Kaput
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Posts posted by Kaput
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Current download still has the part name issue.
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The Super 25 works fine with RPM 0.17, haven't tried the standard KSO yet.
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Should probably be pointed out that the auto struts on proc. fairings only strut the fairings to each other and not the payload.
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Damn nice SLS but it has an extra engine
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On the super 25 should the pitch trim be on or off when only using the OMS engines?
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The other thing is that a part placed on a craft, and then subsequently changed (i.e., an edit to the cfg made), I think it doesn't actually stick until you remove/add the part in the VAB.
Latest versions of module manager scan through the save games and craft files (at least craft files inside the save folder) and patch them up where possible so even if a part was added without the MM config it should still be patched up by MM when the game loads (in theory).
Have had a few instances of the Lima pod causing some random issues with ships going out of control and accelerating with no engine power but I've not been able to narrow it down enough to provide any sort of useful bug report and it seems to have stopped happening (and never seemed to happen with the Soy-Juice pod)
Also, the animated engines on the Edamame may be a little bit inconsistent. I'm still poking at it to find a good test case.
Been noticing this myself, seems really hit and miss whether the engine will actually activate and usually takes a few cycles of opening/closing/activating/shutting down before it goes, especially noticable if you shutdown the engine and try to reactivate it and also when reloading save games with ships in flight. So far the activation has been fine during actual launches when triggered by the staging.
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Great mod, been finding myself just randomly launching Soyuz style ships just for the sake of seeing them
Docking port is nice but I honestly wouldn't miss it if you decided to take it out, only request I really have is some lower profile RCS ports, the stock ones look a little out of place.
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The procedural fairing base doesn't seem to unlock properly in career, changing its part name in the part.cfg to something different from the non procedural version seems to fix it.
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MJ.cfg contents:
@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final
{
MODULE
{
name = MechJebCore
}
}
When it happens the only difference I can find between the original save file and the backup one is that the original file has:
MODULE
{
name = ModuleConfigBackup
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
And the backup just has
MODULE
{
}
In it's place.
No idea which of the mods would possibly be adding it as none of them have obvious MM configs that I can see. Ultimately it doesn't seem to be affecting the game other than causing the save game fixer to spam me with save backups.
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Constantly getting the save game fixer making backups of my save with this in the backup.log
Save Game: Career 1Save file: Career 1\persistent.sfs
Vessel: SDHI SM Sci
Part: Mark1-2Pod
* Module "" is present in the part but is no longer available. Saved config to backup, will be restored if you reinstall the mod.
Save file: Career 1\quicksave.sfs
Vessel: SDHI SM Sci
Part: Mark1-2Pod
* Module "" is present in the part but is no longer available. Saved config to backup, will be restored if you reinstall the mod.
Not really sure whats going on because other than a cfg to add mechjeb to all pods I don't have any MM configs and can't see any of my mods that do.
Even creating a new ship from scratch brings up the same message in the log when the game is reloaded with said ship active.
Mod list in case it matters:
Any ideas?
[1.1.2]Kerbal Stock Launcher Overhaul (6/6/16 More parts and improvements)
in KSP1 Mod Releases
Posted
Just smokescreen. It's included in the download.