donoya
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Everything posted by donoya
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I'm running into this issue in KSP 64-bit where every time I have a decoupler on my craft, it's stuck in place until all decouplers are staged. I've tried this with all the RP-1 compatible decouplers from the starting node in my mod list, which I have provided here. This is the craft I was using, but I tried a few different things to see if I could get it to work. If you need my log, here it is. Lastly, I use a Lenovo G50 laptop with a Windows 8.1 operating system. If anyone can figure out what might be causing this, please let me know.
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Is there a compatible version for KSP 1.3.1? Or is the current version cross compatible?
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Hey, are there any known issues with decouplers anchoring crafts at the launchpad? I just tried staging in my launch clamps and my craft was just sitting there floating. But after staging off the one decoupler, my craft was able to move again. I figured maybe the .625m stock decoupler was bugged since I used tweak scale on one in order to save on cost, so I tried using a procedural decoupler and got the same result. Here's my craft file: Here's my installed mods, too:
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Hey, is there a more up-to-date list of rp-1/rp-0 supported mods? The one on the main post looks pretty outdated. I know there's the golden spreadsheet, but it doesn't seem to have all of the supported mods (it mostly seems to be missing those which are uncosted in RP-0/RP-1 but have a proper tech node assigned to them).
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
donoya replied to Theysen's topic in KSP1 Mod Releases
But is support a requirement for the mod to function? Like for instance: stock station parts expansion. It's not supported, but will it still work? What about kerbalism? The reason I'm asking is because I'm trying to figure out if it's a memory issue or a mod issue that's causing my game to crash after loading scenes (and I'd rather not need to get rid of mods like photon sail and ksp interstellar extended if I don't have to).- 2,207 replies
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- realism overhaul
- ro
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
donoya replied to Theysen's topic in KSP1 Mod Releases
Hey, is there a list somewhere for mods that support RO/RP-1 for KSP 1.3.1? I know there's the 'golden spreadsheet', but that seems to only mention mods that are recommended/suggested. However, I've tried playing with mods that were not in the suggested, recommended, or required sections and they still worked fine together (just maybe not balanced correctly). So is there a public list that includes those mods, as well?- 2,207 replies
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- realism overhaul
- ro
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
donoya replied to RoverDude's topic in KSP1 Mod Releases
So I'm a bit out of the loop. What's a constellation? Is that just another way to say an experimental update? Or is that the name of a new mod? I haven't been on the forums much since the late alpha/early beta days of KSP... Edit: never mind. Just needed to check the link. But another question I have is: how to download it? Do I have to do a manual install for experimental/development builds, or is there some way to do this with ckan? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
donoya replied to IgorZ's topic in KSP1 Mod Releases
The latter. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
donoya replied to IgorZ's topic in KSP1 Mod Releases
I have a few questions regarding the KAS dlls. Is it possible to make a part with this that places parts from connected inventories? If so, how? Also, is it possible to add parts to KIS inventories with another part? And if so, how? If any of these are possible with the KAS/KIS dlls, I'm considering using them to make a factory building mod (since no-one else seems to want to do it). -
I've looked into what's required to mod KSP. I know how to program in C#. I just lack the knowledge or skill for... pretty much everything else. I know nothing about bump maps or sound creation and am unskilled with things like texture design and 3D modeling. So I'm pretty sure someone who knows this stuff could make this mod a lot easier than I ever could.
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I highly doubt assembling machines, furnaces, and chemical plants of different tiers each with different manufacturing capabilities could be made with .cfg files. Again, I've looked. No mods that I've found add this. Hence, I'm requesting a mod to be MADE, not found. I myself can't manage it since there's so much that's required for me to mod KSP.
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This still holds true with the other USI mods as well as extraplanetary launchpads.
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Yeah. Pretty much.
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I've played with MKS before and while it's the closest I've found, it focuses more on colonization than complex production chains. The mod I'm envisioning would have like 10 to 20 steps to making the raw resources into an end product.
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I've been looking for a mod like this and haven't found one, so I thought I should put in a request here. The mod I'm picturing would allow players to build complex factories to produce resources which can be recovered in a tank or something for money. There would be conveyor belts (glorified versions of the stock fuel transfer pipes) to take the resources from one machine to another, as well as complex resource gathering equipment like an oil pump and lots of machines for processing the various resources, too (It's basically a Factorio mod in KSP). So that's the idea. If anyone wants to make this, that'd be great.
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But spacebar doesn't do anything. And manually turning the rocket on doesn't work either.
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I am still trying to take off. I am indeed using RP-0, and I do have battery power on my top stage(inside the probe in fact), but I could not find anything saying avionics. When I go to try and test out the rocket and I right click on the probe core, I see something saying: "SPU: No connection".
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This still hasn't been answered. Does nobody else have this problem or is it just too dumb of a question to need an answer? Maybe no one saw it. In the event that no one saw it, I'm bringing the question up again for it to hopefully be answered.
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Hi, I recently added realism overhaul and I can't seem to get my rockets to do anything. I'm thinking it's because of remote tech. Any clue how I'm supposed to launch my first rocket? Help would be greatly appreciated.
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Can someone give me a link to where all of these custom tech-trees can be downloaded by other users? Also, I would really like to have the old tree loader-included tech trees in my game. I was asking because I have little inspiration at the moment and I don't want to know the entire tree before I've used it (just my preference).
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Hello, I would like to request an add-on for kerbal space program that makes it so that you have to wait for a craft to be built, like kerbal construction time, but with the exception that the process can be made quicker by recovering vessels and debris. I would like it to base the time difference off of the returned funds so that, with kethane or karbonite, you could mine and recover the spoils of your expedition. I would also like it to make karbonite, if installed, to have a recovery value that is slightly lower than kethane, and kethane to be worth more than oxidizer and liquid fuel. I know that this is probably going to require some major permissions and might even require kerbal construction time to be downloaded in addition. If at all possible, I would like to have a link to a download sometime in the near future (before the summer of 2015). If not, that's okay; I don't want anyone to be overburdened. thanks for reading and I hope you will consider taking this project on.
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I'm usually pretty good at doing this myself, but this time, I can't do it on my own. Here's the error.log: Unity Player [version: Unity 4.5.2f1_9abb1b59b47c] KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 0023:00c514c3. Error occurred at 2014-11-26_122032. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by donovan. 71% memory in use. 0 MB physical memory [2277 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [63 MB free]. Write to location 0000000c caused an access violation. Context: EDI: 0x00017700 ESI: 0x00000000 EAX: 0x0000000c EBX: 0x00003f03 ECX: 0x018df70c EDX: 0x00003f03 EIP: 0x00c514c3 EBP: 0x018df6e8 SegCs: 0x00000023 EFlags: 0x00010206 ESP: 0x018df6e4 SegSs: 0x0000002b Bytes at CS:EIP: 89 30 8b 75 08 8b 41 04 89 46 04 8b 41 08 8b 75 Stack: 0x018df6e4: 9ac4944c 018df738 00c51591 0000000c L...8........... 0x018df6f4: 00000030 00003f03 018df70c 00017700 0....?.......w.. 0x018df704: 9ac4944c 00003f03 00000000 00000000 L....?.......... 0x018df714: 00000000 00c3d09f 00000000 ffdf29a8 .............).. 0x018df724: ffe217a8 018df768 00000000 00000030 ....h.......0... 0x018df734: 018df77c 018df77c 00c3eac7 00000000 |...|........... 0x018df744: 00000030 0461c030 00003f03 00007d00 0...0.a..?...}.. 0x018df754: 0000000c 00000030 6cc36080 7b11dd00 ....0....`.l...{ 0x018df764: 470258e8 0461c030 04679c30 04679c30 .X.G0.a.0.g.0.g. A response within the next 8 hours would be much appreciated. PS. I tried to post the output log as well and I had to exit the browser because it wasn't doing anything. Are there any ways to get around that? Again, a timely response would be appreciated.