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Everything posted by eightiesboi
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@Gotmachine (and others): I think I am doing something wrong. I am interested in this mod in its own right, but I too am looking for a replacement for PR. What I miss is the functionality where my vessel always kept its rotation relative to a specific chosen body. I liked this functionality for vessels that had non-tracking solar panels (so that my ship doesn't rotate its panel away from the EC-giving goodness) and for roleplaying (ScanSat, mostly). I have this mod installed, but regardless of whether I have SAS activated or not, my vessel orientation continues to change. I am not in warp, and the probe core I am using doesn't have pro (or retro) grade hold, so I am talking SAS only. Does this mod act as a PR replacement in this regard? Also, is there any chance you would consider adding PR's ability to set rotation / orientation relative to a selected body? If I have a solar panel, I want to remain in the same orientation relative to Kerbol. If I am scanning my homeworld, I want my orientation to remain the same relative to Kerbin. In any case, thank you for the work you've done on this mod. You, and the other modders, are what keep me playing KSP.
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Kerbal Construction Time/StageRecovery Dev Thread
eightiesboi replied to magico13's topic in KSP1 Mod Development
KCT is one of my absolutely favorite mods for exactly this reason. In fact, when I started a brand new career for 1.31, I originally had decided to wait until KCT and Scrapyard were out of beta. I eventually did start my career (without KCT or Scrapyard), but I am compromising in that I am setting up my basic satellite com system and the like and not doing any "real" mission until KCT is out (of beta). That allows me to get through that same very basic setup we've all done countless times rather quickly while not feeling too cheaty. I am really hoping that someday there will be a KSP 2 that will include KCT and Scrapyard into stock (as well as a whole bunch of other mods, obviously). The still-active long-term development community of modders is absolutely amazing. I really think we owe @magico13 a boatload of thanks and more than a few coffees. -
[1.8.x, 1.9.x] NEBULA space engineering - Decals Continued
eightiesboi replied to linuxgurugamer's topic in KSP1 Mod Releases
Well, with Filter Extensions, could these be put in a "Decals" category? I realize I probably can (and probably will) do this myself; I am making a suggestion for future releases. I am sure there are A LOT of people that use a whole lot of mods you have created or maintained, and that would just be one way in which they were integrated. No worries if that is not in the cards. I still very much appreciate all that you do. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
eightiesboi replied to nightingale's topic in KSP1 Mod Releases
This. When I went into CC, and re-enabled stock milestone contracts (disabled by SETI Contracts) the contracts stayed. They shouldn't be there at all, but I'd rather they stay the night than to come and go, so to speak.- 5,225 replies
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[1.8.x, 1.9.x] NEBULA space engineering - Decals Continued
eightiesboi replied to linuxgurugamer's topic in KSP1 Mod Releases
Hey @linuxgurugamer, is it possible to move the decals into a different category than Utility? I have your excellent Filter Extensions mod installed as well. -
Check your time ticks and note if FMRS was running on all flight scenes. I believe I have experienced similar behavior. I launched a probe from Kerbin and circularized. Separated stages up to this point were recovered with Stage Recovery. I noted I was getting close to a maneuver node on a different vessel, and switched over from KAC without first going to the KSC. I finished the maneuver node and then found, upon trying to go to the Tracking Center, I had reverted to an earlier save and my probe was sitting on the launch pad. I suspect that sometimes, when switching vessels, FMRS is getting confused and is reverting to the wrong save (or has failed to merge changes and therefore is reverting to a backup). Just a suspicion, as I have way more testing to do to replicate and determine if there's something going on or if it's an ID10-T problem on my side.
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It depends on what your problem is. You don't report what version of KSP you are running, so I'll assume it's the latest (1.31). This mod isn't listed as compatible with 1.31. Until it is, you can change CKAN to force it to install the mod, or you can install the mod manually. However, CKAN issues are not the mod author's problem to fix. If you see the post above yours, oliezekat has made a suggestion regarding this issue. Otherwise, since the issue has been mentioned and isn't related to the mod itself, I suggest you take this to the CKAN thread.
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Hi @alekkat, What happens? Screenshots? Are you familiar with how this mod works? Have you used it before and it isn't working now, or is this the first time you've used it? KCT is one of the best mods (imo) at adding a new immersive element that also makes total sense for gameplay--time matters. But it also changes certain gameplay elements, and if you don't know where the build queue is and how to check it, then it is entirely possible you have a rocket being built right now (so to speak) and don't even know it... I am not the dev, but I've been using KCT for a long time and I'm happy to help you if I can.
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
eightiesboi replied to DuoDex's topic in KSP1 Mod Releases
I thought it was just me. Thank you @voicey99 for figuring out what's going on. -
[1.12.x] Kerbal Launch Failure Revived
eightiesboi replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you! You are a god among gamers... -
[1.12.x] Kerbal Launch Failure Revived
eightiesboi replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi linuxgurugamer, Was this implemented in KLF? I too have had the problem of consistent failures on a high end machine.\ Thanks, eightiesboi -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
eightiesboi replied to Whitecat106's topic in KSP1 Mod Releases
You made some great mods, enhanced my gameplay, and did it for free. You have nothing to apologize for to me or any other KSP player. While I wish you were sticking around, I am grateful that you took the time to make mods in the first place, and then took time again to post on here and provide us with an update. Finally, although I have no coding ability, I especially appreciate that you specifically asked for anyone that was interested in picking up the mod to contact you, as that makes it all the more likely that another talented modder will continue these mods. Thank you, @Whitecat106. I appreciate all you've added to the KSP community and I'm sorry to see you go. Scott aka eightiesboi -
I just have to say this because the KSP modding community has been so terrific at enhancing the quality of this game. JPLRepo may be part of Squad, but the terrific mods he (or she) has made are not part of the core game and I am very grateful for the time he (or she) has spent making the game better for all of us. If JPLRepo was really ignoring (pseudo or otherwise) posts, we *still* wouldn't have a right to complain. When modders spend their precious time creating content FOR FREE that so many of us benefit from, the least we can do is show some basic gratitude and not give grief regarding a simple request to sign up for a GitHub account. Quite frankly, that's the ONLY reason I have a GitHub account. Thank you, JPLRepo, for creating and maintaining your mods so that my career (with 139 mods loaded) is so much the better. I continue to hope that future updates will bring your mods into stock, but either way, you make all of our games better with the work you've done.
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Hi! Suddenly I am no longer to access the modlist provided by KSP-AVC in the in-game start menu. I get NRE log spam. I have a heavily modded install and I have tried deleting and reinstalling KSP-AVC. Log snippet below, full log linked here: https://1drv.ms/t/s!AoyHZiRU1jT-wOE5qE5dKr40gtqLrg KSP-AVC -> IssueGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KSP-AVC -> ToolTipGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KSP-AVC -> System.NullReferenceException: Object reference not set to an instance of an object at KSP_AVC.Toolbar.ToolbarWindow.DrawAddons () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.DrawAddonList () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KSP-AVC -> System.NullReferenceException: Object reference not set to an instance of an object at KSP_AVC.Toolbar.ToolbarWindow.DrawAddons () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.DrawAddonList () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KSP-AVC -> System.ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.DrawAddonBoxStart () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.DrawAddonList () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KSP-AVC -> System.NullReferenceException: Object reference not set to an instance of an object at KSP_AVC.Toolbar.ToolbarWindow.DrawAddons () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.DrawAddonList () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KSP-AVC -> System.ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.DrawAddonBoxStart () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.DrawAddonList () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0
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Deleted - Misread the previous comment
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Is anyone else having the issue where TCA reverts back to the launcher from Blizzy's toolbar every time the game starts? I can switch it back, but I don't know why the setting doesn't persist. Log and save game available.
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
eightiesboi replied to Athlonic's topic in KSP1 Mod Releases
Yep. User error. I am an idiot. "extension" not = "expansion"- 751 replies
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
eightiesboi replied to Athlonic's topic in KSP1 Mod Releases
Hey Athlonic! I am having some problems loading the expansion set. I have loaded other sets without problem, but the expansion shows 0 clips loaded. I can take screenshots if you need, but I am placing the expansion directory in E:\Steam\steamapps\common\Kerbal Space Program\GameData\Chatterer\Sounds\chatter. I have the apollo11, Russian, STS1, and valentina sets in the same directory. I go load the sets in the advanced setting of the chatter menu, and I can see the four other sets loads (with clips), but expansion shows 0 clips no matter what I do. I checked the config file and it also shows AUDIOSET { directory = extension is_active = True } Any suggestions? I am sure it's user error, but damned if I can figure out what I am doing wrong. Thanks!- 751 replies
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[1.12.x] Kerbal Launch Failure Revived
eightiesboi replied to linuxgurugamer's topic in KSP1 Mod Releases
I was just about to post and I saw this above. Since installing the mod, I have made 9 launches with the exact same ship (three SRBs), and every launch has resulted in a launch failure of one of the SRBs. I'll happily post whatever log files will help you. BTW - linuxgurugamer, have I mentioned that all of the modded KSP community (read: everyone who plays KSP) owes you a true debt for the breadth and width of mods you've taken over and updated? Thank you very much for all you've done and continue to do. I've not seen anyplace where I can donate you a coffee or ten, but I'd like to. Update--found your Patreon page.