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LemonSkin

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Everything posted by LemonSkin

  1. This is a known issue and has been fixed in the pre-release builds found here https://github.com/RemoteTechnologiesGroup/RemoteTech/releases. Outdated module manager shouldn't matter, just delete the .dll in the download or only copy the RemoteTech folder from the GameData directory.
  2. You can now activate antennae from the RemoteTech menu at KSC. It's under the cheats tab.
  3. Check here for the pre-release builds: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases
  4. Have you tried the pre-release builds linked few posts up? These are known issues that the pre-releases have fixed (for me, anyway.) The most recent I tested was 509 and it worked as intended, as far as I could tell. https://github.com/RemoteTechnologiesGroup/RemoteTech/releases
  5. Are you running any other mods? It could just be 1.1. I got stuck in the VAB the other day, couldn't launch, exit, load up other vehicles, etc. No buttons would work or even highlight on mouse over. Just alt + F4 and restart, hasn't happened since.
  6. Nah, that was happening to me when setting nodes manually, I don't even have MechJeb installed. I thought that might've just been a 1.1 quirk, but after installing the most recent dev build of RT2, that doesn't happen to me anymore.
  7. I just tested the pre-release. Execute node seems to be working a bit better for heavy craft, but with just a HECS Core, Small Inline Reaction Wheel, FL-T200 tank and a Terrier engine, it still spins out of control. Holding any nodes or killing rotation is still broken.
  8. Confirmed here, absolutely tanks my performance. After a few scene changes between sandbox and main menu, I got the main menu down to sub-10 FPS.
  9. Hey RoverDude, I think the wheel attachment points on the Karibou are a bit buggy. They refuse to snap to the node unless I hold alt, and even then, they need to be manually rotated and positioned to fit correctly. I'm using the latest version on the KSP pre-release version 1.1 running 64-bit. Cheers for all your work, I can't get enough of it!
  10. I'm only not receiving Bases and Stations contracts. I've tested it on a brand new save, running no other mods other than Module Manager, mini-AVC and a couple of contract packs (excluding Useful Space Stations). I've never used Asteroid Day either. Are there conditions for the mod to begin offering contracts? In my most recent test, I used the cheat menu to complete the initial 'milestone' contracts on a fresh save and gave myself science points, funds and reputation. That said, using the cheat menu to force complete the milestone contracts was buggy to say the least (the game just kept on spitting the same back the same 3 or 4 starting contracts). @nightingale Yes, that means disabling stock contracts in via Contract Configurator. I am unsure where logs for game sessions that haven't crashed are stored. Or would I just be copy-pasting the contents of the debug tab in the cheat menu? Thanks for getting back to me all!
  11. Hey, awesome work on your mod, I really love it. However, ever since v1.05, I've never been able to get any contracts other than 'scan body for base location', and those only started showing up after your most recent update. I've also tried with a fresh save, absolutely no luck. I've tried disabling all my other contract packs (including vanilla) and that just leaves my mission control window empty.
  12. Hey nightingale, I never had any problems with 64-bit CC. I agree with some of the other suggestions, I think you should re-enable 64-bit support, but tell people who have issues with it that you're not officially supporting or endorsing it. I really enjoy your work, I hope you continue to work on and improve it!
  13. Loads of people are having issues with MSI rework parts. It seems to be an issue with ATM. People are throwing around .cfg fixes, but I haven't been able to get any of them to work. Also, ATM doesn't do anything to DDS textures, and many mods have changed their textures to DDS format, but MSI still has the old file format. Could be why it's only that that's getting rebuilt.
  14. Heya, just updated to version 0.2.3. The PS icon seems to be breeding in my toolbar! Not sure what that's all about, but I remember RealChutes having the exact same issue when it first updated for KSPv1.0.
  15. I am such an idiot, I forgot to put 000_USITools, CommunityResourcePack and Firespitter into GameData when I updated MKS. Shhhh tell no one :\
  16. Hey RoverDude, love your work! Ever since I updated MKS to version 0.30.1 this morning, when I boot up KSP, loading hangs at UmbraSpaceIndustries/ExpPack/AES/AES_DuctedFan/AES_DuctedFan and FPS shoots up to around 1100. Not too sure what's going on. Also note that I rolled back Physics.cfg to v1.0 settings because I really dislike the aero model introduced in v1.0.2. Could this be part of the issue? Cheers!
  17. Yeah, I'm getting a similar issue. Happened occasionally on 1.0. Running 1.0.2 right now and I've still got the issue. I couldn't seem to reliably replicate it in 1.0, it just happened every so often. Hopefully it sorts itself out!
  18. Hmm, this doesn't seem to work at all for me. I created the .cfg, copied and pasted the script, deleted the cache and PartDatabase.cfg and then let KSP run ATM again. The textures work as expected until I close and re-open the game. Something about ATM must be bugged if it's still affecting the textures that the config file specifically says to ignore. I've been reading the ATM thread, apparently a few other mods are having similar issues. Hopefully he fixes it ASAP.
  19. Getting a similar problem as above. Deleting the ATM cache and deleting PartDatabase.cfg works ONLY until the next time I boot up KSP, then textures go back to being black. Doesn't matter whether or not I install another mod in the meantime.
  20. Heya, when going from VAB to launch pad with certain rockets, after loading is done, the screen will stay black but with all the HUD elements loaded. The speedometer reads NaNm/s. If I revert flight and then exit the VAB, Kerbin is gone and replaced with starry blackness. It has only done this with certain rockets, and I can't isolate what part of my rocket causes the issue. It has happened on certain rockets with entirely stock parts and on rockets with modded parts. If you'd like, I can upload the .craft of a rocket that reliably causes this issue. Cheers!
  21. Hey, excellent mod! I love using the old-school Soviet parts for the beginning of my space program. I've just found a couple of bugs I thought I should let you know about so you can continue keeping this sweet mod up to date! 1. Some IVAs seem to be a bit weird. I built a Soyuz replica in career using T-OM Orbital Module and T-CM Crew Module. If two crew start in the Crew Module and you move one to the Orbital Modle on the launch pad, the IVA portrait for the Crew Module has weird black tearing all over it. Similarly, in orbit, I performed a rescue mission. Two Kerbals in the Crew Module, rescuee went into the Orbital Module. As soon as he got into the Orbital Module, both portraits of the Kerbals in the Crew Module did the weird black tearing thing, the portrait of the Kerbal in the Oribtal Module had little-to-no light behind him, and the IVA inside the Orbital Module was just a black screen. The actual IVA for the Crew Module doesn't seem to have any problems at any time. 2. With TweakableEverything installed, right-clicking any of the crewed Tantares modules gives a huge FPS hit. Not sure if this is an issue with your mod or TweakableEverything. 3. As you probably know, PP+ Docking Parachute is absolutely broken. Failed to slow my Crew Module down during re-entry and forced the Module to have some really weird physics. It also killed poor Jeb and Santi Kerman Anyways, cheers for the mod, it's been fun!
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