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Posts posted by yorshee
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I'm using the 0.625m alcubierre drive and no matter what I do, I can't seem to make it go faster than 0.001c. I have 100% of the craft's capacity of exotic matter and xenon and I have a generator with plenty of radiators, but even when I have the craft on 100% thrust it's still going super-slow (...relatively :P)
Am I missing something?
EDIT: It randomly started working! I think my altitude was too low, when I was just above the minimum altitude it must've activated properly.
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On 6/20/2018 at 9:33 PM, Pkmniako said:
This is very interesting as I dont have this problem
Could you state what cloud mod are you using and submit ModuleManager.ConfigCache?
I'm using EVE with SVE's configs.
I don't see a modulemanager.configcache file which is weird because I know I should have one. I have the physics and techtree ones, but no configcache.
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This mod is causing some weird conflict with EVE, when I have Other Worlds in my game it seems like EVE only loads the configs for the Cercani system as all of the atmospheric bodies there have clouds, but nothing in the Kerbol system has clouds.
Is there a way to fix this? :c
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I know this little mod isn't really maintained anymore but the addition of survey stakes to SimpleConstruction is awesome, but I can't seem to get it to work.
I've planted the stake near my Minmus base that has a cupola, but the cupola doesn't have the 'Show UI' button in its menu. I didn't want the survey stakes to only be usable by just pilots since the base has no pilots, so I deleted the ExperienceTraits.cfg file expecting it to remove the profession limitation.
Did deleting the file break the functionality altogether? Should I restore the .cfg and just edit its contents?
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When I initially landed a piece of my base (the right-hand side) and attached it to the main part (the left-hand side), those two docking ports you see at a 90 degree angle to each other connected with a hinge were actually facing one another, so if the hinge wasn't there they'd be ready to dock and so the part that's now clipping through the base was flush along the rest of the section on the left. (if this isn't making any sense I'll draw some outlines around everything to explain what's happening)
I loaded a quicksave and suddenly it's like it is in the screenshot - rotated so it's clipping through itself and no matter how I swivel the hinge, it can't get back to how it was. I think something messed up with the attachment nodes because it you look carefully, the base of the hinge is attached upside down now - you can see it pointing down-left instead of up-right.
Is this a known issue? Is there a way I can tweak the save file to fix the rotation of the hinge?
There's nothing wrong in the debug log btw, nothing is out of the ordinary, it's just like something happened to the part's rotation in the save file itself.
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11 hours ago, goldenpsp said:
This mod doesn't need much. It's hard to call it a "mod" in the strictest sense. It is just the Extraplanetary launchpad's DLL and some modulmanager config files. It would probably run just fine grabbing the latest EL dll and replacing it.
Oh, I see I'll give that a shot soon and let you know if it worked.
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10 hours ago, IgorZ said:
The log stops at a creating a KAS related part, but it doesn't mean the KAS is the offending mod. When the game crashes, it doesn't save the whole log: whatever was cached would be lost. That said, the problem can be in any mod in the game. Could you please move out all the mods and leave MM & KAS only? If after this the games is loaded fine, then try returning back the other mds until the game is crashed.
After much trial and error I found out KER was the offending mod. Deleting it and replacing it with the exact same version fixed it. Go figure!
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3 minutes ago, ExplorerKlatt said:
Use Dropbox or google drive to upload the log. They are both free. Also, igorz needs the ksp.log.
https://www.dropbox.com/s/p6wsndf6wwkbepn/KSP.log?dl=0
Here's the whole log
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KSP is crashing on start-up whenever it tries to load this winch part.
I've got a snippit of the crash log here (I can't copy and paste the entire thing since it's too big for Pastebin, but if you need more information from the crash log I can try to upload the entire thing in individual sections)
https://pastebin.com/raw/zdDRmHG7
Nobody else seems to have mentioned this issue, do I have some strange mod conflict or something?
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I hope somebody decides to adopt this mod soon, it's one of my favourites. I would contribute but I have absolutely no modding knowledge.
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Does anybody know if there's a way to tweak the heatshield's .cfg to let you make it into any shape, like a cylinder, instead of just having it be the default heatshield shape?
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I'm not sure if this is intentional or not, but the 3.75m tanks don't have as many texture choices as the 1.25m and the 2.5m ones, I'm trying to use some of the red Atlas or Titan tanks for a 3.75m rocket and I can't. :c
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On 08/07/2017 at 5:53 PM, beta546 said:
Hey I am having this problem too, everything is fine until I clip PP tanks or structural elements into anything or clip anything in to them. The ship will launch fine and work fine, but then reverting to hangar freezes the game and have to close it and the craft will never load again and freeze the game every time :-( I did think it was clipping the reactors from interstellar but after some more testing it does it with just one PP tank clipped into another. I guess it is an issue on my end with another mod but I really wanna know what is causing it cos I have made some beautiful, sleek, ships with PP and have spent hours on some only to have the crafts never load again haha :-D
Does rerooting a part crash for you too? I haven't tried opening a craft with clipped procedural parts but every time I try to reroot a part radially attached to a procedural part the game crashes.
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Thanks for updating this!
Just to ask, would it be possible to add pipes that go down the sides of the fuel tanks, like the stock fuel tanks? I love this mod but I'm not really a fan of the plain cylindrical shape of the fuel tanks, some pipes would make them more interesting to look at.
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On 22/03/2017 at 2:49 PM, jdub3350 said:
I play with UbM and used the following (from the front page of the Procedural Parts GitHub)-
I'm using this MM patch (the one that removes all restrictions in career mode) but the maximum length my tanks can be is still 8m. Do I need to name the .cfg something specific or do I need to put it in a specific folder?
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On 13/01/2017 at 2:08 AM, AccidentsHappen said:
Holy stick this stuff is amazing!! I'm so disappointed I didn't find this thread earlier. I've seen your artwork on Google Images before, but i didn't know who drew them. What program do you use?
Sorry for the late reply! ;-; But thank you!
I use Paint Tool SAI for my art, it has a pen stabilizer to make drawing smooth lines a lot easier.
I redrew some old art of mine to see how much I've improved over time.
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I'm not sure if anybody is aware of this, or if it's even worth fixing, but I've noticed the camera FOV isn't how it should be in cockpit view.
I'm using Hullcam's science camera, here you can see the FOV is supposed to be able to see over the top LES nosecone and all the way down to part of a lower stage's fuel tank.
Here's how it looks when I activate the camera in flight mode from the camera's right-click menu. It looks fine - how I expect it to look.
But in RPM's IVA view, it looks like it's zoomed in way too far. I pressed the down buttom repeatedly to zoom out but it's already zoomed out as far as it goes. You can't even see the whole command pod. I get that normally the game's view is landscape and in IVA the camera views are square so some space should be cut off at the left and right, but that's not just the case here.
I hope I explained that well enough Is this an issue or am I doing something wrong?
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On 05/12/2016 at 0:37 AM, tcannonfodder said:
Good news everyone! I just got Telemachus compiled to support 1.2+! It should work, but let me know if you run into any issues!
Telemachus 1.5.1 (Calipso, the current stable build)
Telemachus 1.6.0 Alpha 3 (The latest development build, with Camera Feed Support)
How does the Camera Feed work? I can't find any option to use it, and does it work with Hullcam cameras?
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On 26/02/2017 at 0:25 AM, Halitsu said:
When I try to use the robotics, they work fine in the hanger, but they get all gibbled when I launch. This example is only showing one part, but the pistons, rotaters, etc don't work either.
The parts on either side of the robotic parts act like they are connected directly, so when I try to move the robotics it just breaks the parts connected to them
This happens to me too, does anybody know what to do about it? :c
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Just now, linuxgurugamer said:
Please delete the text from that post, and where is the dropbox link?
I edited the post and replaced the text with the Dropbox link.
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Just now, linuxgurugamer said:
Please, oh please do NOT PASTE THE CONTENTS OF YOUR LOG FILE HERE!!!!!!!!
Put the log file on some file sharing site and share the link!!!!
Ah, sorry, the text was too much for even Pastebin so I didn't know where else to but it. I've put the .txt file on Dropbox now.
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When I switch to flight mode on any vessel, the debug menu sticks to the screen and won't go away no matter what button on it I press, and it even stays when I press F2. Pressing the FMRS button flat-out doesn't work and gives me an error message instead. It looks as though it's trying to read from a nonexistent KSP folder in the KSP root folder instead of the GameData folder.
Here's my KSP log:
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I'm not sure if you're aware of this or not, but when I attach the nozzle to my craft it looks fine in the editor but in flight it's floating a few metres behind my craft, and also the nozzle doesn't do anything when activated other than create the particle effects. I can post my KSP log if you need it.
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Does this mod work for 1.2? I installed it but none of the visual effects show up. I had all the dependencies installed but still nothing works.
The Loading Screen Contest!
in 2019
Posted
This fanart I did a while ago already fit a lot of the criteria, so I'll submit this
https://i.imgur.com/reJrd25.png