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Posts posted by Hamster
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Worked like a charm. Thank you!
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I have a ship going for Minmus - and the scientist got missing from the ship.
She is NOT on the missing kerbal tab, and I have no idea, when did she gone missing. I checked my previous saves - unforgettably she is not there.
I did not noticed that she is gone, since it was controlled remotely - but it's not like I forgot to add she to the ship, as she has restored the material science module 2x in the past.
Anyone knows how can I hack a different kerbal back to the ship?
I already added: crew = Sandock Kerman - to the mk1pod in the ship, I changed the status of the kerbal to Assigned. Still something is missing. Any idea?
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It's out. Downloading now.
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Yep.. happened me as well, now I see that F10 should solve the issue, I will try next time.
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Excellent. I'm getting back into KSP, and of course the day I do so, it updates so all my favorite mods are suddenly broken.
Yeah.. Usually I still play one more week with the older build till all my used mods are updated then I switch to the new build. But my list is almost complete. Only two missing.
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Each vessel stores the date that it was launched, which is used to compute the Mission Elapsed Time. Anything that was launched before you accepted the contract will not satisfy the contract. After you accept the contract, you have to launch a new vessel that meets the requirements.
Thanks, I figured out, it's the 10th field in the contract values field (contract accept time). Now I could fix the issue.
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Great mod, however I have small issue. Mission is to put a station around the mun, which has Antenna, Power, and Dockingport.
I have such a station up there, but the contract is not accepting it. First I thought that the "hasPowerGenerator" not accepting the DeployableSolarPanel, but as I see in the source code, that is a valid module.
Any idea why it does not work?
How is this part work? "Please note that this must be a new station built for the agency after the contract is accepted.";
Could not yet figure out from the source.
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Personally I think this video is way to dark. I think more part should have been recorded during day cycle.
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I think I made the ultimate solution, from now on KSP.exe / KSP_x64.exe is on the blocked list on my firewall.
Sorry Squad / modders, no more statistics for you.
As the community can not agree on this, Squad should step in and force Majiir to close this project. There are to many international laws which are not allowing this kind of data collection, especially in the EU.
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"Harmful" "infringing" and "wage a modding war" are some strong statements if you want to have a civil discussion. Some have argued that your mod is harmful, as it damages the modder/player relationship. I've seen many requests to get away from the, what some consider to be suboptimal, opt-out system currently in use. Due to those responses, I felt that the disabler mod was the only way to resolve the issue without relying on the mod itself to respect a config file option.
I have no desire to "improve" third-party opt-out data collection, as I don't believe that any data should be collected from uninformed users, without their explicit consent, nor should any such data be retained without robust data protection and detailed privacy and retention plans. Commercial organizations and even large governments have trouble with data which is naively "anonymized" or appears to be "innocuous," it's something that should never be taken lightly.
I have to completely agree with this. And it's a shame that a Mod have closed that thread and removed the download link to that disabler plugin.
I currently do not see any other way, as to delete all ModStatistics dll from any mod what I download.
The opt out feature have a basic problem, without starting the game there is NO CONFIG file, where you could disable it.
And that means during the first start it will most likely send the statistics anyway.
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Wednesday, Mark my words.
yeah... I have the same feeling
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Why not launch without fuel in the rocket and then refuel it in orbit?
Good idea. Add a docking port, launch it without fuel, and refuel it in a second mission.
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Does anyone else have a bug where the orbits in map view "shake" when changing the camera angle.
Also, starting a new game will cause the game to get stuck in the menu. Loading games is fine though.
Thoughts?
I have that, but that's in both 32 and 64 bit system. So generic "bug" - could be that it's related to Mechjeb.
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Awesome resource there Timbo. That will be very useful, I think.
@Hamster - the Sun is there. It's at the top of the list with its unofficial name, Kerbol.
Then maybe change the name to something like:
Kerbol/Sun
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It's missing the Sun.
Fur sure you can have (high orbit);
Gravity scan - 91,52 sci
Material study - 55 sci
Mystery Goo - 33 sci
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One side comment, I have noticed that the UnityEngine.dll is slightly different between the 32 / 64 bit. They have the same length but on byte level they are different.
So I would suggest to replace that dll as well.
Unity\Editor\Data\PlaybackEngines\windows64standaloneplayer\Managed\UnityEngine.dll <--- This
Kerbal Space Program\KSP_Data\Managed\UnityEngine.dll <--- to here
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2x8 sticks.
I would say, just buy 2x4gb. It's way cheaper then the 2x8gb. Speed difference is minimal.
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Any suggestion for high memory usage mods?
I'm still at 3.1gb.. need mooarrr mods.
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Basic program is working. Now I need some extra mods so my memory usage needs to grow. Any suggestion for high memory consuming mods?
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why goodnight? did i miss something?
Just this:
we've made the decision to postpone the start of the forum upgrade to Tuesday, May 27. The upgrade will still cause a downtime of up to 48 hours, so please plan accordingly.So for two day no forum.
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running version 2.2.1.0, having problems with R.A.P.I.E.R engines, though i think this is a known problem? bit rusty, haven't played since before the R.A.P.I.E.R's were added, picked up a glitch that kept making MJ spin my lifters outta control on launch X_X, then suddenly minecraft. anyway, is this on the to do list, or is it fixed in a newer/ dev build? the issue with MJ not switching modes/ not using Air-breathing mode properly, i mean.
Had the same issue. The solution what I found is, that I updated to the dev build 252, then Mechjeb came back.
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Maybe not the save file is corrupt, but some of the mods, what you used for custom parts, or the main program itself.
I would download the game again, install the mods, put back there the saved game and try to load it.
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LOL, sounds like a fun planet.
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The difference between getting to the Mun and getting to Minmus is negligible in terms of fuel needed.
However, the need to match inclination makes Minmus a bit more difficult to get to than the Mun, at least for beginners.
Exactly. End it took a while till I found the wiki, and found out about the lack of gravity in Minmus.
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
in KSP1 Mod Releases
Posted
It's a stock bug: