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Everything posted by Papa_Joe
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Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
This could work. I have forked BD Armory to my Git Repo. If you are interested in assisting in continuing the support of this mod, contact me via PM, and we can set up a team. -
Having problem with loading screen
Papa_Joe replied to CanYıldız's topic in KSP1 Technical Support (PC, modded installs)
At first glance, it appears the KSP-AVC is having issues. I see an error generated near there on a list loop. you can first try removing KSP-AVC to see if the error goes away... I did not check the version, but also be sure you are using the latest version of KSP-AVC (or at least the 1.1.2 compatible version) when you put it back it that corrects the issue. Also make sure all the mod version you are using are 1.1.2 and not 1.1.3. some changes between these KSP releases make mods not backwards compatible -
In, theory, it is possible, but to what end? It would be complex to code. but not impossible. The real question is what benefit do you gain from this? You cannot fly them all at once, and you have many copies of the same vessel. It would be "cool", but I would need a compelling reason for going thru all that effort...
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How to install mods from curse on Mac?
Papa_Joe replied to Plorentsen's topic in KSP1 Technical Support (PC, modded installs)
Almost all mods are the same. They contain a folder called GameData. Inside that folder you will see a folder that is usually named for the mod or mod author. Simply overwrite the GameData folder with the contents of fhe archive you downloaded and extracted. The end result should be kspgamefolder/gamedata/mod Hope that helps. It really is not difficult. -
[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
I recall there being an issue with cargo bays. You have to be very careful which nodes you attach parts to or they do not actually connect. there is an inner wall node and an outer wall node. I had difficulties getting Cargo bays to work correctly when I was testing them. It is possible, but you have to do the assembly in a certain order... I forgot which... If you can provide pics, I may be able to investigate. also take a look at the parts in the editor when you are assembling them. CLS provides support for spaces in the VAB and SPH. -
Having problem with loading screen
Papa_Joe replied to CanYıldız's topic in KSP1 Technical Support (PC, modded installs)
As with any installation problem and when using mods, the output log and ksp log are very helpful. Please include these with any request for support . -
kerbodyne crashing game
Papa_Joe replied to Linventor's topic in KSP1 Technical Support (PC, modded installs)
Even when the game crashes with no crash report, it will still generate an output.log. and KSP.log. examine these files to see if you can gleen any information about the error prior to the crash. -
I suggest you visit IRC and discuss with the folks in KSPModding. they may be able to point you to someone on the development team that may be able to shed some light on the issue. I know they are moving to Unity 5.4 and are waiting on 5.4 to hit release before KSP 1.2 is released. I've not researched 5.4's GC, but I did spend some time refactoring my mods to account for the current GC issues and reduce it at least in my mods.
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- junity
- stuttering
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(and 1 more)
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lol... The first one means I was adding and removing kerbals, while trying to go thru the kerbal list in a loop... change the list, and the loop doesn't like it...(hey! where did my kerbal go?) Since the action ended the loop activity, the error caused no real issues, but was annoying, so I moved the add and remove actions from inside the loop and make them happen outside the loop. the loop is now happy and does not complain about missing items. That help any?
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[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
If you are trying to perform stock transfers from a cockpit to an external seat... stock transfers will fail miserably.... of course I've not tested it... you can try by setting Override Stock transfers to off in the CLS options. I dont think Stock is not set up for that... That will likely be an SM Specialty -
That is exactly what it does. That may have been why it was setting the kerbals to Unowned... but people were getting grief with that too... And I was waiting to see who might ask about it. I want to add a switch setting for that, and I want to be able to limit it to existing kerbals if you wish. But, given I've heard that the typical use is for experimentation, I don't suppose it is an issue. I really don't expect folks to be using a mod like this in a realism point of view. I could be wrong tho, who knows? You know me, I'll tweak it as people come up with new uses for it.. :), I was also looking into being able to change the altitude like you can change position.
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[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
No worries. Take a look at the wiki for cls in my sig. It may help you with understanding how it is used. If you haven't yet, check out Ship Manifest. It takes advantage of cls, and may make your game play more enjoyable. I know, shameless plug. But use it or not, your choice. -
Vessels spinning out of control
Papa_Joe replied to a topic in KSP1 Technical Support (PC, modded installs)
I have found that sas can actually exacerbate the problem. Turn off your sas and see if the space station settles down after a restart -
New Release: Version 5.1.2.1 - Release 24 Jul, 2016 - KSP 1.1.3 Optimization Edition. - Fixed: Enumeration error on kerbal action in Roster Window. Moved action to outside enumerator, so change to list does not throw error. - Fixed: Button widths were incorrect in Manifest and Transfer window part selectors under certain realism and configuration settings. Enjoy.
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New version: v1.5.1 - KSP 1.1.3 compatibility - Fixed: Bug in Spawn Vessel where kerbal created was type Unowned. would get lost and would disappear. Changed to Type Crew. Now available at GitHub and SpaceDock. Okay, maybe I spoke too soon... I see no button on my copy in test. I wonder what I broke.... well, at least the infrastructure for release is in place.... testing now... will release a point update soon. Edit: nevermind. everything is working fine. Operator error!
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[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
Read this: -
Since this last post, I have been busy. I have assumed maintenance of VesselMover, so I'm incorporating the changes needed right now. Check out the new thread in my Sig for details. I'm also working on a new release of SM to address the bugs above and correct some minor display issues. This should be out very soon.
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[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
Thanks for reporting the bug!