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KSP2 Release Notes
Everything posted by Jimbodiah
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Mage, could you add this to the SSTU and/or TU first post so it is easier to find and more obvious? I just scoured through 20 pages to find this so I could test a 1.4.x install
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Jimbodiah replied to Angelo Kerman's topic in KSP1 Mod Releases
I have an issue where stations with the BOW (I don't have any other vessels with MOLE parts yet to be honest so not sure if it is the BOW or the mod in general) where when I try to switch to the station, it will no longer switch, save or exit to the space center. I need to alt-F4 to get out of the game again. The issue seems to corrupt the save file as after the first issue in a new career, every next time I restart the game and switch the same thing happens. Log included below, here is an excerpt. Running KSP 1.3.1 and MOLE 1.10.2 Download log file KSP did not generate and output.log file for some reason (checked x64Data folder). Nevermind, I deleted MOLE and started a new career again. One of the mods to steer clear of in the future. -
Show-off!!!! I am actually waiting for a stable release for 1.4.x first before even attempting to install any mods into it. 1.3.1 is doing fine for now
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Jimbodiah replied to Shadowmage's topic in KSP1 Mod Releases
Use InfernalRobotics. They have pistons etc that you can attach stuff on and extend. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Jimbodiah replied to Shadowmage's topic in KSP1 Mod Releases
LOGS !!!!! Did you copy all the folders, ie KSPWheel? -
I have this patch (works fine) to add some resources... @PART...:NEEDS[xxx] RESOURCE { name = Resource amount = xxx maxAmount = xxx } Now I want to multiply that resource by something when a certain mod is detected. @RESOURCE[ResourceX]:NEEDS[ThisOtherMod] { @amount *= 4 @maxAmount *= 4 } I can add another @PART... after this one, but is there a way to chec for the mod in the same line as the mulitplication (some sort of CASE function) ? RESOURCE { name = Resource amount = xxx maxAmount = xxx @amount[ThisOtherMod] *= 4 AmaxAmount.... }
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[1.12.x] Near Future Technologies (September 6)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
Testing stuff before release is for noobs. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jimbodiah replied to RoverDude's topic in KSP1 Mod Releases
So to get MKS-Lite, is there only the one setting "use Machinery"? -
Well, I tend to disagree. The last releases were never tested before release, or those engine issues would have been fixed properly instead of the guesswork it turned out to be. It is not our job to do Squads testing, that is their job and what they get paid for. There will be minor bugs, but when you say you fixed something and then not done a thing about them, that shows there is no motivation for any kind of quality. Also that no one noticed things exploding upon landing shows that their dev team is just a bunch of headless chickens at the moment. With new patches coming out faster than I can unlock a techtree, something is seriously wrong at Squad right now. This bugfix is a bugfix of the last bigfix, which was a bugfix of the original problem. Yeah, QA rules.
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Will 1.4.3 actually be play tested, or will it be blindly released and hoping for good fortune like the last updates???
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Now you have to update 300 mods again
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Those RD180s would look cool like that if they would be lighter :). My favorite kerolox engines by far, and they just got better And those Merlins. Mnom mnom mnom!!!!
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New release: v1.7.3 - Still for KSP 1.3.1 - Added 0.625m ATV COS unit - Added Short version to the COS Tourist module - [SSTU] Added command, sas, reactionwheels and Ec to the SampleReturn module - [Stock] Launchclamp now generates LqdHydrogen, Oxidizer, LiquidFuel, Supplies - [Kerbal Reusability] Increased max temperature on grid fins to survive reentry - [Alcor] Added SAS level 3 (autopilot), Ec and USI-LS Supplies
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[1.12.x] Near Future Technologies (September 6)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
Spacedock has been up and running again for a few hours now. -
I saw someone posting the Making History parts on there. Not sure if that was taken down already? Also getting a lot of errors lately, seems the site is down quite frequently.
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- totm july 2019
- spacedock
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@Starwaster It shows up there as well. Problem solved... I need to enable crossfeed on the MFT tanks; it is disabled by default. @Shadowmage Is there any input on ModuleToggleCrossfeed that will allow me to set this to true in a patch?
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[1.12.x] Near Future Technologies (September 6)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
Sleep is over-rated. -
The way to patch it is not the issue, as I have it working for Ec and supplies as per my example. It is LH2 that for some reason will not generate/fill.