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syteless

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Posts posted by syteless

  1. Indeed. That was not intendet by FF. I have changed this and will add another ribbon: a splashdown EVA ribbon.

    Do you mean KSP 0.90? Well, just copy your save game. If it still works...

    I'm going to go out on a limb and assume he's asking about previous mod versions. I came here wondering this as well. I like that the mod keeps up-to-date frequently, but I've had to restart all my ribbons daily from updating in CKAN.

    CKAN currently wants to update from 7.8 to 7.9, and the thread here has 7.12

    So, is there a way to save ribbons between updates?

  2. Is there a way to tell from the CKAN interface which mods have been updated for 1.0+?
    I wish there was. It says it only gets the mods that have been listed for a particular version but that's plainly not the case. I wonder what's going on there.
    Well, one of the mods which CKAN is listing at the moment is Real Roster which not only isn't being updated anymore, but has had the download removed and so simply gives an error when you attempt to install it.

    I agree that CKAN could do with a way to see a mod's supported game version.

    Some mods are listed for 1.0, but are 0.90, 0.25, or even 0.23. The only way to find this out is by clicking the provided link, but then some mods don't have this, or the links (and in some cases the mod itself) are deprecated as the mod is in a new thread or under different management.

  3. Take a look at known issues :)

    just reset to VAB and launch again. It will resolve.

    That was driving me crazy, but I'm happy that I'd figured out the workaround already.

    In other news, I was breaking the game with HyperEdit... It's probably not a good idea to put all the stars in the same orbit, is it? Dolas caused Kerbin to stop moving when it became the closest star.

  4. Yes sir. Also I added the ability to handle multiple resources, so if you aren't using Karbonite+ you'll want to delete the resource definition for Karborundum.

    I recently switched to Karbonite/Karbonite+. Will there be other things I can add? Say... Add extra part requests for USI parts to outposts/stations/bases contracts? I don't really do modding, so that bit might be difficult for me.

    Based on other posts, it seems like you left it flexible for just such a purpose.

  5. You're in luck, it still does! Just have to enable it in the configuration file as before. There are a lot of new options in the configuration file! Even some options for the stock contracts I worked in. They will all be in the change log tomorrow, but for now you can poke around in GameData\Squad\Contracts\Contracts.cfg

    As for my plans - I can acknowledge that I have some.

    I feel like it may have been covered elsewhere in the thread, but how exactly would I activate other contracts? I imagine I just changed Maximumexistent from 0?

  6. According to your log, the game started to freak out when Interstellar failed to add it's radiation modules to your parts. It went downhill from there. Control-F for "NullRef". There were also errors for some addon that adds clouds, "KSPScienceLibrary", and RealChutes.

    Null reference errors are bad news and can cause the game to behave in extremely unpredictable ways. You have dozens of them here, so it's no wonder your game eventually slogged down. I would report them to the mods that generated them. As for Fine Print, it didn't make a peep.

    That's nice to hear. I need to learn how to read the logs, so I don't just go to the most relevant sounding mod. ScienceLibrary is definitely out of date, so it's time to get rid of it.

    Never had a save get corrupted before, so I felt like it was big deal.

  7. So I'm not going to say Fine Print broke my save, but it seems that my save broke after completing my first satellite contract. I completed the contract, set up my Remotetech dishes, went back to a space center with a closed R&D, and couldn't go anywhere except the contracts building, which had starter contracts available. I also couldn't go back to main menu.

    Log

    Edit: I attempted to recreate the conditions, and nothing happened. It could have been a freak error

  8. Warning: make sure that you completely uninstall any previous versions. I moved everything from KSP/GameData/ThunderAerospace/TacFuelBalancer to just KSP/GameData/TacFuelBalancer.

    So should I just ignore the warning that is telling me that to put TacFuelBalancer in gamedata/thunderaerospace/tacfuelbalancer? Or is this a trick to make me pay attention?

    Disregard, I'm a silly goose. an older version snuck its way into my 0.25 downloads group.

  9. Means what it says.

    You recall how there's a warning when you try to download KSP Win x64 from the store ("unstable") and how there's a warning in the Update FAQ that it's unstable? Well, it is. Rather than make it *more* unstable (and be blamed for it, too) many modders have decided to disable their mods on the Windows x64 version of KSP 0.25.

    If you need KSP x64, use the Linux version; that's stable.

    Interesting, I use many of the popular mods, I wonder if any of them are partially disabled when I use 64bit, it hasn't seemed to be the case.

    I'll try 32bit again after the mods have been mostly updated for 0.25. Until then, I guess I'm not using this mod :(

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