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Everything posted by Papa_Joe
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kerbodyne crashing game
Papa_Joe replied to Linventor's topic in KSP1 Technical Support (PC, modded installs)
Not to worry. the log will tell me what mods are installed and a of of other info, so it is helpful It runs continuously while the game is running so even where it stops logging is informative. Also, make sure you have read this Support link. You can find the log in one of 3 places, depending on your OS (Excerpted from the support link): Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log -
Rovers are totally unusable
Papa_Joe replied to ruiluth's topic in KSP1 Technical Support (PC, modded installs)
It is fairly well known that wheels are broken in ksp 1.1. This is a problem related to unity. Ksp 1.2 is in debug right now using unity 5.4. This new version of unity has a fix for wheels. I recommend waiting for ksp 1.2 to resume your rover adventures. -
[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
Papa_Joe replied to BahamutoD's topic in KSP1 Mod Releases
Thanks for taking this on. I'm going to have my hands full supporting BDA and the many mods that BahamutoD created. -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
Agreed. I will update the config. -
I'm not personally the "blow" em up" type, but it may surprise you to know that I "know a thing or two" about it. I was reloading ammo for my father at 3, field stripping weapons at 5, and assisting in rebuilding weapons not long there after. Guns and ammo were a big part of my early life, as my dad as an Armorer in the US Marines... I used to play World of Tanks with Angels of Death back in the early days, which is where my forum name comes from. I also led a nationally ranked guild in World of Warcraft during the Burning Crusade days, So, while I may not prefer to destroy and am more interested in building, I can "dish out some death" as well...
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Yes, He was prolific... I'm finding stuff all over... we will see how much of it I can support... it seems there are several little mods that need love too... may have to find a way to wrap them up and repackage... I'll look into it.. BDA thread is the place to post that stuff, so if others are aware of mods that BahamutoD was doing, point me to them there... we can try to get them under some kind of umbrella...
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Just a note of interest. For those of you that lost kerbals because of the "Unowned" setting in the past, fear not! I just released a new version of Roster Manager that now allows you to recover those kerbals that disappeared. check it out. Still alpha but we are adding to it on a regular basis. Now 1.1.3 compatible. You can find the link in my signature. and here if you cannot see my sig. If you see kerbals on the list with a type of Unowned , you can change that in the Medical tab when you click on their name.
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New Release. Version 0.2.3.0 28 Jul 2016 - Changes to re-compile for KSP 1.1.3 - Added Items to Medical Tab: Kerbal Type, and Roster Status. added validation and warnings to ensure user knows the impact of changing these settings. - Refactored tooltips to improve readability. - Fix bug with Tourist Kerbal Types. Tourist Kerbal Type is now supported. More work to follow... @JPLRepo has some things he is going to do as well... stay tuned. much more to come with this mod... it has not been forgotten.
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Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
Al right then. New BDArmory Continued thread created. View it here. -
Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
You are listed as a team member, as is @SpannerMonkey(smce), as he has put in some work and also has a vested interest in supporting the mod in ways other than coding. I'm not excluding you if it sounded like that. My apologies if it seemed that way.. I really want this to be a team effort. I'm only saying that someone has to maintain the Forum thread. -
Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
Okie Dokie -
Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
I'm ok with you making it, But that means you own maintenance of it for the long term... Are you sure you want that? I have a long term interest due to other mods I support, but I will give you the opportunity if you wish. If you do, though, my expectation is you are "in it for the long haul" as well I'm nearing competition, but I will wait for your response. -
Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
Ok, building the new thread now... don't step on me -
Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
Ok. I'm due to get off work soon. I will get a net thread going and get the ball rolling. @SpannerMonkey(smce) has a recompile so I'll grab that as well. Looks like BDArmory has a new home. -
Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
I was just looking at forks again on Git... Looks like a ThomasKerbin is active on it... don't know the Forum name tho... anyone? Last commit was 4 days ago, and pretty active with some changes. I know he was on IRC earlier. Gone to bed now I think, (according to @JPLRepo)... Maybe we better find out first before I start stepping on existing work... -
Just an update. I've been working on RM the past couple of days. I have a new compile working in 1.1.3, and I'm adding a couple of small features. One is the ability to change the Type and Status of a Kerbal... there are implications to this, so I'm testing the validation logic right now. For those that have experienced kerbals going missing in game, and i mean actually disappear, either from mod errors or personal errors in editing the game save, this may allow you to recover them. Yes you can "undead" your kerbals, and recover missing kerbals also... I hope to release tonight (US central time) I'll take a look at this... no promises for the next release, but it is on my radar...
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Vessels spinning out of control
Papa_Joe replied to a topic in KSP1 Technical Support (PC, modded installs)
Excellent. It is a relic of the past... SAS has been an issue in game for years. As @Nansuchao said, perpendicular SAS will fight with each other, and create torsional forces on your space station. Think of it like this. SAS is a reactional activity, based on relative motion. so you experience an affect called "chasing the ball" used by flight instructors to denote novice pilots trying to stay at a given altitude by reacting to the altimeter, instead of anticipating it. I've built maybe a dozen stations or so.. .some pretty large, across several planets (yes, the hard way, not via hyperedit ), and I had experienced these issues also... so as a rule I now leave SAS off for stations. -
Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
thanks. I got it. We will need to sort out if anyone else is supporting BDArmory. to my knowledge no one else has created a continuation thread... I'm at work, so that will have to wait till this evening. also give some time for anybody to speak up. -
Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
You may be right. I looked at the fork activity as well before i forked it. I know that someone recompiled it to 1.1.3. I'm thinking it was @SpannerMonkey(smce). I have been in communication with him. He recompiled vessel mover as well, but is not a coder. So if someone is supporting it, Please speak up. I do not wish to duplicate effort! -
Launch clamps not working at all
Papa_Joe replied to ruiluth's topic in KSP1 Technical Support (PC, modded installs)
These appear to be the supersized launch clamps. I don't recall what mod adds them... I want to say B9... there should be another that is stock... try that. they will look similar but not as "Beefy". -
Can't load saves - AGAIN!
Papa_Joe replied to Leslie110501's topic in KSP1 Technical Support (PC, modded installs)
Let this serve as a cautionary tale.... ALWAYS back up your save game before you perform ANY editing to it.. I also recommend you backup before adding or removing any mods... -
Vessels spinning out of control
Papa_Joe replied to a topic in KSP1 Technical Support (PC, modded installs)
If it slowed down the spinning, then SAS was likely the issue... you may need to apply some small counterthrust to completely stop it... a body in motion tends to stay in motion... The trick will be when and were to apply... you can just make it worse if not properly applied -
Not likely.:) @JPLRepo ?
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Having problem with loading screen
Papa_Joe replied to CanYıldız's topic in KSP1 Technical Support (PC, modded installs)
Yup, that will do it too... and it will crash in different places... -
Transfer Crew Problems
Papa_Joe replied to FizzerUK's topic in KSP1 Technical Support (PC, modded installs)
I believe this has been solved. Link to thread: