Bob Jub
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Posts posted by Bob Jub
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I have a new problem. Some items I have attached are acting strange. Floating point error?
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31 minutes ago, IgorZ said:
In the KIS settings file enable debug mode, then in flight you'll be able to spawn any part from the inventory. This is more safer way to restore lost stuff.
itemDebug = true
Thank you, I will enable this debug feature, return the drill, and then try reloading after disabling it again. I will report back with an edit to this post.
EDIT- Alright that worked, thank you!
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Hello, I had an electric screwdriver equipped on my engineer on the Mun and it disappeared when I re-loaded the save. Where in the persistent sfs file can I edit it back?
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No, that would require a complete overhaul of the game's terrain engine.
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23 hours ago, Steven Typles said:
Unfortunately... this breaks my all-time favorite mod: Kerbal Space Ponies. It seems MKS only recruits Kerbonauts with "Kerman" names.
Sorry @RoverDude… You make the best mods... but I'll have to delete MKS to get my ponies back. No doubt.
Edit: I actually just found a solution MKS only recruits the "Kerman"-applicants, and leaves the pony-applicants in recruit center. Editing the save file from "type=applicant" to "type=crew" fixes my problem. Welcome back MKS
You would be willing to give up a deep suite of mods that adds endless gameplay opportunities for a silly cosmetic mod because the former changes names of the kerbals? I'm sorry but- https://i.imgur.com/LEc5z.jpg
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3 hours ago, RoverDude said:
NDA, sorry
Yeah well- If you're NOT on the team, they better be compensating you. Because as soon as I read about the planetary colony system, I knew right away that it is what you intended the MKS system to be.
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1 hour ago, linuxgurugamer said:
and sorry to say, nothing I'm going to fix
That seemed a little rude.. I didn't ask for nor had any expectations for a fix.
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30 minutes ago, linuxgurugamer said:
Do you have the ToolbarController and ClickThroughBlocker installed?
Ah! That was the problem. But the graphic problems are still visible.
EDIT. Its related to the Astronomer's Visual pack I was using.
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5 minutes ago, linuxgurugamer said:
Log file, please
https://drive.google.com/open?id=1KUnBZzFkQAx8R-uiABryyQl1cF8sV72g
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On 2/21/2019 at 7:05 AM, linuxgurugamer said:
No rush
I tried the original 1.3.1 version and it worked with graphical glitches. But I didn't get an option to activate the camera with your version in 1.6.1.
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Is there any way to reduce the frequency of lightening strikes? Kerbin looks like a strobe light at night.
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Hello. I'm currently having a problem. Whenever my station isn't focused, I am getting electricity alerts. Could this be because I am using solar panels from SSTU? And if so, how can I solve this problem?
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Hello! I love SSTU and have been using it for a long time, I've been using the latest version with 1.6.1 with no problems really. Though I ran into a small anomaly; the thrust curves for SRBs don't seem to be working.
I clicked on "edit curves" in the SRB's menu. And then selected "load preset" and then selected a curve profile. In testing, the SRB's thrust remained constant as well as fuel flow. Is there something I neglected to do to activate this feature, or is this a problem introduced with the new patch? I'm not sure, but possibly this is related to issue #745 on github.
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Can I use RO with 1.4.5?
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Question: I noticed that parts that get used more often can be built faster. This doesn't apply to entire sub-assemblies does it? I mean, I would figure that the parts that are getting used in the sub-assemblies get built faster; but what I was hoping was: KCT would encourage using a limited number of LVs instead of building new rockets from the ground up every time. I like the idea of encouragement for re-using the same rocket designs over and over.
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Sweet! Thanks for this.
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Can someone help me with setting up RCS? I end up spinning around on yaw when I use it
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Well.. I made it fly, but it wasn't very graceful
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3 hours ago, nightingale said:
You get another 600k to bring them back - so that should be very doable if you use the MK3 crew cabins (16 passenger capacity).
I got it worked out.
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How do I send modules that have at least 50 crew capacity to LKO for the hotel for less than 600,000 funds?
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KAC sort of works with 1.4.1, it works well enough that I can set a node so I can get a warning when a vessel approaches it; that's good enough for me- And I'm even getting by without transfer window planner by doing transfers the hard way by going to the interactive transfer website and using the numbers I get from that to make my transfers. @TriggerAu I love your mods and appreciate the work you do, glad to see you're still around!
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Surface outpost contract refuses to complete.
in KSP1 Technical Support (PC, modded installs)
Posted
Any ideas?