-
Posts
573 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Calvin_Maclure
-
[1.12.x] Near Future Technologies (September 6)
Calvin_Maclure replied to Nertea's topic in KSP1 Mod Releases
Good day, quick question regarding what version is best to use with KSP 1.6.1. I've currently got v.1.1.2 (Construction) and it seems to be working fine, but wondering if I should bump up to the latest one or will there be any compatibility issues? (RP-1). -
[1.12.x] Engine Lighting Relit
Calvin_Maclure replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi all, getting this rather persistent issue (at every launch). KSP v is 1.6.1 (RP-1 play through) and installed ELR is 1.6.1.1 per CKAN, so I'm not sure if this is the issue (should it be v 1.6.0??): It's basically throwing a bunch of ''Exception: TypeLoadException: Could not load type 'ModuleDecouplerBase' from assembly 'EngineLightRelit'. Logs: https://www.dropbox.com/sh/fkrbiavx1c3g8u0/AABvgUGRlOCNWEzt5vZUNJ_4a?dl=0 Thanks! -
[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
Calvin_Maclure replied to Papa_Joe's topic in KSP1 Mod Releases
Hmm... both of my Solar Cycle and Orbit Decay icons are white (in KSC view and at the Tracking Station), so something seems wrong. KSP 1.6.1 / RP-1... Here are the logs: https://www.dropbox.com/sh/fkrbiavx1c3g8u0/AABvgUGRlOCNWEzt5vZUNJ_4a?dl=0 Thanks! -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Calvin_Maclure replied to tomek.piotrowski's topic in KSP1 Mod Releases
Not getting a connection at KSC for some reason. Crafts in orbit are when in view of ground stations, but nothing at KSC... Also, having depleted batteries does not seem to affect connection. KSP 1.6.1 / RP-1 / RO... Logs: https://www.dropbox.com/sh/fkrbiavx1c3g8u0/AABvgUGRlOCNWEzt5vZUNJ_4a?dl=0 Thanks, -
Huh, ok. My only concern is your previous (if it still applies) comment regarding the Fuel Switching. Since I play RO/RSS/RP-1, I use Real Fuels (which uses SolverEngines which I believe is a Fuel Switching mod??). FireSpitter I know is used by several mods (though I could not tell you which ones...), so my main and only concern really is, if I can only use one Fuel Switching and not the others, then I have to get rid of several mods (potentially) and I don't know which ones use what... Makes sense?? Don't know what, if anything, can be done about this. Thanks so much for all your help and efforts.
- 4,054 replies
-
- 1
-
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
I was just... thinking if I'm on KSP 1.6.1, wouldn't the TS version 2.4.0.7 work? The subsequent versions seem to be the ones where this Kraken issue began, no?
- 4,054 replies
-
- 1
-
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Mate, many thanks! And what a fast response too!
- 2,299 replies
-
- 1
-
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Will the latest MLP v 2.0.1 (meant for KSP 1.7.3) work in KSP 1.6.1?? The dependencies mentioned are the correct ones that I have.
- 2,299 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Alright, so I read through several pages discussing versions for KSP 1.6.1, but I wanna make sure I don't goof and get the wrong thing. What versions do I need for KSP 1.6.1 in RSS? Many thanks! Mod looks awesome!
- 2,299 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Thanks for this very complete answer, I really do appreciate it, and your efforts to solve this issue. Modders don't get enough recognition. - Got the SXT link, downloaded and installed. Thanks. - RO -> so... for now, manually applying the ''%'' to all 300-and-change is the way to go? *sigh*! Ok! lol... - Regarding Fuel Switching, I'll keep FireSpitter as you suggested... but I have no idea what the other ones are that I should remove... (and I'm assuming I'll also have to get rid of the mods for whom those other Fuel Switch are dependencies?) Thanks,
- 4,054 replies
-
- 1
-
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Added to DropBox. Here's the DB link: https://www.dropbox.com/sh/fkrbiavx1c3g8u0/AABvgUGRlOCNWEzt5vZUNJ_4a?dl=0
- 4,054 replies
-
- 1
-
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Yep. Getting that ''Houston, we have a problem" error too! Playing RP-1/RO. Let me know if there's anything I can supply that would help.
- 4,054 replies
-
- 1
-
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[1.12.x] Crew R&R - Crew Rest & Rotation
Calvin_Maclure replied to linuxgurugamer's topic in KSP1 Mod Releases
What sort of issues have people been experiencing (if any) when using KCT and Crew R&R? Using KSP 1.2.2 for a RO/RP-0 Thanks, -
Good day, what version for RO/RP-0 KSP 1.2.2 should I be using for this awesome mod? Sorry if its already been said... its late and I'm tired... Reason I ask is that I know some mods work just fine when they're upgraded to KSP 1.3.0 and may even have further fixes than their KSP 1.2.2 counterparts. Thanks, CM
-
You're correct, RO doesn't do anything to the tech tree. But, what I am trying to figure out is progression. In RP-0, as you progress you can research better performing parts, right? So a given engine will have multiple variants as you research them improving performance, and what not. Where or what should I be looking for to find this progression? That's where I'm stumped.
-
Ah, yes, forgot to mention that... I'm using RO. Just not RP-0.
-
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Calvin_Maclure replied to Theysen's topic in KSP1 Mod Releases
Where, in the config files, does one find where the progression value(s) is(are) set, or what to look for? I've got a Science mode game going, and I cant seem to unlock the more advanced engines as I advance through the tech t ree, since, well, no progression... Thanks- 2,215 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
Where, in the config files, does one find where the progression value(s) is(are) set, or what to look for? I've got a Science mode game going, and I cant seem to unlock the more advanced engines as I advance through the tech t ree, since, well, no progression... Thanks
-
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Calvin_Maclure replied to Theysen's topic in KSP1 Mod Releases
Well I'll be a floatin' kerbal, AmpYear WAS the cause... huh! Thanks @Phineas Freak- 2,215 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Calvin_Maclure replied to Theysen's topic in KSP1 Mod Releases
AmpYear??? Really?? AmpYear would be causing the Squad stuff not to load? What's the link?- 2,215 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with: