Stage
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Everything posted by Stage
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I have the same problem, this is driving me nuts. No single mod causes the problem and it only happens in the VAB/SPH. I'm running with a couple of mods (eg. UKS, Pathfinder, OPT, L-Tech, Tarsier, PBI) but only removing them all solves the problem. Nothing suspicious in the logs...quite a strange bug Playing with Win64 build without OpenGl, so this is not the problem.
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There is a mod out there called KRnD (Kerbal Research and Development). Via an Interface in the VAB/SPH you can improve your parts with research points (higher tank capacity, thrust, energy storage, lower mass etc etc), and the more you upgrade a part, the more it costs. I guess that's what you had in mind. I would love to see those two mods work together!
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Yes, but something was wrong with my installation, sorry about that. After a reinstall it worked. However, I still have this problem in my regular game. It appears to be a problem caused by multiple mods. I've found out that RasterPropMonitor, the USI-mods and KRnD interact with another mod and cause the GUI to fail. Those installed in a seperate game work however, so there must be a fourth mod messing with KRnD. This is my ckan config, maybe you can find the incompatabilities.
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I installed the latest KRnD on a fresh 1.1.2 install without any mods, and the problem still occurs, but no error in the log. Just an empty gui, no matter what part I pick
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Well, seems like I've got an error that does not generate a log entry. I did a complete reinstall of KSP and most other errors are now gone, but the GUI problem with KRnD still persists. Previuos updated parts still work, but either the plugin does not recognise when I'm clicking on a part, or the UI is somehow broken
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Hey! I've encountered a problem with KRnD in v1.1.2. Somehow the ui is broken and I can't improve my parts anymore. Parts that were altered in 1.1(.1) still work. KRnD worked flawless in 1.1 and 1.1.1. Anyone else with this problem?
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Hi! Congrats on your mod ShotgunNinja, it looks quite promising and I would love to use it in my ksp-install. I have a suggestion regarding mod-compatability: would it be possible for you to make your mod modular? Like every feature is in its own module, and you can enable/disable them via config and/or GUI. This would solve the compatability problems with other mods (besides resources) and gives us player the chance to choose, what content of your mod we want to have active at the moment and what not. Looking forward to your updates, Cheers!
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its over 9000 300
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*looks around* ...Where is it?...mumble *checks every pocket* THERE IT IS! MY HYPETRAIN TICKET! EVERYONE ON BOARD? (in before release )
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KSP Interstellar Extended Continued Development Thread
Stage replied to FreeThinker's topic in KSP1 Mod Development
Hi! I have the same issue. I made a fresh install with only KSPI-E in it. Plasma/Atilla thrusters are always fuel deprived with fuel flow "NaNU", and thermal (hybrid) turbojets only use intake air/atmosphere instead of this plus LFO,... KSPI alone works fine. -
Thank you for keeping us up to date! I'm eager to test the new BioMass Will it be easy to alter production processes via MM patches? Do you have any plans regarding compatability with other mods (eg. Karbonite, RealFuels, More Fuel Types/"NEARFuels",etc.)? Regards, Stage
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[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3
Stage replied to saabstory88's topic in KSP1 Mod Releases
Hey! Nice to see an alternative to RealFuels! I've found a small bug: your "Vernor Engine Kerosene" needs LqdMethane instead of Kerosene. What I'm not sure about: in my game stock-RCS isn't affected by your mod. Maybe a conflict, maybe a problem with the stock RCS module. I've tinkered a little with your mod to make it compatible with my KSP install wrotesome MM patches, one of those is a working patch for MultiMode engines: @PART [*]:HAS[@MODULE[MultiModeEngine]]:AFTER[cryostat]{ @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = Kerosene } @PROPELLANT[Oxidizer] { @name = LiquidO2 @ratio = 3 } } @MODULE[ModuleEnginesFX],1 { @PROPELLANT[LiquidFuel] { @name = Kerosene } @PROPELLANT[Oxidizer] { @name = LiquidO2 @ratio = 3 } } } I use some mods adding multimode engines where both stages use LFO, that's why both engines have patches for Oxidizer. Works for B9 engines aswell @PART[B9_Engine_SABRE_S]:BEFORE[cryostat] { @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = LqdMethane } } @MODULE[ModuleEnginesFX],1 { @PROPELLANT[LiquidFuel] { @name = LqdMethane } @PROPELLANT[Oxidizer] { @name = LiquidO2 @ratio = 4 } } } I use the :BEFORE tag so NEARFuels won't change the first engine (My SABRE engines use LqdMethane for compatability reasons). Some mods use ModuleRCSFX instead of stock ModuleRCS. It would be great if you could made that compatible aswell Regards, Stage -
[WIP] SEDI presents: An EPL-addon for Karbonite v0.22 [models needed]
Stage replied to Stage's topic in KSP1 Mod Development
I did not abandon it, but I just haven't had time to work on SEDI. Wasn't even able to play KSP until yesterday. I do however plan to continue it and update all the configs, maybe even add new stuff besides EPL (NEAR fuels got my attention, and compatability is almost non existent) I made those configs to add NearFuture Propulsion Argon as propellants to KSPI 0.11 (Argon changes to ArgonGas). Furthermore this changes KSPI Hydrogen (which is LiquidFuel) to NFP LiquidHydrogen and introduced LiquidFuel as its own propellant. I think with KSPI 0.12 the argon config is not needed anymore, but the hydrogen config is still valid. -
Nice! I'm looking forward to the new version of BioMass!
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Stage replied to cvod's topic in KSP1 Mod Development
I found a bug with the new interstellar (I think): the Basic Nuclear Fusion node can't be unlocked, the largeNukeReactors node doesn't work anymore. Just switch it with the Fission Power node, and everything works again. Found it: ofc the part names changes, so the node was empty and not showing. New rocket nozzle name is ThermalRocketNozzle. My MM config should work, although I don't know if they now make sense. Will check the techtree and adjust everything. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Stage replied to cvod's topic in KSP1 Mod Development
I do play with your techtree, but I haven't had the time to test it there. If I find the time I will change the MM config so it fits your tree -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Stage replied to cvod's topic in KSP1 Mod Development
I made mm configs for my career game to "fix" the KSPI 0.12 scaling and edited the KSPI tree so in every node there is at least one part to research. Although not complete, [tree] (stock KSPI tree) and [mm config] (!! I did not test this much, so there may be problems). I placed the reactors where they should be, and moved parts/nodes slightly. Part size unlocks are in the parts description and you'll unlock most of them when doing the standard kspi tree. I did not test it with your tree cvod, but maybe it works too. Me too, fortunately I did not progress that far, so changing stuff is no problem for me atm. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Stage replied to cvod's topic in KSP1 Mod Development
I had the same problem, this fixes it: Open your techtree.cfg and insert following right at the start: and voilà! You won't get this annoying update message anymore -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
Stage replied to Stevie_D's topic in KSP1 Mod Development
Whoa...that drydock... That's exactly what I miss in Extraplanetary Launchpads. Any chance you could make that compatible? Btw, I love your IXS Enterprise. Can't wait to unlock it in my career mode Edit: Or with that one. -
Any chance we could get a hangar in the style of the B9 HX fuslage sytem? (btw, pre-release to test it is here)
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Those mechanics look quite interesting. I've already dowloaded it, will test it in the next few days, quite excited about your mod A suggestion regarding Karborundum: I like the idea to have a not-easy-to-get resource. RoverDude is working on a similar resource called Karbonium, which can only be mined at Eeloo and Eve or gathered via Asteroidal Resources (only small quantities). Maybe you could use this (once it is released) to produce Karborundum, or (even better) switch to it as jump fuel. Lets do some testing
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Stage replied to cvod's topic in KSP1 Mod Development
Just a small information for you: there is now a pre-release version of B9 v5.0. Maybe you could start integrating the new HX parts in your techtree -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Stage replied to Fractal_UK's topic in KSP1 Mod Releases
Does this mean the upgrade system is gone for good or will it be replaced by something similar?