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iamihop

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Everything posted by iamihop

  1. Seconding what Startpanikin1 said. I can no longer build anything with Construction Time, a change which happened in the last few days. Was there a stealth update from KSP? The only mods I'm using that have updated since it was working are Tweakscale and Space Tux Library. Thanks for managing such an awesome mod!
  2. Thank you so much. The holidays got in the way, so it's almost a month later, but updating my IR install to 2.0.10 has completely resolved the problem with wheels being stuck in place (presumably with autostruts). And the best part is that even existing crafts now work as intended! That's better than I dared to hope for. My test rover landed successfully on the Mun. This makes me excited to get back to building my planetary bases. Thank you for all of your work!
  3. Hmm, thanks for the info. This is disappointing. I couldn't get the autostrut visualizer to show anything, but I'm sure that's what the problem is. Is there a way to temporarily delete a ship's autostruts? Like I mentioned, it works when it's first launched. I just need to stretch this rover's legs once, because the rockets are on the parts that swing down. And in the future I'll avoid robot-izing any parts with wheels attached.
  4. Hi, I'm wondering if I'm hitting a bug, or if I've done something wrong. I designed a rover that folds up nice a compact and tested it on the launchpad, where all the robotics worked like a charm. I then put it on a rocket and sent it to my Mun base. I'm ready to land it, but now the pivots don't work at all, and the extenders "extend" backwards, into and past their bases. I hear the sounds of the motors, but nothing moves or it extends the wrong way. I think the difference was the loss of focus, since I went back to the Space Center after launching the rocket. To confirm this, I left another rover on the launchpad and when I returned to it, I observed the same errant behavior. Has anyone experienced this before? If so, is there a simple fix? I've done this in my hardcore career mode game, so I don't like being stuck by it. I'm really hoping that I'm just doing something incorrectly, because I'm running about 10 other mods, making it difficult to debug Infernal Robotics by itself. Thanks for any advice. This mod is the most powerful/important mod I know of for KSP. VERSIONS (installed for the first time just a few days ago). KSP 1.2.2.1622 Infernal Robotics 2.0.9 Rework_Repack_1.1.2 OTHER PRIMARY MODS: X Science, Interstellar Fuel Switch, KAS and KIS, Near Future Suite, PlanetaryBaseInc, SpaceY Lifters, Stage Recovery, StationPartsExp, TacFuelBalancer, TacLifeSupport, TarsierSpaceTech, and Kerbal Alarm Clock.
  5. [EDIT] Wow, I feel like a complete idiot. I didn't realize that I would have to manually unsub from the betas in order to get updates. Everything is working perfectly, now. Is this mod compatible with KSP V1.1.0.1228 (64), pre-release? I have the unzipped contents from the downloads in an OPM folder from the most recent Outer Planets release and a Kopernicus folder (I went back to 1.0.3) sitting in my steamapps>common>Kerbal Space Program>GameData folder. The other two mods that I have in there are working correctly. However, I see no effects at all from OPM (or Kopernicus, though I don't necessarily expect any from that mod). Am I doing something wrong? Thanks!
  6. I have a mission "Build a new surface outpost on the Mun." So, I've landed a very simple base on the Mun, meeting the criteria for the mission. When I'm "flying" the base, the mission panel checks off: - Build a new outpose that has an antenna, dockingport, and can generate power. - Have a facility supporting at least 5 kerbals - Maintain stability for 10 seconds. HOWEVER, it doesn't check off: - Have your outpost near the Mun And so it won't complete the mission. The base is listed as "landed at the mun" in mission control. I put her down in the East Farside Crater, to gather some novel science. Help?
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