robson1000
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Posts posted by robson1000
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With "Electric Light " installed, when last kerbal is leaving cockpit lights don't turn off. Module name "ModuleAnimateGenericConsumer".
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Yes this bug started in 1.3.1.
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18 hours ago, JH4C said:
Hm. That's the only link I can find to anything related to BD Animation Modules, and when I try installing that my game crashes out as soon as it tries loading the first part that uses it. Not surprising really, being over 3 years old...
I'm not installing Mono just to install CKAN, just to install this one dll. My Mk2 spaceplane fantasies shall just have to go unfulfilled.
Use this link: https://github.com/raidernick/BDAnimationModules/releases/tag/v0.6.5.4
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Small bug in localization file.
#PN_PlusOrb =- +Orb
correct is:
#PN_PlusOrb = +Orb
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EMMD-8 Mass Driver has missing description:
Spoiler -
Look's like there are missing localization texts:
Spoiler -
2 hours ago, RYU AZUKU99 said:
I'm having an issue with the IKU-01. I can't seem to be able to deflate it, nor am I able to put any crew members in. Is this a bug with ksp 1.3.1, or something else? This is also an issue with the other inflatable pods. I'll supply a mod list later if needed.
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I don't know about a pilot, but I remember that engineering was always my problem.
Add probe core, and landing legs to the ship.
Put tourists in all seats, and save.
When I was loading my ship, engineering was always on the first seat.
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Steps are very simple:
Mk1-2 Command Pod, and 3 kerbals,
seat1 with E-SD80 Electric Screwdriver,
launch, go EVA with kerbal on seat1, equip screwdriver, and return to pod,
EVA this kerbal again, and screwdriver is not auto equipped.
I tested this with no other mods installed.
Game version 1.3.1.
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Look's like "persist equipped state in EVA inventories" is broken in actual version.
It was working in version 1.7.
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Playing from 1.2.0 (now 1.3.1) on my save I never seen Contract with class"A" asteroid for other celestial body then Kerbin.
Is this stock bug, can somebody test this on stock game.
My installed mods not changing contracts.
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10 hours ago, dtoxic said:
IKU-02,IKU-01,IKU-03 (Kerbal Safety Bubble), i remember it was also a problem back in ksp 1.2.2 (dont know witch version was Ven's back then) something to do with animation or something, i would remember, but i see a lot of files got rearranged since then directory structure etc, maybe that's causing a problem?
I tried an old copy from my 1.2.2 and it works, i just cant figure it out why on this new one it doesn't.
Delete patch "VenStockRevamp\Patches\USIPatches.cfg".
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Look's like a bug in localization:
Spoiler -
In file "VenStockRevamp/Part Bin/Data/Command.cfg", " PPD-20 Jumbo Kerbal Can" is declared on the beginning and on the end.
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Ok, thanks it's working.
I found more parts:"PPD-20 Jumbo Kerbal Can""IKU-01 Kerbal Safety Bubble""IKU-02 Kerbal Safety Bubble""IKU-03 Kerbal Safety Bubble".Look's like lights already working on those parts.
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Can you make this mod working with extra parts from Stock Part Revamp?
Parts like "MK2 'VA' Command Pod", or "PPD-2 KerbCan".
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Hypersonic cockpit has no light on the hatch.
Spoiler -
It looks like, this is a bug.
In flight press F2, then Esc, press Esc ones more, now ker window is hidden, and showing only if I press F2.
SpoilerAlternate Resource Panel has that same problem.
Tested on 1.3.
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On orbit around the sun, with KER installed, button "Add KER Burn Time" by default is set to "No Burn Margin".
SpoilerOn orbit around planet or moon this button is set to "Half Burn".
Tested with KER, KAC and Module Manager.
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7 hours ago, linuxgurugamer said:
One of the things that Tweakable Docking Node adds is orientation. The default is a 90 degree roll angle, but you can change that in the VAB.
Ok, I understand now.
Is there any way to disable this, or set by default like in stock?
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3 minutes ago, linuxgurugamer said:
You need to deploy the bumper before docking
No, I tried that check my quicksave.
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48 minutes ago, linuxgurugamer said:
Right-click the docking port and see if there is a deploy button (unless you did that already)
Logs are always useful and necessary (unless it works)
Yes, deploying bumper is bringing back attach node, but if I launch ship builded in that way docking ports doesn't want to dock.
Tested with only StockPartRevamp, modulemanager and this mod.
I replace old logs with new one, use preview links.
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Bug with kerbal inventory window showing kerbal class:
Create simple ship like on the picture with pilot, engineer and scientist.
Launch.
Move two kerbals to external command seats.
Quick save and quick load.
SpoilerNow kerbals in external command seats have in inventory window info that they have that same class as kerbal in capsule.
[1.12.x] Tweakable Everything Continued (replacement)
in KSP1 Mod Releases
Posted · Edited by robson1000
Look's like "TweakableSAS" is not working.
With sas autopilot set to 3 in VAB. When ship is launched, sas level is the same as in part cfg.
KSP.log: https://www.dropbox.com/s/bulyeqw0zla9hni/KSP.log?dl=0
output_log.txt: https://www.dropbox.com/s/3pwa2buedsqicy4/output_log.txt?dl=0