Aceoaces
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Posts posted by Aceoaces
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17 hours ago, Streetwind said:
Were you continuing an existing save, or starting a new one? We've not had any mention of such issues, so this is quite unusual to hear. Also, the CTT patches should all be disclaimed with a NEEDS conditional, and shouldn't even fire if it is not installed.
This was a new save. My only theory is that the empty CTT folder was still present in the Gamedata folder, from when I had downloaded CTT previously (prior to beginning this save).
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Hello! Thanks for the mod.
I returned to KSP recently, and after re-installing many mods, eventually discovered that most of the parts for these Near Future mods were missing. I know that Near Future is supposed to work even without Community Tech Tree, but for some reason it was not. I just now found the solution: Delete all files that mention CTT, such as "NFSpacecraftCommunityTechTree.cfg". Now I can see/use the NF parts just fine. Thought I would pass that along, in case anyone else was having my (apparently unusual) problem.
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Thanks so much for this mod. I'm trying to build a rocket that just uses a single motor to orbit, and would drop rings of these tanks as it climbs. The tanks would sit lower than the motor. They stack perfectly, the only problem is that the decoupler is only on the surface attachment, not at the top. So my suggestion / request / idea is to allow the decoupler to be at the top node somehow.
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Hello. I just found this mod via CKAN, and it sounds fantastic. But I am upgraded to 1.2.2 and the mod is limited to 1.2.1. Could this be corrected?
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CKAN has been encouraging me to upgrade to version "1:2.4" even though I already have "2.4.0" installed. I assumed that was just a typo, with the colon. But it hasn't changed in the past week or so. Is this actually an upgrade?
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On 5/23/2016 at 4:19 PM, Tokamak said:
The pod's integrated monoprop powered engines always activate immediately when I launch any vessel with this part.
I have been seeing this as well. Please let me know if you find a solution. I had to just pull the "thrust" slider down to zero while still in the VAB.
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Nice, I have been using cheats to play this way anyway. Dealing with science is just a chore.
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On 5/8/2016 at 5:47 PM, RoverDude said:
Sounds good, I'll remove the flag when I am on something other than a mobile device (gig in brooklyn tonight)
The "Disrupt NY 2016 Hackathon"?
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Does EL not work with Tweakscale? I see the correct Tweakscaled values in EL's VAB preview window, but then when I use a Launchpad to create the ship it's trying to charge the normal-sized price for the parts. I am also using UKS (if that matters). Thanks!
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Thanks so much for the Droptank "Wrapper". I haven't used it yet, but I have been searching for a part like that for months. It seems like such an obviously desirable choice.
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I never visit the forum main page. This was a good time to start.
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I love this mod! Thanks for making it. I'm getting a lot of lag though, at least around the Kerbin SOI. After playing with a lot of settings, I conclude that it's CPU. I'm using a ship that didn't give any lag before the mod, so I wonder what might have changed. Hopefully there's some simple setting I can change, or mod I can remove.
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Thanks for the mod! The Mass Driver seems overpowered, so of course that's all I want to use now. It was not stacking well with anything underneath it though, so I figured out how these .cfg files work and found a better setup.
MassDriver_250.cfg currently has this line: node_stack_bottom = 0.0, -.75, 0.0, 0.0, 1.0, 0.0, 2
It works better with this line: node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 2
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I have a science lab on the Mun, and it is producing no science. There is a full power supply from the solar panels, two scientists onboard, supplies for the USI Life Support system, and data onboard. The menu says that everything should be working. but it produces nothing. I rescued this pod out of orbit, from one of those "rescue the stranded Kerbal" missions. Does anyone have a theory?
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Disregard, I needed to review each report and set it to process.
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This sounds amazing. I love all of the USI parts, and I look forward to seeing this in the game again.
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Thank you so much for this! Steam says I have wasted 397 hours of my life not having this mod. The chain is finally broken.
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Alrighty.....after looking over the info you all gave, and getting the affirmation that I was following the steps properly I did the next logical thing. I removed all mods I had loaded. After doing this the mining drills started working. Not sure which one did it, because none of them should have conflicted with mining operations, but hey it works now. Now to load them one by one and find out who is the culprit. Thx!!!!!!!!!!!!
Did you ever figure it out? I still can't get the mining to work, at any angle.
[KSP 1.6.1] "Streamline" Engines, Fueltanks and RCS
in KSP1 Mod Releases
Posted
I'm so excited for these new parts! I'm building designs in my mind already.