Rasip
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KSP2 Release Notes
Everything posted by Rasip
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Rasip replied to FreeThinker's topic in KSP1 Mod Releases
It seems to work, but Patch manager prevents the game from even trying to load in 1.12 so you have to delete that. Also tweakscale throws a message in startup saying it isn't compatible and may corrupt so you should probably toss it out too. (The file 999_Scale_Redist.dll is required though)- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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Stuck on "loading part upgrades 1.12
Rasip replied to EmanonP's topic in KSP1 Technical Support (PC, modded installs)
Removing KIS/KAS and patch manager from my gamedata lets the game boot up. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Rasip replied to Nils277's topic in KSP1 Mod Releases
Hi, can anyone tell me what i am doing wrong? Even with only the Lynx Cockpit, 2 Lynx Service bays, a Lynx rear airlock, and Talon wheels it rolls every time i try to turn even slightly. Kerbin, Mun, Minmus, it makes no difference. It rolls on them all. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Rasip replied to Paul Kingtiger's topic in KSP1 Mod Releases
I'm having a bit of a problem with RC7 on 1.8.1. Both the advanced goo unit and advanced materials bay are saying "cannot run experiment; science module full" when i hit the observe button. The only options are to close it and observe. I tried bringing it back from the Mun but still got no science points from it. The only other mods are KIS, KAS, Mechjeb, Kerntrotter's Feline Utility Rover, NavyFish's Docking Port Alignment Indicator, ScanSat, Triggertech's Kerbal alarm clock and transfer window planer, And the one i suspect is causing the conflict Automated Science Sampler. The temp/pressure wedge works just fine though. Update: removed all other mods. The ones on my ship at the mun still don't work. They work when i make a new craft. Maybe a bug with save/quick save?- 1,554 replies
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- kis
- universal storage
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(and 3 more)
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Securing Cargo in cargo bay
Rasip replied to Sgt Doomball's topic in KSP1 Technical Support (PC, modded installs)
Docking ports and struts are a good way to hual cargo. There are drogue chutes in stock. But unlike real ones they won't deploy until it has left your hold. -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Rasip replied to SpaceTiger's topic in KSP1 Mod Releases
Any update on when this future development occurs? -
Contract Filter Continued - Discontinued (for now)
Rasip replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you. -
Map scene starts rotating around craft
Rasip replied to Resender's topic in KSP1 Technical Support (PC, modded installs)
Seeing as how the op said the screen rotates around the ship's position while in map mode and that is what i am seeing, yes i do think i am seeing the same phenomena. -
Map scene starts rotating around craft
Rasip replied to Resender's topic in KSP1 Technical Support (PC, modded installs)
I have seen that same effect, but only when the mouse was over one of mechjeb's screens while at warp. -
RemoteTech not working
Rasip replied to The Optimist's topic in KSP1 Technical Support (PC, modded installs)
If i remember correctly, remotetech has a config option for probes to be controllable without contact, but no science transmission. -
This glitch has been in the game for a very long time (I have definitely seen it in .99 and i think back in .25). Restarting ksp fixes it 99% of the time.
- 2 replies
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- space center
- launch
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The vab seems to be calculating rocket height as if the parachutes were deployed. MOLE's MK1 Flight Control Package and Sounding Rocket's 0.35 and 0.625 nosecone parachutes all add ~9m. The mk16, RealChute's Cone Chute, and radials all work correctly. According to ckan all are up to date as of last night. KSP 1.0.5.1028
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Maybe mine is busted. In 1.0.5 with version 2.5.1.7 most functions work, but not the edit ability.
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
Rasip replied to sarbian's topic in KSP1 Mod Releases
Am i the only one that has all mention of action groups vanish with the default config? I deleted the config and they came back. No logs because nothing crashed. Also, i tried with nothing but this mod and stock with the same result. Did something break with the switch from 1.0.5.1024 to 1.0.5.1028? -
It did work in 1.0.4, but now it doesn't even show up in 1.0.5
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
Rasip replied to BahamutoD's topic in KSP1 Mod Releases
Any chance this could be tweaked to let you flip over a lander/rover? -
Science isn't being saved
Rasip replied to superkurbol2014's topic in KSP1 Technical Support (PC, modded installs)
The mono.dll is usually your computer trying to pass the 3.5GB ram limit in 32bit unity. I'm fairly sure the mods that add more planets are mostly not compatible with each other. -
Pinning down a memory leak (?)
Rasip replied to AccidentalDisassembly's topic in KSP1 Technical Support (PC, modded installs)
Where did you get that number? I've got 34 mods running right now and am only at 1.4GB. By your math i should be using 3.3GB just for the mods. OP, the memory leak is in KSP itself. Over 90% of the out of memory crashes I've seen have been while loading into the VAB. -
Abusable Contract Mechanics
Rasip replied to WanderingKid's topic in KSP1 Suggestions & Development Discussion
I have a question. Is there a way, other than farming contracts, to make the 6.36mil needed to upgrade the R&D building on hard mode? Or to make money at all for that matter? I do agree a few changes are needed to some of the contracts. For example the science from space could be return only. For the plant flag it could be plant in a biome. As to the idea of making the satellite contracts long term, you do realize you only have 2 slots to start with and 7 after the first upgrade, right? -
Your issue would make sense Baythan since anything on rails is deleted as soon as it hits atmo if it isn't in physics range. As a test i removed Scansat and flew straight up decoupling 2 parachutes every 1k. anything dropped under 20k "landed" at 781.52km. Everything over 25k "landed" within half a kilometer of the ksc. Readded Scansat and removed Blizzy's toolbar. Everything under 15k "landed" at 781.52 also. time for work.
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Do you have any other strategies running? I'm fairly sure there is one that takes rep from what you have with every launch.