Filigan
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Posts posted by Filigan
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Hi!
Any news about this button reproduction "bug"?
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Nice Concept, I will give this a try, hopefully it plays well with all the thousands other mods i have installed =D
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Cant wait to get this =)
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+1 mod on my "must have" list
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Awesome! Very nice ideas, please keep it up! :)
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Hi there! I have a quick question: is "ground control" supposed to work with remote tech?
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Hi!
I have an odd Problem: When i send one ov my kerbals on an EVA the focus remains on the capsule, when switching over to the kerbal on eva everything is fine, but when i send the kerbal back into the capsule a "clone" is created (= one remains outside, a second one is creatd inside the capsule, at this point i have no more control over the one outside).
The real strange part is, when i remove the 000_Toolbar order from my game, this problem disappears.
In addition to this Bug, i get a lot of null reference exceptions shown in the debug console on game startup, a lot of them disappear when i remove your Toolbar from my game.
Since i have a lot of mods installed i have spend the better part of the afternoon updating/deleting/reinstalling diferent mods but so far i was unable to find the faulty mod(s) (unless the bug is in fact inside the toolbar), so i hoped you can point me in the right direction.
KSP: 1.0.4 (Win32) - Unity: 4.6.4f1 - OS: Windows 8.1 (6.3.10240) 64bitFilter Extensions - 2.4.1
USI Tools - 0.4.2
B9 Aerospace Procedural Parts - 0.40
Chatterer - 0.9.6.86
Community Resource Pack - 0.4.4
Contract Configurator - 1.7.4
Contract Pack: Anomaly Surveyor - 1.4.2
Contract Pack: Base Construction - 0.2.2
Contract Pack: Kerbal Space Station - 2.3
Contract Pack: RemoteTech - 2.0
Contract Pack: SCANSat Lite - 1.3
Contract Pack: Tourism Plus - 1.2
Contracts Window Plus - 1.0.5.3
Crowd Sourced Science - 3.0
DMagic Orbital Science - 1.0.8
EVA Transfer - 1.0.2
Ferram Aerospace Research - 0.15.5.1
Firespitter - 7.1.4
Interstellar Fuel Switch - 1.16
ClampsBeGone - 1.2
RasterPropMonitor - 0.22.2
Kerbal Attachment System - 0.5.4
Kerbal Construction Time - 1.2.2
Kerbal Engineer Redux - 1.0.18
Kerbal Joint Reinforcement - 3.1.4
MFS - 0.3.2
Kerbal Inventory System - 1.2.2
KSC Building Shortcuts - 1.0.1
KSI: Placement Services - 0.1.7
KSP-AVC Plugin - 1.1.5
KW-Rocketry-Community-Fixes - 0.2
Lithobrake Exploration Technologies - 0.2.1
Infernal Robots - 0.21.3
ModularFlightIntegrator - 1.1.1
NavHud - 1.2.1
Docking Port Alignment Indicator - 6.2
Near Future Electrical - 0.5.1
EVAHandrailsPackContinued - 0.2
Final Frontier - 0.8.6.1370
Flight Statistic - 1.0
PartCommander - 1.0.2.4
Pilot Assistant - 1.11.7
Procedural Parts - 1.1.7
RCS Build Aid - 0.7.2
RealChute - 1.3.2.3
RemoteTech - 1.6.7
SCANsat - 1.1.4.2
SmartParts - 1.6.6
StageRecovery - 1.5.7
TAC Fuel Balancer - 2.5.1.7
TarsierSpaceTechnology - 5.4.1
TextureReplacer - 2.4.9
ThrottleControlledAvionics - 2.3.0.1
TAC Life Support - 0.11.1.20
Kerbal Alarm Clock - 3.4
Alternate Resource Panel - 2.7.3
Transfer Window Planner - 1.3.1
TweakScale - 2.2.1
Freight Transport Tech - 0.4.1
MKS - 0.31.6
Universal Storage - 1.1.0.7
Waypoint Manager - 2.4.2
OSE Workshop - 0.10.2
[x] Science! - 4.8
KSP.log:
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Annoying Bug here: My Female (and only Female!) Kerbals dont get the "ressource entry" for Rocket Parts and therefore cannot pick them up => can not repair any damage.
Tested on an unmodded (except Kerbal Mechanics of course) install.
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Hi there! Great idea, i will keep an eye on this one.
I have one request i have to ask for: Kerbal construction time offers "Flight Simulatons", i think they work by simply reverting the simulated flight. I have tested this, and noticed that your Mod saves this reverted flight, thereby summing up crashes and killed Kerbals. It would be realy nice to have your mod "forget" reverted flights without manual file editing after each of those flights.
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...Landing speed was at about 275 m/s...
Wow.. this makes the Lockheed F104 look like childsplay
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i'm in love with this mod =)
one question hohwever: i use your EvE pack, and for my taste the Blue glow on Kerbins Dayside is just to much. Nice to have, but in its curent state just to much for me, are there any numbers i can tweak myself to tune it down a little?
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First off: I love this one, and it is realy nice to see it up to date again =)
However, i think there is a problem, i cant find the (stock) mk2 carge hold parts, where in the tree are the supposed to be?
I have checked in a sandbox game, there the parts show up, so they are not deleted, i just can't find them in the tech tree.
EDIT: Sorry, my bad! they are there, the research node just required entry purchase, which is somewhat odd, since i have turned it off in this save
EDIt2: Ok, strange thing here. The nodes "cargo Bays" and "large Cargo Bays" are unlocked, however the parts in them are shown as if i have to pay for them for unlocking (despite i have disabled entry purchaes on Techs), when i click on the parts, or the Button to unlock them (i have to click multiple times) they turn to "owned" just as they are supposed to do, (my funding remains untouched by this,... thats the positive part of the story) as soon as a leave R&D the parts are locked again.
so far i have unlocked somewhere between 40% - 50% of the techree and this are the only two technodes with this problem, evreything else worked fine for me
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Fixed in the just released update for KIS =)
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It appears there is a problem with KIS and Female Kerbals: When they leave the Capsule for an EVA, they just bounce off, and are not affected by Gravity. Removing KIS seems to have solved this bug for me. Maybe you people want to check and confirm/disprove this.
Original Bugreport: http://forum.kerbalspaceprogram.com/threads/117599-Valentina-being-flung-off-when-eva-d
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Same problem here, it is not this old bug i guess (i have the pach installed, and it still happens)
Funny thing: once Valentina has bounced off the Capsule i can use the eva-jetpack to float arround, just like in space, as if kerbins gravity doesnt affect her at all.
I have also noticed that, when i get close to the capsule hatch and press "b" to enter it, she will remain outside, and a duplication of her is created inside the capsule.
Grabbing the Ladder only results in bouncing off again, straigt upwards.
Mods we have in common:
KAS
KIS
Kerbal Engeneer
Surface Lights
Chatterer
Crowd sourced Sience
Infernal Robotics
I dont use KSPRC, however i use this mods whitch are part of it:
Texture Replacer
EVE
Distant Object Enhancment
Planet Shine
Maybe someone can narrow it down even further, otherwise i will start testing them one by one in the next days
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Removing KIS has solved the Problem for me.
+ it affected all female Kerbals, not just valentina.
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Doublepost, sry
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Hi!
I love the idea of this mod! however, i do have a problem here: instead of the finalize, get a "deploy" button.
Are there any known conflicts with other mods that might cause this?
List of mods:
[x]Science
B9 Aerospace
Better Atmospheres (+ its requirements)
Chatterer
Contracts Window +
Deadly reentry
Docking Port Alignment
Kerbal Engineer Redux
Vanguard Technologies EVA parachutes
FAR
Final Frontier
Fine Print
Fusebox
Karbonite
KAS
Kerbal constrution Time
Kerbal Alarm Clock
Kerbal Joint Reinforcement
Alternate Resource Panel
Interstellar
MAgic Smoke Industries Infernal Robotics
MKS
Part Catalog
Precise Node
Procedural Wings
Procedural Fairings
RCS build Aid
Real Chute
Remote Tech
SCAN Sat
Ship Manifest
Stage Recovery
Station Sience (obviously.. ^^)
TAC Fuel Balancer
TAC Life support
Trajectories
Universal Storage
Active Texture Management
[1.4.1] Kerbal Construction Time 1.4.0.69 (2018-03-24) - Unrapid Planned Assembly
in KSP1 Mod Releases
Posted
Hi there, I do have some suggestion/request.
As much as i love KCT it always sort of bothered me that you can not change the Name of the Ship/Mission aswell as the Mission Flag in kct's launch Window, like we can in the stock launch window, to add this option would, at least in my opinion, add a lot to the convenience.