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Curious George
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[1.12.x] Near Future Technologies (September 6)
slackitude replied to Nertea's topic in KSP1 Mod Releases
The reference to the GR-2 is here: http://near-future-technologies.wikia.com/wiki/MX-1_Fission_Reactor. I'm using a current version of everything on 1.4.3. There may be ways to radiate enough heat without HC but I didn't dig in too much. HC is working for me. I just didn't know it existed. I've gotten used to just going to the main Near Future thread and grabbing everything I need. -
[1.12.x] Near Future Technologies (September 6)
slackitude replied to Nertea's topic in KSP1 Mod Releases
That was it, I didn't know there was a separate mod for this. It works. There's no GR-2 radiator but 4 EBR-250s provide enough cooling to run the MX-1 without overheating. Thanks! -
[1.12.x] Near Future Technologies (September 6)
slackitude replied to Nertea's topic in KSP1 Mod Releases
I'm trying to get into using an MX-1 fission reactor. But I can't find the GR-2 radiator anywhere in my tech tree. I don't see it listed in any Parts directory either. Am I missing something? -
Not functioning for me on KSP 1.4.3 / MacOS. It installs, the rotation enable/disable button shows up, but nothing else. Action groups show up and can be added but no rotation occurs when triggered. I do have 50+ mods installed so who knows if it's a real issue or not. Edit: nevermind, I didn't have two ports connected. my bad.
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Found it. Thanks! Actually I had no idea all those settings were in there. ¯\_(ツ)_/¯
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I can't seem to find the settings page. "system settings" refers to the main settings screen that you can get to right after starting the game? KSP 1.30 / Mac. I know that Macs sometimes cause issues with mods.
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[1.12.x] Near Future Technologies (September 6)
slackitude replied to Nertea's topic in KSP1 Mod Releases
I'm on a Mac as well. Just checked a Rapier, KER is working normally in both modes. -
[1.12.x] Near Future Technologies (September 6)
slackitude replied to Nertea's topic in KSP1 Mod Releases
Possible bug? All three VASIMR engines are showing zero delta-V in Kerbal Engineer, both Argon and Xenon modes. KSP 1.3, NFP 0.9.0. The engines fire up in both modes with no issue. -
I'm having no issues with 3.4.9 on KSP 1.3. Works fine, and I have lots of other mods as well.
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So as not to drive you crazy: I set up a fresh KSP 1.3 install with only Hangar and its dependencies installed, plus Tweakscale. I think Tweakscale is contributing to the issue. If I don't use the 1.25 fuel tank scaled to 2.5, the problem doesn't occur. Here's a craft file that I reproduced the issue with. Thanks for taking a look at it. https://drive.google.com/open?id=0B_d_PnHDnLkhSWk1NGZWOGZlSlU
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I'm having an issue with the universal stack adapter. I just discovered it, it's fantastic. I am seeing this however: On the left, the way I built it. On the right, after saving and loading the ship. It's easily fixable by removing the tank, moving it back down, and reattaching. Seems that it just ignores the adapter on load and connects to the engine above. This is on 1.3, and I have a lot of other parts mods so I suspect some kind of conflict. No biggie, just an FYI. Thanks!
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I'm having a minor issue, mostly OCD related. Konstruction is throwing some log errors which pop up when I load KSP. AFAICT, it's not affecting gameplay but I do see many more on-screen errors since I've added a lot of mods. [ERR 12:45:11.177] AssemblyLoader: Exception loading 'Konstruction': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'Konstruction.ServoMonitor_Editor' from assembly 'Konstruction, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'Konstruction.ServoMonitor' from assembly 'Konstruction, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. Thoughts? Edit: I'm on KSP 1.2.2, using CKAN for most of my mods, though I'm considering dropping it entirely.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
slackitude replied to Nils277's topic in KSP1 Mod Releases
@FirroSeranel Thank you. Yes, Part Angle Display was the issue, I was just trying it out. No more! Thankfully it was something I didn't love like Editor Extensions. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
slackitude replied to Nils277's topic in KSP1 Mod Releases
@Nils277 Thanks for checking. I was wondering about mods... Yes I have more than a few. I suspect Editor Extensions Redux or Part Angle Display. I'll do some testing to see if I can figure out which one it is. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
slackitude replied to Nils277's topic in KSP1 Mod Releases
I'm seeing an issue trying to use the rover wheels. This happens with both the Paw and Talon wheels. I seem unable to get them to rotate properly to set them on the right side of my rover. I get 90 degrees from where I want to be, hit D to rotate, but the rotation rotates 90 degrees in the wrong direction. Hopefully this graphic will help show what happens.