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Xolroc

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Everything posted by Xolroc

  1. I've never had KSPi installed on here before. This is installed as a test of a CKAN package for this version of Interstellar; I hadn't thought to try installing without CKAN. I was informed, though, that this is a problem with this mod, not CKAN. I have gotten all the configs edited to work around this bug (though lots of random parts now add SAS, which I figure isn't a terrible problem as most every command module adds SAS anyway), but I can't figure out how to make a pull request.
  2. Since it seems I accidentally reported it in the middle of a debate, I think I'll re-report this bug I'm getting. All of the reactor parts are, instead of rotating, growing indefinitely when hovered over in the editor parts list. Some hunting around suggests this is due to them having more than two resources and no module, but they do in fact have a module, just one that doesn't show up in the module/resource list in the editor. I was able to fix the bug by adding an SAS module to the parts, but that's a workaround at best, and should really get looked into. I'm working on editing in the workaround, and will be submitting a pull request once that's done... if I can figure out how to do that. It is only a workaround though, and should be fully fixed at some point.
  3. It would seem the bug I mentioned earlier does indeed occur with only Interstellar installed; is anyone else seeing this behaviour or is it only me?
  4. Several parts from KSP Interstellar have a graphical glitch in the VAB; instead of rotating when hovered over, they simply grow larger and larger. A bit of research suggests this is due to a part having more than two resources on it, and no modules; however, though all the parts that do this do have more than two resources, they also have modules representing their status as fission reactors. Adding an SAS module to one of them (simply to test) does fix the problem; I suspect it's due to the fission reactor module not showing up in the module list in the parts list... or is that also a bug? ModuleManager reported some trouble with RealFuels and KSPI; going to try running without RealFuels to see if that fixes the problem. EDIT: Alright, seems that was not the cause of the problem. I've somewhere to be now but I'll try running KSPI all on its own later and post results.
  5. Sorry, I don't know enough about module manager to make a correction. I just unlocked the parts through the normal tech tree nodes. It seems to be something unique about how MechJeb manages its successive upgrades to a single part, rather than providing new parts; the unlock nodes are hard-coded in the MechJeb part files (which is how I diagnosed the error in the first place).
  6. I've found an incompatibility with MechJeb; the node that SAYS it unlocks the third set of mechjeb features (Advanced Landing) does not, and the one that unlocks it in the base game (Unmanned Tech) does. Not sure if this is a problem with the Mod-Oriented Tech Tree or with MechJeb itself.
  7. It actually seems to have fixed itself. Marking this as resolved, though I have no idea what I changed....
  8. KSP version: 0.90 Windows 8.1 When playing my heavily-modded install of KSP, I cannot complete certain 'test part in flight' contracts; 'test part landed', 'test part splashed down', 'reach record height', 'collect science data', 'planetary survey' and the like all seem to work fine (though this is too early in the game to test some contracts, like 'position satellite in orbit'). The contracts in question always involve testing engines and parachutes and other parts that need to be activated through staging to test. All conditions are listed as met, and the part is indeed the correct part, but when I activate it for the test, nothing happens. Any parts that are tested by the run test button work fine. I have quite a few mods installed, but all of them are mods to add functionality; I do not have FAR or NEAR or any other physics-changing mod, nor do I have any universe-changing mod, or any that affect the contract system (other than by adding new types of contracts, like DMagic does for its new science parts). How can I correct this problem? I'm sure the first step is to determine what mod is causing it; is there any faster way to do that than trying each mod individually?
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