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Everything posted by Flow
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[1.3.1, 1.4, 1.5, 1.6, 1.7] Procedural Parts - Tidal Stream Branch
Flow replied to Tidal Stream's topic in KSP1 Mod Releases
I also got the low maximum diameters and lengths in a new sandbox mode, but it seems to happen rather inconsistently. For the game instance that I'm running right now it works for all tanks (liquid, ore, RCS, xenon), but the fuselage and battery part are broken. Battery can be max. 375.09 mm wide and 362 mm long, fuselage can be max. 1.1654 mm wide and 750 mm long. I added a procedural liquid tank, a procedural fuselage and a procedural battery in the VAB, then clicked on one after the other and tried to increase and decrease the width and length - which worked for the tank, but not the fuselage and battery. I attached the logs of the process, maybe this will help someone figure out what's going on. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Flow replied to Paul Kingtiger's topic in KSP1 Mod Releases
Of course, I just wanted to provide a fix for people with affected parts.- 1,553 replies
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[MOD] Universal Storage 2 Localazation help required
Flow replied to Paul Kingtiger's topic in International
Hi there, Sorry for reactivating this rather old thread, Are you still interested in some new suggestions? I looked at the German version and have some suggestions of improvement, but I don't know if you're still actively implementing them.- 2 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Flow replied to Paul Kingtiger's topic in KSP1 Mod Releases
I also have gotten the "Science module full" error while using the Automated Science Sampler (KerboKatz), but I also found out later that I still had XScience installed as well. Not sure which of them caused the problem. Anyways, I launched a vessel with the same US-parts and triggered the Goo Container manually, then saved. Looking at the safe files there is a marked difference. Broken Goo Container: Functioning Goo Container: As you can see, the unbroken container has the Science Module with deployed = false while the broken one lists it as true. Changing this value to "false" as well fixes the broken Goo Container and the "Observe Mystery Goo" action can be performed again. This is probably useful if you (like me) have a vessel already in flight and no usable Save to go back to.- 1,553 replies
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Flow replied to politas's topic in KSP1 Mod Releases
Okay, thanks a lot for clearifying that. Haven't used CKAN in a while. I've been pretty much absent from the game for the last year and am just starting again with updating everything. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Flow replied to politas's topic in KSP1 Mod Releases
Why is SXTContinued still listed as incompatible, although CKAN itself lists 1.6.1. as "Max KSP version"? -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Flow replied to Nertea's topic in KSP1 Mod Releases
Just to be sure here: I guess there is no backwards compatibility with parts from the old mod, i.e. vessels using the old parts will break if the new version is installed and the old one uninstalled? -
@taniwhaThank you for looking into it. I appreciate your work.
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I get that too. Don't know if it's linked to the issue I reported.
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Hello, I have found a bug with MFT when switching to monopropellant and using radial symmetry. The logfile shows some kind of null ref exception: Logfile: https://www.dropbox.com/s/rixa0o0100049i4/KSP.log?dl=0 To reproduce: Go to VAB, create a new vehicle with a Mk1-2 command pod. attach a FLT-200 fuel tank to the side. Now right click the fuel tank, change fuel to monopropellant with MFT. Select a symmetry mode >1-fold and attach the tanks to the side of the command pod, right click one fuel tank. The right click menu should disappear and some weird kind of right-click menu should appear in the upper left with lots of monopropellant bars. Right-clicking on any part does not have any effect anymore, VAB has to be left and entered again to enable right-clicking again. I also had this with a vanilla KSP install with only module manager and MFT installed.
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And you still found the time and motivation to update this mod for all of us?! You, sir, are a hero.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Flow replied to sarbian's topic in KSP1 Mod Releases
Oh, I didn't know Janitor could filter by mod name. Not exactly what I had in mind but I'll give it a try. Thanks! -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Flow replied to sarbian's topic in KSP1 Mod Releases
Hello fellow KSP-addicts! I have long been thinking (and dreaming) about a patch that adds "[Stock]" in front of every ingame stock part name. I have tried to program something myself several times but failed miserably every time. With increasingly less time for playing KSP (so sad) I find it increasingly difficult to remember just from the manufacturer's name whether a part is actually stock or from a mod, which is a problem for posting vessels online or sharing them on KerbalX or elsewhere. Anybody have an idea how to start? I've been thinking about telling MM to just use every part not safed in "Squad", how do I do that? -
Well, let's just hope then that the Enterprise won't meet the same end as the Yamato.
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Just when I read the part where my girlfriend started playing the "Leaving Earth" soundtrack from Mass Effect on her piano. Goosebumps. But I'm not too terrified - someone shirley has a plan.
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- totm mar 2024
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Seriously, Mark Kuzzter? Seriously? An ocean of a mixture of water and ethanole'hydrazine' would have some very interesting properties. For starters, I guess a lot of the substance would not actually be liquid, but form a gaseous phase in the atmosphere (like water vapor does on earth). You could actually get DRUNK by breathing.
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[FORUM GAME] Rate the avatar of the person above you.
Flow replied to mincespy's topic in Forum Games!
9/10 Looks like an asian character. Pretty awesome though. Crystallography isn't exactly math (sorry, OT). Wanted to reply to adsii's post on the last page, my mistake. -
Lifehack Number 14: Can't find a hammer? No worries, phones work just as well!
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[FORUM GAME] Rate the avatar of the person above you.
Flow replied to mincespy's topic in Forum Games!
5/10 I have no idea what that's even supposed to be. Looks like the flags of Mauritius and Guyana fell into a blender together. -
I really like steampunk in general and also time travel crossovers and would therefore highly recommend you take a read at Mark Hodder's "Burton and Swinburne" series (especially "The Strange Affair of Spring-Heeled Jack"). But honestly, I think you should go for that third idea. What I have seen in Emiko Station so far points to the fact that you have a real talent for sci-fi horror. Most mentionable is the intense atmosphere that generates a subtle dread in the reader that something inexplicable and horrifying might happen at any time. On the other hand, I have long thought that at some point, @SQUAD would extend the Kerbal franchise by publishing novels set in the Kerbal universe (similar to what has been done to the Mass Effect franchise by Bioware), especially since they never got the chance to implement some kind of storyline into KSP. And to be honest, If they actually go ahead with that idea, I don't think there would be anyone more qualified for this than you.
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My suggestions: Lithobraking Simulator PC Benchmark 9000 The Big Nope-Nope-Nope Let's just hope we make it back in one piece And of course: Herbal Spice Program
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Hello everybody, A few days ago I migrated from 1.1.3 to 1.2. I discovered that in my legacy saves (that is, saves I created in 1.1.3) every probe that has one of the new relay antennae attached doesn't show up in the tracking station (ones with direct antennae do), and therefore can't be switched back to once one has switched from the probe to the Space Center after launch. After I uninstalled all mods the problem in the old save persisted. However, in a new sandbox save, the probes with relay antennae did show up as expected. To test the issue I built three identical rovers (one with a direct antenna, one with a relay antenna, and one with both) in each save and launched them. I included the logfile (in the file the save in which it worked is above the one where the problem occurred). Does anybody know if there is a chance to fix this issue for my old savegames from 1.1.3? I'd hate to start all over...again. Logfile - Dropbox-Link
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Kerbals are obviously illegal immigrants. I mean, come on, they are breaching the fourth wall constantly. Anyway, back to Kerbfleet. Hope 1.2 won't mess up Intrepid too badly. Did you use KJR back when you built it?
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- totm mar 2024
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Well you're not the only one who missed it @Dman979, I did so too. Anyway, the Dilsby twitter account is an awesome idea @Kuzzter, kind of reminds me of the Philae/Rosetta/Curiosity/etc. accounts that are out there. I didn't even know Dilsby is into Earth politics enough to actually comment on Donald Trump tweets. Just not sure what the latter will do when he finds out little green man are talking to him on Twitter.
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