Nobody6
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Everything posted by Nobody6
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In the meantime I figured a couple things out. Unfortunately, Filter Extensions seem not to be installed at all. And I don't know which problem you're referring to. Turns out, that on my first 1.1.2 install, I still had FASA. And someone in their thread knew what to do: http://forum.kerbalspaceprogram.com/index.php?/topic/22888-105-fasa-544/&do=findComment&comment=2600291 On the subsequent installs, my computer was running on faulty RAM, causing all sorts of problems. Sorry if you tried to reproduce those. Now that everything seems to be working, I'm starting to miss certain mods: Science Alert Simple Orbit Calculator Persistent Rotation RCS Build Aid
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At least 2 of 3 problems I observed are cured by that. Cannot confirm or deny the third, nor do I know if those are all, or if other pars are affected.
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Thanks. However if you're playing RP-0 there a more problems: e.g. having FASA in RP-0 complete breaks the Tiny Tim booster, which you would probably want to use on your early rockets.
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
Nobody6 replied to ev0's topic in KSP1 Mod Releases
Hello, I just found and added this mod to my RP-0 install (because not having to research empty nodes sounds like a good idea), however, it seems it is not compatible with "Fog of Tech", as all nodes are now exposed again. -
About that: If have have non RP-0 parts hidden, and updates make some of these parts usable - will they automatically show up? @android65 I have a similar problem with the first retractable landing gear. It is researched, yet it isn't. I can't place it anymore, ever though I could just after first researching it. I can however copy it form other crafts that already use it.
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That crash seems to have cured it... at least nothing has gone wrong since that so far. The non rp-0 parts are gone, too. Something else I noticed (Bug or feature?): I use cursor keys a lot move my view. Now, if I have the context menu, of say a procedural tank, opened many of its parameters will randomly(?) change if I do that. Kind of annoying. Probably intended on the other hand is that the context menus stay in place were they popped up, but irritating if you're used to move them into a better place by moving the camera. Guess I'll have to re- (or un-) learn that.
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All checked. Anyway, let's try again! @NathanKell Clean Install. add CKAN select RP-0 -> auto-select RSS Textures (8k) Install adds: Module Manager, Realism Overhaul, Advanced Jet Engine, FAR, Mod. flight Integrator, Solver Eng., KJR, RealChute, Real Fuels, Community Resource Pack, RealHeat, Real Plume, SomeScreen, Stock Extensions, Firespitter, Contract Configurator, Custom Bar Kint, Deadly Reentry, Ven's Stock Revamp, Comm. Tech Tree, RSS, Kopernicus Reccommendations add: KCT, Taerobee, SCANsat, KerbalRenamer, ShipManifest, CLS, HangarExtender, MechJeb2, B9 wings Fork, Proc. Fairings and Parts, KSCSwitcher, RemoteTech, SemiSat.RW, TACLS Config, TextureReplacer, Toobar at least that was the plan, ckan now fails to install anything. It will download lots of stuff and it seems to install things, but in the end I always end up back at the RSS texture selections screen and nothing has been added to the GameData folder. If I want to check the logs, CKAN just crashes and quits. GREAT ------------------------------------------------------------------------------------------------------------------------------------------------- TAKE 2 (actually 3 or 4) wiped the folder, copied KSP 1.1.2 into it added CKAN installed mods "backwards": first Kerbal Engineer then Realism Overhaul, Real Solar System and last RP-0 (all with their dependencies). created the "NonNoRP0" directory in hopes to hide many parts load the game, trick didn't work (Why anyone?) Build Sounding Rocket Selecting the "Tiny Tim Booster" from the parts list immediately crashes the game
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I think I will wait another couple days before trying again. Can't really play without Science Alert anyways ;-) btw the Tiny Tim booster has 'Tank Type' "** not found**". If installed, it will have a node with a question mark in the staging list, but only during flight. It's also sort of working, but no flame or exhaust plume.
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Thank you, that seem to fix bugs 1 and 2. What about bug 3: I cannot research single parts form the science complex? Which is kind of important, because i don't have nearly enough money for all of them. I also found bug 4 (visual): Most procedural parts will be rendered inside the research center even if they are outside the "available parts" box. Bug 5: Why does the Aerobee suddenly have 3 attachment nodes? The 3rd one is floating almost a meter above it. Bug 6: The Tiny Tim Booster does not have a node in the stage list. It also gains the properties of the part it is attached to, e.g. the name. Bug 7: The basic fins don't work below 25000 m - at that point the rocket begins to miraculously spin as intended. But they do keep the rocket on course, which is something the procedural wings don't do. They also overheat and explode instead. EDIT: that only seem to be a problem during simulation - which makes them pointless (real apoapsis 48 km, simulation 202 km). Bug 8: Messages received during simulation are not deleted. btw, since I now run the 64 bit version I decided to use the 8k textures - damn looks the earth pretty now! (well it does need 7 GB of RAM now...)
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Hello, I just made a fresh 1.1.2 install, copied it and applied RP-0 and all dependencies (that CKAN treat as compatible). I have run into a strange BUG: Thought I would start a new game and build a plane first. I Choose the Ju-87 cockpit, but as long as it is the root part, it's mass keeps increasing at a rate of several tons per second! Any idea what to do about that, or to whom to report. 2nd Bug: Prices are now in British pounds? 3rd Bug: I can no longer unlock single parts and I cannot unlock them from within the hangar/VAB.
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KW Rocketry Community Fixes, for 1.0.5 and below
Nobody6 replied to linuxgurugamer's topic in KSP1 Mod Releases
A lot unfortunately. It's an "Interstellar" installation with all its dependencies and several suggestions plus some extra (like KW Rocketry). The game itself seems to work again, but all recent saves are unusable. I cannot change craft nor save and I cannot enter the tracking station, the VAB or the SPH. I can use the other buildings, but if I do I cannot leave them. I've tried to attach a complete list, but it seems I don't have sufficient permissions. -
KW Rocketry Community Fixes, for 1.0.5 and below
Nobody6 replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, I renamed the two files. There is no longer a complain to upgrade to 1.1, but I still cannot play. There seems to be a missing "Mk2VTOLFuselage". I wonder where that one came from and where it went... (I'm not sure what else was updated). Never mind, the part seems to belong to Mk2 Stock-a-like Expansion and they know: "this update will likely break in-flight and saved craft". Oh well, time to edit the save file... and hope it helps. Nope, after removing the vessel with the missing Part I get no error messages anymore, but I sill cannot do anything. :-( Even though this might have nothing to do with the KW mod, I'm open to suggestions. -
KW Rocketry Community Fixes, for 1.0.5 and below
Nobody6 replied to linuxgurugamer's topic in KSP1 Mod Releases
It is nice to know you already support the future 1.1 release, not so much however, that that seems to have broken 1.05 installs. - At least I suppose that is my current Problem. After doing a CKAN auto-update, while starting KSP, KW "Rocketry Community Fixes" now complains I should use 1.1 (which is impossible because it hasn't been released yet - or has it?). Loading my current game I get a error, that 1 vessel couldn't be loaded, but the real issue is: Nothing works anymore! I cannot switch vessels, I cannot enter buildings (or if I can I cannot leave them). Is there a fix? Or how can I switch back to the previous release? Thx