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Everything posted by Invader Myk
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some mod app buttons don't work
Invader Myk replied to Invader Myk's topic in KSP1 Technical Support (PC, modded installs)
How would I test that? load B9 and another mod that uses a toolbar button onto a fresh install? or copy my KSP load then remove everything except B9 and a test mod? also, how did you divine Kinetech out of that? -
some mod app buttons don't work
Invader Myk replied to Invader Myk's topic in KSP1 Technical Support (PC, modded installs)
did that problem persists, with new output_log thanks for pointing it out though -
ksp 0.90 x86 on windows 7 Last night I found a dozen or so mods that looked interesting. So I installed all of them then went to bed. When I got up I couldn't remember exactly which mods I had installed. When played KSP again I found that when flying a vessel about half of the mods' toolbar buttons no longer worked. This effects both the stock app buttons and blizzy's toolbar. Can anyone give suggestion on how to isolate this problem that doesn't involve putting each of over a hundred mods onto a clean install one at a time? output_log.cfg
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[0.25] Astronomer's Visual Pack - Interstellar V2
Invader Myk replied to Astronomer's topic in KSP1 Mod Releases
Before I got rid of ATM compression for this mod, it took several attempts to get a compressed texture to work. Don't use the the code and try just deleting the contents of ATM's BoulderCo folder giving ATM another chance at compression. If the problem persist after trying this 3-4 times, it might not be an ATM problem. edit: Or you could use the code and change the false statements to true. This will still convert and compress the texture, but not change the scale. That sometimes helps with textures that are meant to be high res (ie this mod). -
If this is a straight EC check and ignores power flow, then that would be the problem I'm having. Maybe even if it does check power flow. I'll go play with it some more to see if it's working as planned. The ships I'm having the most problems with are unmanned satellites without any extra batteries. I am launching during the day and relying on the engine's generator to keep it powered until I could deploy the solar panels. After I get a stable orbit, I wait until the vessel isn't in shadow to do manoeuvres.
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[0.25] Astronomer's Visual Pack - Interstellar V2
Invader Myk replied to Astronomer's topic in KSP1 Mod Releases
It looks like you are using ATM. If so go to <KSP>\GameData\ActiveTextureManagement\textureCache and delete (or move) the BoulderCo folder Then go into the main ATM folder and make a file named BoulderCo.cfg with the following code: Overides { .*/BoulderCo/.* { compress = false mipmaps = false scale = 1 max_size = 0 } } } This prevents ATM from converting and compressing AVP's textures. -
When using this mod the SAS semi-randomly turns off. It appears to happen more often when a vessels EC is numerically low, ie more batteries = more reliable SAS. This happens with manned and unmanned vessels, and doesn't seem to have any relationship to whether the reaction wheels are actively being used. Is this an intended feature or a bug?
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[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
Invader Myk replied to zekew11's topic in KSP1 Mod Releases
SHENANIGANS! OK, it's just a conflict bug affecting the rotating hab rings in those two mods. Otherwise this is a stellar mod. Thanks for the good work. -
KSP: 0.90 x86 Windows 7 Problem: Right-clicking on a rotating habitation ring disables all right-click context menu. This problem occurs in the VAB, SPH, and with launched vehicles. Mods installed: Science Revisited Revisited 1.0.0 Module Manager 2.5.10 either of the following and associated required mods: Habitat Pack 0.4 USI Kolonization Systems (MKS/OKS) 0.22.8 Reproduction: Place the rotating habitation ring from either mod. Right-click on it. Placing any other part on the ring and right-clicking on it BEFORE right-clicking on the ring will highlight the problem. I suspect that the lab rebalance might be the main issue because when I removed Lab_Rebalance.cfg (which calls both parts effected and only those parts) the problem disappeared. Log: This output_log is using Habitat Pack due to fewer dependencies, but I can provide a second log for Kolonization on request.
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Not likely to happen while in any planet's SOI. As massive as the ISS is, its hill-sphere is still too small to extend beyond its hull. [edit]Which makes me sad because I really wanted to see this: [/edit] Cats' flip instict isn't based on being in free-fall, it's based on being in free-fall AND having body up and gravity up unaligned. Micro and 0 G environments don't have a gravity up. That cats in space video showed this, the white one flipped once but it was released soon after the parabolic dive so the gravity up might have still existed and it was held in opposition to gravity up before the parabolic dive. The orange cat didn't flip, it just sort of twitched trying to get to a surface as did the white cat after its one flip. (go ahead and rewatch the video, I'll wait for you) Flopping around uselessly being cute will probably be the biggest factor for space pets. I'm basing this on the trend towards popular breeds dogs and cats being less capable of doing anything for themselves. Worthless purse chihuahuas. After that the inability to poop and shed everywhere will be a big factor. Meaning birds are unlikely, molting feathers and almost no defecation orifice sphincter control. My money is on the ball python.
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The problem appears to be with Science Revisited Revisited's support of this mod and MKS/OKS. (thread)
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Should 1.0 have a set release date?
Invader Myk replied to moeggz's topic in KSP1 Suggestions & Development Discussion
Absolutely not. Hyping release dates causes half finished games like KOTOR2 and FFVII. I would much rather know I will eventually get version 1.0 than be promised 1.0 on a specific date and get what should have been labelled version 0.99 (or even lower). -
I was up all last night trying (and failing) to replicate with a clean install, which I'll keep trying. After realizing that I have 100 mods installed, I'm starting to think that "too many mods" might actually be a thing. edit: Here's the log file.
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I have a bit of a problem with the centrifuge. In the VAB (and probably SPH but haven't tested it) when it is attached to a ship, the right-click menu for everything gets disabled. Removing the part, leaving the VAB, and returning re-enables the right-click menus. I installed a lot of mods at the same time as this one, so it might not be this mod. I came here because the problem only happens with this specific part. If no one else is having this problem then let me know and I'll start playing with things to isolate the bug. edit: I found a second part that causes this bug. RoverDude's OKS Hab-Ring. This makes me think that the rotation is the problem because both parts rotate, but it also makes me think that it isn't because neither part uses the same animation module for rotation. FYI, I noticed all your crewed parts have the code line "stagingIcon = COMMAND_POD" with only the TMA-1 commenting it out.
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parts [1.12.x] Asteroid Recycling Technologies
Invader Myk replied to RoverDude's topic in KSP1 Mod Releases
With your previous post I figured as much. -
parts [1.12.x] Asteroid Recycling Technologies
Invader Myk replied to RoverDude's topic in KSP1 Mod Releases
I just noticed that CKAN now shows version 0.6.1 as a stable release. Have you not updated this thread or is that "stable" flag a mistake? -
[0.90] Orbital Material Science version 0.6
Invader Myk replied to N3h3mia's topic in KSP1 Mod Releases
A minor bug with CKAN. Nehemiah Science Common is not listed as a dependency for Orbital Material Science This results in CKAN freaking out and not installing OMS because it is trying to overwrite files from your other mods. -
[0.90] ADIOS Tech Tree - V.15 - 12-03-2015
Invader Myk replied to Arachnidek's topic in KSP1 Mod Releases
I did not know that. I'll give RemoteTech a try then. -
Contracts and Administration Strategies
Invader Myk replied to Claw's topic in KSP1 Suggestions & Development Discussion
What aspects are being balanced by contracts? From what I can tell the devs were trying to create a balance between are "how far from KSC the player can get" and "how long they are limited to that range." Why do I believe this? As the tech tree progresses, the tech becomes more powerful and/or efficient engines and larger fuel tanks. Both of which are major factors in how far from KSC you can get, specifically how much fuel you can move around (power and size) and how much fuel you need to move around (efficiency). As the VAB, SPH, runway, and launch pad progress they increase the size of a vehicle that can be launched, again increasing range. As the admin and mission control buildings are improved the speed at which funds are gained is improved. Finally, funds are required for all upgrades, and after all upgrades and research is done, funds is the only currency still needed to play the game with the amount of funds on hand being directly proportional to the range of vessels that can be built. Building upgrades are a joke (for the purpose of slowing game play) because, as has been noted earlier, Duna missions can be launched with very few building upgrades. To balance the contracts, towards my assumption of what aspects the devs are trying to balance and what they consider balanced, the availability of Science currency should be completely removed from contracts forcing Science harvesting via parts and reports, and the buildings at their various tiers should be more restrictive. Having a tier 1 VAB, launch pad, and R&D should allow just the bare minimum parts available and launchable weight to establish KSO. What I would consider balanced is a game that is enjoyable to play at all stages. Unfortunately "enjoyable" is a very subjective and variable metric. For me the most enjoyable part of KSP is the exploration aspect. My firsts were immensely enjoyable, my seconds less so. In my current play through I'm taking the "science" parts to all the biomes of every world, not because I need the Science points but because I haven't gotten those reports. I've been playing enough that KSC -> LKO -> docking are grinding aspects of the game, with anything Munar quickly approaching that point. For me, balancing contracts (or anything in the game) would mean pointing out things I haven't done yet and facilitating me accomplishing those things. -
[0.90] ADIOS Tech Tree - V.15 - 12-03-2015
Invader Myk replied to Arachnidek's topic in KSP1 Mod Releases
I'm using Antenna Range (mainly because I don't want the transmission delay w/ remotetech) which makes unmanned vehicles uncontrollable without an antenna. Which makes perfect sense to me. When I installed ADIOS I saw the unmanned start option and decided to give it a try. Unfortunately, there are no antennae in the initial tech node with this option. Would you be willing to move the Communatron 16 to the unmanned starting tech? If not, could some one give me a work-around to make these two mods compatible? edit: In the mean time I'll content myself with yet another manned start play through.