JeffreyCor replied to magico13's topic in KSP1 Mod Development
Will make note and test that today (as long as time allows) UPDATE: Checked and either it does work or my math sucks The amount actually received was more than the total amount listed on the SR windows for the parts recovered during launch. -
Kerbal Construction Time/StageRecovery Dev Thread
JeffreyCor replied to magico13's topic in KSP1 Mod Development
Good question, I have no idea really. It depends on how the value is obtained and if it is before or after strategy's are applied. As for if it can, the world waits to hear the answer from the mod master -
[1.6] Davon Throttle Control systems mod [v088]
JeffreyCor replied to PrivateFlip's topic in KSP1 Mod Releases
Have the same with K.R.X. Kerbal Rotor Expansion. While "outdated" it's a parts only mod that uses stock plugin. Everything works fine with them until activating DTC at which point the engines from this lock at whatever output previously generated. Deactivating does not restore function though reverting to before DTC was activated the engines work normal. -
Kerbal Construction Time/StageRecovery Dev Thread
JeffreyCor replied to magico13's topic in KSP1 Mod Development
I use ResearchBodies myself and never had this problem. Including a link for a full log is always better than a segment as portions that may not be identified as important can actually hold the key to what it really happening. A lesson I have learned long ago