jmbailey2000
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KSP2 Release Notes
Posts posted by jmbailey2000
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14 hours ago, kerballs said:
I found it on CKAN Tuesday, 16-Jan-24 02:22:21 UTC.
Downloading because more engines = more fun
Same here. Found it yesterday. I'm so glad parts are starting to show up for KSP2. Loved all the engines, tanks, etc. for KSP1!!!
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FYI.....CKAN still isn't seeing this.
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I installed this last night and it causes KSP2 to hang when trying to load any of my save games. Anyone else see this? Have latest of everything (loaders, mods, etc.).
If I remove it, KSP2 works fine again.
Thanks!
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Is there any way to turn off the Workspace auto saving in the VAB? I don't need 50 copies of the same craft. It is a nightmare to deal with because it is impossible to find the last craft edited. Maybe if the sort worked for something other then name, wouldn't be a big deal, but honestly, I don't need auto saving of my craft.
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On 12/29/2023 at 4:12 PM, munix said:
Really, anywhere you can upload files, you could use something like Dropbox, Google Drive, anything
We'll give this a shot.......link to the logs for the issue. For whatever reason, haven't experienced it since these logs were grabbed.
https://www.dropbox.com/scl/fo/dk6omv69aw9sja3bm2xfn/h?rlkey=pidz7dg9oio03fqrzwajpvsg9&dl=0
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4 hours ago, munix said:
Modded KSP2 has two different log locations, the Ksp2.log file in the main folder that you mentioned (this mostly contains logs by the game itself, including most errors) and BepInEx/LogOutput.log (this contains logs specifically made by mods). Usually we need to see both.
Got it. Forgive my ignorance, been years since I had to do this.....where/how do I send the Zip file of the logs?
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4 hours ago, munix said:
Definitely share the logs the next time you encounter it, it might help with figuring out how to fix the issue.
I assume you mean the KSP log in the main KSP folder, correct?
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1 hour ago, munix said:
That's ok, at least it's working now
Well, it did. I started a new game and was able to drop a capsule on the launch pad. Great it worked. Built out the lander I wanted to mess with and back to hanging when going to the pad. Even tried the original test parts that started working and even that causes the transfer to the pad to hang. I think I have an idea what it might be. It might be something to do with the anchor that lets you pick up the entire craft and move it in the VAB. I replaced the copula capsule with another capsule and when I did, I can now load the craft on the pad. I swapped the capsule back to the original copula, but it still worked, but the anchor isn't associated with copula like it was before. If it happens again, I at least have something to check more so then previously. More to come.
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On 12/27/2023 at 4:30 AM, Safarte said:
I haven't heard about this issue until now, does this happen with all life-support parts or only the greenhouse & composter?
Well, scrap that. no clue why, but it is now working. I may have wiped out all mods and re-did them, so maybe something was hosed up there. Sorry about that.
On 12/27/2023 at 4:41 AM, munix said:I am unable to reproduce this, do you have the latest versions of all dependencies (SpaceWarp, Patch Manager, Community Resources)?
Well, scrap that. no clue why, but it is now working. I may have wiped out all mods and re-did them, so maybe something was hosed up there. Sorry about that.
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On 12/23/2023 at 10:53 AM, pmoffitt said:
Yeah, I can't get Landing to work. Just doesn't do anything. Lift and Nodes work. Trying to remember how to manually land on the Mun...
Same here. I have so many hours in KSP, that I lived and died by MechJeb. Picked up KSP2 because the new update. Still seriously flawed but better then the original release. Saw K2-D2 and looked like a decent replacement for MJJ to get me started again. Only thing I can't get to work is landing. It seems to do the descent okay, but never brakes and slams in to the surface to become one with the everlasting duct of the Mun!!
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II added this on an existing save, and didn't seem to have any issues. However, if I build a new rocket in the VAB with life support and the greenhouse and composter, when you go to launch, KSP2 just freezes and never comes back or gets to the launch pad. It doesn't seem to be any particular part, just anything with life support.
KLSS is the latest version as is KSP2.
Have you ever heard of this?
Thanks and life support has always been #2 on my mods list with KSP only beat out by MechJeb!!
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Is it just me or is the stock inventory system pretty much junk? It can't hold a candle to KIS. Maybe it is because I can't find anything on how the new stock system works, but no default jetpack, not able to carry anything, weird logic of how it works (maybe because I can't figure out how it actually works), etc. What a pain. At this point, I'd prefer a way to turn off the stock system and use KIS exclusively.
Just my 1.9983654877648746367 cent rant for the holidays!!!
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First, AWESOME mods!!! Love KIS, KAS, etc.
Second.....I can get any part to be stackable (StackableItemOverride) within the Inventory except KAS parts (i.e. JS1, pylons, etc.). Is this a known issue or maybe cannot be done any more under the latest version?
Thanks!
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On 12/22/2018 at 10:43 PM, little square dot said:
I do my welding manually using EditPad and a calculator, so this isn't exactly a mod-related question, but I figured this would be the best place to inquire about welding issues in general.
Does anyone know of a workaround, or whether a workaround is even possible, for the new ModulePartVariants-related texturing issues? All of my painstakingly created welds using the new-ish Rockomax fuel tank textures are flashing like crazy unless I use ModulePartVariants to restrict myself to one texture per variant, whereas I used to be able to assign the textures to individual models without issue. This is quite aggravating, as I've spent countless hours manually welding detailed, approximately to-scale versions of all the major launch systems, comprised of hundreds of highly-manipulated stock models and textured through an exhaustive degree of trial and error, but now I seem to be left with the choice of having either monochromatic or perpetually z-fighting launch vehicles, as there aren't any viable alternatives to the Rockomax tank textures.
Cheers.I've had the same issue due to the textures. However, I have started using the deprecated Fuel Tanks Plus tanks since they don't have textures associated with them and have several tanks with color. They resize with Tweakscale, so I get some of the splash of color I desire. I have tried it yet, but there are a couple of other mods that have a bunch of tanks in different colors. As long as they don't have the texture switching, should work too.
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I've used the docking in ports in every version 1.2, 1.3, 1.4, 1.5 and now 1.6 with no issues. I even tweaked them (and all docking pocking ports) to accept all sizes and be re-sizable via Tweakscale. They really are one of my favorite parts of all time in all of KSP.
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Question.....I've been having issues with several craft loading and found out the part missing is the inlineCmdPod. I see the textures and stuff for it in the Parts folder, but the CFG file itself is missing. Is this due to the pod still being revamped or was it just accidentally left out of the build. I ask because the latest version seems to have a PPD-1 pod, but it is an upright vertical pod vs. the flatter PPD-1 from older versions.
Just wondering if I wait for a new version or have to go and manual tweak craft files to try and recover them.
Thanks!
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21 hours ago, IgorZ said:
I'd discourage you from mangling with the categories. Instead, replace the tags in question. CCK won't show the category if there is no tags matching for it.
Hmmm....I agree and that was the original path I tried to go down, but couldn't get the tags replaced. Is it a "delete all the tags" first type scenario? None of the MM methods I've messed with seem to do that.
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Question.......
Adding categories is pretty straight forward. As part of that process, I'd like to delete a category created by CCK, but I'm not having much luck. Is it possible to delete a CCK created category and replace it with a different category?
Tried the simple things like with !, but it seems to delete the first category in the CCK config file I have just created. Curious if it is actually possible.
Thanks!
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1 hour ago, blowfish said:
Correct, it's a KSP limitation. KSP excludes everything after the first space from the node name*, so MM has no access to it.
Figured. Greatly appreciated!!!
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Just a quick question I cannot find specified through all my searches......
It appears you can have spaces throughout a MM patch, just NOT in the PART line? I was trying some simple patches and couldn't get them to work, but eventually tried it without spaces and it worked. The spaces/tabs were to make it a little more readable and shorten the overall length of the file.
Didn't work:
@PART[SIL02375mRGB] :FINAL :NEEDS[CommunityCategoryKit] { %tags = cck-lights }
Worked:
@PART[SIL02375mRGB] :FINAL:NEEDS[CommunityCategoryKit] { %tags = cck-lights }Was just curious.
Thanks!
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3 hours ago, IgorZ said:
You can change the section from MM as it is. Like this.
Man, I was really close.
Got it working.
THANKS!!!!
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Question:
Is there a way to put the StackableItemOverride section outside the settings file and then override the settings file with the info with MM? I've tried but doesn't seem to work (probably because I can only do really simple stuff in MM, but I'm learning). Just trying to find a way to keep my list of stackable items from being overwritten each time I upgrade KIS.
Thanks!
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44 minutes ago, Daniel Prates said:
@JPLRepo I am experiencing an issue, I just wanted to ask you first if this is a thing I have to take up to the planetary base mod guys.
So i decided to make a new, fresh install and update all my mods. And all the sudden with no aparent reason, TAC and Planetary Base do not dialogue well anymore.
In the loading screen, I get the following message:
- module manager, xxx patches applied, found 3 errors
- 3 errors related to game data/plantetarybasenic/ModSupport/Configs/LifeSupport/KPBS-MM-TAC-LS.cfg
TAC is working fine by its own. But when I install planetary base, the resources do not appear to be registering or being consumed.
I sure will bring that up in their thread, but I thought you might be interested so I am laying this here first!
I'm having similar problems but with multiple mods. It took me a couple of days to figure it out because I generally start KSP running then go to a different program or walk away while it is loading and I was missing the errors on screen. I kept finding parts I used all the time had missing features and for the life of me couldn't figure it out.
I found it is something with the new Module Manager (3.x). I reverted back to 2.8.1 and all is right with the world. I'm guessing something changed in MM and other mods haven't caught up yet or there is a bug in the new MM breaking other mods.
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7 hours ago, Space Kadet said:
i use the supernova alot, and it dose need alot of cooling, but you seem to be having more of an issue than you should, whats your other mods?
Because of the issues, I stripped down and install to only Wild Blue mods, and a few ancillary like MechJeb, MM, Alternate Resource Panel, etc. No other mods really included.
Rendez-vous help?
in KSP2 Discussion
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Not sure it could explain things any better!! Simple is always best!!!! Great job!!!