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About Cornholio

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  1. This helped with KCT as well as other addons I was having trouble with. Thanks a lot!
  2. Hello. I'm having an issue with this mod and am hoping someone could help me out. I have put hundreds of hours into this game (all heavily modded) and consider KCT to be a crucial mod to peak game-play. On a fresh KSP 1.9.1 install with no other mods installed, I have KCT installed as well ass MagiCore 1.8.0- When I start a new game, I don't see the KCT gui. I am only able to click on the research facility. Other facilities highlight when I hover over but do nothing when I click. When inside the research facility, I am unable to leave it. I have linked my KSP.log file here. Thank you for the time.
  3. Hello. It's been a long time since I've posted here, haven't played since 1.4 at least. I used to be HUGE into KSP, put in hundreds and hundreds of hours into heavily modded career saves, going to most places in the KSP system. I recently got the itch to play after being suggested some KSP videos on YouTube... I only play this game modded and did a review of when the last patch was with respect to where my "bare minimum" mods are currently. I decided that 1.9 was not ready as a few mods were not yet updated and decided to backdate to 1.8.1. I meticulously downloaded 1.8 mods very specifically from spacedock and GitHub. There are one or two mods that had not been updated past 1.4 or something but they are tiny parts mods that do not require dlls. After careful extraction and setup in GameData, when I load KSP, I successfully get to the loading screen without any null reference errors. Everything seems good to go except for one thing: When I click on "Start Game" or any of the other options, nothing happens. The text on those options does change color as it recognizes that the mouse is hovered over but will not take me to another menu or screen. None of the options work. They do not cause the application to crash, though, either. As I had done in the past, to pinpoint particular troublesome mods, I will remove subsets of mods until the game will run. I thought I had it pinned down to CTTP. After eliminating CTTP, the game loaded and I was able to select the menu options successfully. To confirm, I closed the application and rebooted as-is and this time was unable to select the menu. This didn't make much sense. I continued troubleshooting with various mods installed and removed and could not pin down an exact pattern for why I'm able to click Start Game or unable to do so. The only thing I can conclude is that I 100% CAN click it with zero mods installed. I sort of remember in the past having an issue like this and the solution had to do with ending some sort of background process that was related to NVIDIA streaming services. I tried doing that but it did not change my results. Maybe I missed one? I have uploaded my Player.log file here. Thank you to anyone that takes the time to look or comment.
  4. I should have mentioned that I did. I tried a different download for MagiCore, though, and was able to get it to work. Thank you for your help.
  5. Hello. I have played literally thousands of hours of KSP, mostly with KCT. I haven't played in a versin or two but do want to with 1.7. I'm having issue using KCT as seen in the screenshot below. Please let me know if there's something I can fix or anything more that you need. Thank you so much. EDIT: I also want to mention that the log and screenshot were both with only KCT as as the sole installed mod.
  6. It's been a while since I've played KSP (I think 1.2.0 was my last go). Before my break, I put in hundreds of hours into this game. There are a few mods to which I can no longer remember the names and was hoping that someone could help me out. One mod contains multiple science parts: Time experiment, sound experiment, and others. Another mod was a soviet space station mod that had massive solar arrays. Much appreciated to anyone that can help me out.
  7. Is there a mod that would allow me to instantly transmit data? I'm using a heavily modded save with remotetech and some mod MPL that provide higher data/science capacity. I have so much science (19.3k) that I want to transmit, but it takes soo long and will get partially to 100% and then it ceases without ever completing unless I were to retry and manage to send successfully. I see no reason to maintain the transmit science data over time based on quantity of science and would prefer to do so instantly. Any suggestions? Thanks a lot!
  8. Here's another screenshot from the same career. My first science rover to Richell finally arrived and landed safely. As you can see from the rings, I am near the equator. I am probably going to go on a trip southeast to take a dip in the ocean.
  9. I have a large assortment of mods. If I followed correctly (definitely suspect) the option for Kerbals to 'Disassemble' and recycle items leads back to MKS, correct? Hopefully I'm posting this in the correct thread. If I send a Kerbal on EVA and click the disassemble option, the part explodes and gives me text about the quantity of MaterialKits that I could have saved, but could not because I did not have storage. This is probably an easy answer, but how do I retain these MaterialKits? Thank you anyone for your help.
  10. It has been for me in 1.2.1 (I haven't upgraded to 1.2.2 yet so can't say that far.)
  11. I haven't landed on anything (yet) but I adore this system. This is my probe establishing orbit around Iber for the first time in my heavily modded career.
  12. Meh, much expected. I'm not sure why people think that something substantial will be announced in this day and age of KSP with this dev group. There are good guys in there, definitely, but the product is basically finished and pretty well polished and a good backbone for anyone willing to mod it.
  13. Is there any cfg change that I can make to ensure that landing legs turn out like #2 instead of #1? Also, is there any functional detriment (less friction or something) to #1 vs #2?