jmbailey2000
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Everything posted by jmbailey2000
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
jmbailey2000 replied to DMagic's topic in KSP1 Mod Releases
DMagic, just a heads up with 1.1 when you get to updating........there is a feature in stock that lets you see the internals of ships via a cutaway. Just to the left of the Kerbal picture, is a button to active Interior Overlay. The Portrait Stats mod disables this button at the present time. -
I mean everything in the Kerbal's inventory screen disappears, not just the tool they are currently equipped with. I don't have this issue when testing the Pathfinder mod, just MKS Lite.
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Rover, Haven't seen anything about it here and as I'm just now trying MKS Lite, not sure if it was a previous issue. I have a Kerbal with several items in their inventory. I have them enter the Hab module. Then have them EVA and all their inventory is gone and doesn't seem to exist anywhere in the structure. Is it being transitioned somewhere or has the Great Krakken gotten hungry for a snack? Thanks!
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[1.1.2] Phoenix Industries MAV-Like Ascent Vehicle (v.2.1)
jmbailey2000 replied to -ctn-'s topic in KSP1 Mod Releases
FYI......the Ascent module seems pretty picky about accepting engines. The stock engines attached fine as do the ones from the Cyro Engine mod. However, the SpaceY engines won't attach. The symmetry also seems to be slightly off. Having trouble getting landing legs to line up properly, but still working on it. And out of curiosity, is there a decoupler for the bottom of the Ascent module or what is the thought for attaching it to the top of a rocket? Great mod so far!!! -
I'm curious why anyone would be upset about the timelines? Has Squad ever failed to provide? Haven't they constantly moved the product forward? They have a long enough history for me that, yes, I can't wait for 1.1, but I'd much rather have it ready, then full of bugs with tons of hot fixes after the fact. Considering 1.1 is a MAJOR overhaul of everything, I'm willing to wait until they are comfortable with a release. Yes, I would love to have it, and test it and play it, but I have faith it will come and can wait.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
jmbailey2000 replied to KospY's topic in KSP1 Mod Releases
Hmmmm......kind of understand, but I can't seem to correlate that with what I'm seeing in the Settings.cfg file for KIS and I can't find any other files that "tweak" parts like the ladder. Any thoughts on where to look? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
jmbailey2000 replied to KospY's topic in KSP1 Mod Releases
I've been tearing my hair out and haven't been able to find anything about this. Can anyone explain how/why some parts placed in inventory can only take up one slot and you can increment the count of parts in that slot (i.e. ground pylon and the Pegasus ladder) yet other parts require a separate slot in inventory for each one placed (i.e. drill, RTG, etc.)? Is there a way to use MM to allow certain parts (like the ladder which is stock) only require one slot but have its quantity incremented? Thanks! -
[1.12.x] USI Core (Reactors and Kontainers)
jmbailey2000 replied to RoverDude's topic in KSP1 Mod Releases
Roverdude.......I'm assuming since I just updated USI Core and it blew up my save of multiple ships in flight, I'm assuming the name change I have found with the Kontainers is the issue? Just want to confirm before I go through and tweak the save/craft files....it appears the names of the parts went from C3.Kontainer.KIS.03 to C3_Kontainer_KIS_03. Is this the only change that occurred in the latest version that broke the save/craft files? I couldn't find anything else so I suspect this is it. Thanks! Update: Well, now I'm not sure what is happening. It doesn't appear the USI Core is being loaded by KSP. Did you by chance restrict the loading to 32bit only? I happen to be running 64bit Win KSP. -
Something apparently has gone haywire with Cryogenic Engines. Had a problem and uninstalled in through CKAN. Went to reinstall and now it won't install CE. It wants to install Kerbal Atomics instead, and that fails saying it can't download the file. Any thoughts? Thanks! Appears Kerbalstuff.com is down.........guess I'll wait. Can't play until CE gets reinstalled.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
jmbailey2000 replied to NecroBones's topic in KSP1 Mod Releases
Worked great!!! Thanks! -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
jmbailey2000 replied to NecroBones's topic in KSP1 Mod Releases
Necro, Quick question......for some reason I have a bunch of ships that that won't load because they require SYengine5mF5 part. Yet, I cannot find that part in your pack anymore. I know this part existed when I transitioned to 1.02 because I loaded every ship and re-saved it in 1.02 to make sure they would work. I just don't know when/where the part went and was wondering if you maybe point me to where I can find this part? Greatly appreciated! -
Been wanting to play around with adding new courses (because by the way, besides MechJeb, this is the most incredible mod!!!). So, is there a limit to the number of waypoints? Following your example, should be pretty self explanatory but are there any special "gotchas" we should be aware of? Thanks!
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
I have never needed a run time type of weld because I build weldments that are planned to be reused for ships (engine boosters fuel modules, landers, tugs, especially orbital fuel stations, etc.). However, what I have found is that I perform the weld, exit to the main map with the buildings and then use Alt-F11 to bring up Module Manager which lets me reload the database so I can go right back to VAB and the new part is now available. Speeds up the process instead of existing all the way out of KSP and back in. Rarely do I have to exit to Windows. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
There is no need for struts since welding is creating a single piece, so you should remove all struts before performing the weld. -
I updated KSP to 1.0.5 this past weekend and now find the Universal Docking ports are no longer universal. They only mate with their like size parts. Thought it was something I did, but even stations in orbit that are multi-sized no longer work if I undock them and try and re-dock. Didn't see anything about this being an issue so curious if anyone has seen this and if there are any suggestions. Thanks! Update: Well, new ships work fine docking with other new ships. so, it looks like the issueis purely related to the all the existing ships and bases I have throughout the Kerbal system. Now the question (of which I really hope there is a simple answer)......how do I get all the existing deployed docking ports to work properly in 1.0.5? Is there something that can be done with MM or do I have to try and edit the save file (is that even possible)? I would hate to lose all the bases and stations I have deployed. Thanks!
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First time in a long while I've had a mod blow up CKAN this bad. Tried to update RasterPropMonitor and got this error: ************** Exception Text ************** System.UnauthorizedAccessException: Access to the path 'K:\Kerbal Space Program.104_org\GameData\JSI' is denied. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileSystemEnumerableIterator`1.CommonInit() at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost) at System.IO.Directory.EnumerateFileSystemEntries(String path) at CKAN.ModuleInstaller.Uninstall(String modName) at CKAN.ModuleInstaller.AddRemove(IEnumerable`1 add, IEnumerable`1 remove) at CKAN.ModuleInstaller.Upgrade(IEnumerable`1 modules, IDownloader netAsyncDownloader) at CKAN.Main.WasSuccessful(Action action) at CKAN.Main.InstallMods(Object sender, DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument) Did a "continue" but no luck. CKAN went out to lunch. Couldn't get to settings or anything on the menu. Tried it again and had to use "Quit" to exist out of CKAN. Tried running CKAN and did a Refresh and also got an error about RPM. Tried clearing cache. Tried deleting RPM directly, still no go because CKAN still thinks it is installed. Tried updating RPM manually, but CKAN can't refresh without an error so it won't recognize the manual install. Any thoughts? Thanks!
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[1.0.5]-[1.4.4] BZ-1 Radial Attachment Point
jmbailey2000 replied to Joonatan1998's topic in KSP1 Mod Releases
THANK YOU!!!! Although truly silly that someone had to create this part.....again. I'll never understand why the smaller attachment points were removed from 1.0 Totally strange. So, thanks again for recreating this part!!!! -
GPOSpeedFuelPump [KSP V1.0.2]
jmbailey2000 replied to Geordiepigeonowner's topic in KSP1 Mod Releases
Am going to try and look through stuff tonight, but just found that the Cryogenic Engine mod negates and causes GPO Fuel Pump to NOT be installed on tanks. Anybody run across this yet? Thanks! -
[1.0.5 - 1.4] Colorful Fuel Lines, 0.3.3 (2018-03-12) :)
jmbailey2000 replied to NecroBones's topic in KSP1 Mod Releases
Don't know what the issue was, but had to uninstall and reinstall a couple of times. Now works fine. Weird but at least it is working and just totally awesome!!! Thanks!- 37 replies
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[1.0.5 - 1.4] Colorful Fuel Lines, 0.3.3 (2018-03-12) :)
jmbailey2000 replied to NecroBones's topic in KSP1 Mod Releases
Ok. Scratch that. I see it is now tweakable but don't see how to change it. Nothing in right click menu and have FS Core and MM latest versions installed. Hmmmm....where would I find these in the VAB? They aren't showing up anywhere. I assume under Tanks, but checked all tabs and can't find them. Thanks!- 37 replies
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
Using May 27, 2015 Version 2.1.2 -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
jmbailey2000 replied to NecroBones's topic in KSP1 Mod Releases
Oooooooooohhhhhhhhhhhhh.......can't wait to see if this now let's me use FT+ in welding!!!! Can't wait to get home!!!! -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
I have numerous systems welded with lights and they work fine. In fact my large fuel station has 18+ welded in to it and works just fine. Now, as a precaution, I cannot remember if I welded it under .90 or 1.x. Lately, I've been doing my welding under a clean install copy of 1.04 with NO mods installed other then the parts mods that I need for the weld. I would suggest maybe trying under .90 if you can. I'll also try and weld something up tonight under 1.04 with lights and see what happens. But as everyone else says, YMMV. - - - Updated - - - In 1.x (didn't seem to do this under .90), I can weld multiple docking ports (at least the Universal Docking Ports for the mod) to a part, BUT, they all act as one docking port. Also, I have recently found that I can weld a single docking port, however, I usually cannot access the "decouple or undock" feature of the port. I always have to use the opposing docking port to get them to release/decouple. Otherwise, the docking port works just fine. This is ONLY with the Universal Docking Ports, I have not tried any of this with stock ports. - - - Updated - - - Also, an FYI for everyone..... I have found that pretty much all of the straight tanks in Fuel Tanks Plus mod do NOT work for welding. They cause all kinds of strange issues. However, the dome tanks and nose cones with fuel do work. From what I can tell, I believe the straight tanks use an automatic shroud if you attached a smaller unit to the tank so if you leave the end blank, the shroud closes and seals off the end of the tank during the weld. I've fought this quite a bit because I use a lot of FT+ tanks and have found if I use stock or Spacey or MRS tanks, everything is fine for the weld. I've also found the FuelSwitch mod locks to the size of one of the tanks. Weld 10 tanks that each hold 2800 fuel and after completing the weld, the total fuel volume is 2800, not 28,000. If I take the mod out and re-weld, fuel quantity comes out correct. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
Never used multiple engines with fairings and never had an issue with any engine welded in .90, Really strange. I did discover last night that you definately don't want to weld a LVN to a tank or heatsink. It actually causes the heat to increase much higher then without the heatsink. Oh well, I'm good with creating the pods and adding the engine after the weld. Keep up the great work!!!