Steely-Jim
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Everything posted by Steely-Jim
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Yeah. I think I discovered the issue. I had not yet discovered the difficulty options in-game had a toggle for CommNet among other things, so I went in and edited my persistent.sfs file's settings and voila "enable CommNet = false" was what I had. A simple flip of code later and I was in business. For once, glad something's not broken, I'm just oblivious, haha. Thanks for the reply. -Steele-Jim
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- commnet 1.2.0
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I've run into a rather unique issue since updating to 1.2. On a long save (Year 9 and counting ) and on that save only, I cannot seem to get the CommNet GUI to display, either in flight mode or from the Tracking Station. I have tried making a new clean save and have been able to use CommNet on that, as well as on the Transmission scenario. However for some reason I haven't been able to use it on my main save. KerbNet is working fine to my knowledge. KSPedia shows info for Communication Networks. Current list of mods: KER, KJR, KAS, KIS, Trajectories, TWP, Cormorant Aeronology, Shuttle Payload Technologies, RCS build aid, Porkjets part revamp, Habitat Pack (porkjet), Near future solar,construction,spacecrafts; ManueverNodeSplitter, and DIRECT-LV. Any leads as to what is causing the issue?
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Steely-Jim replied to Pak's topic in KSP1 Mod Releases
@Pak: Did what you said, no more issues with texture replacer, and no issues with the EC Pallet and my ISS. Thanks!- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Steely-Jim replied to Pak's topic in KSP1 Mod Releases
Hey @Pak, Sorry if this is a known issue, but I've been having issues with the texture replacer part of this mod, which allows toggling between thermal/stock textures, and also the different versions of the shuttle nose and cargo bay. The issue is, it's not working at all. I updated to 1.2 yesterday and went to go update Cormorant Aeronology to the latest version, and upon loading my game, my ISS which had the EC Pallet couldn't load because it was apparently missing. To remedy this, I used an older version of the mod (the zip is titled "ShuttleLiftingBody.somethingsomething.zip") which was known to work previously without issue. However upon loading my game in 1.2 I found my shuttle's parts no longer had thermal textures or the option to toggle them, and the option to toggle buran/shuttle style was gone. I'm thinking the texturereplacer was the culprit. I've tried the new release on GitHub, the old "shuttleliftingbody.zip" stuff I had originally pre-update, to no avail. Am I missing something? Is this a known issue? Is it a 1.2 compatibility issue? I'm lost at this point...any help you can give is appreciated. -Steely Jim- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Steely-Jim replied to Pak's topic in KSP1 Mod Releases
Update: While initially I thought Kerbal Joint Reinforcement solved the issue, it only partially mitigated it. I still get some graphical abnormalities which are inconsistent between timewarps, quickloads, or after docking/undocking. Doesn't appear to affect the aerodynamics or thermal properties though, I think it's a purely graphical bug. I could be wrong though.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Steely-Jim replied to Pak's topic in KSP1 Mod Releases
I installed KJR and that seems to have resolved the graphical issues. Was curious to know what happened to cause it. I had tried putting some struts between the cargo bay and lifting body and likewise for the nose cone and cockpit, but to no avail. I'm playing on 1.1.3. I'm using, KER, KIS, KJR, Near Future Solar, Near Future Spacecraft, Habitat Pack, Trajectories, Transfer Window Planner, KAC, Maneuver Node Splitter, RCS Build Aid, and Asteroid Day. I'm happy with KJR as a work around for now.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Steely-Jim replied to Pak's topic in KSP1 Mod Releases
I think what happened was, I installed the CA pallet which I didn't realize came loose after ET tank sep. So I decided to use KIR to metaphorically nail it down to the cargo bay. After I reloaded my shuttle, things got weird. I re-ran the launch after strutting the pallet in the VAB and the issue didn't reappear. However, there are a few other minor graphical issues which I wonder if anyone else has: Link to album: http://imgur.com/a/tBq1c- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Steely-Jim replied to Pak's topic in KSP1 Mod Releases
Not sure if this is the right place to report bugs for this mod, but I've just recently had a pretty serious one. Shuttle was fine before I switched to my ET and watched it burn up in the atmosphere. When I switched back to my shuttle in orbit, the above happened after physics loaded. I've tried quickloading but the same happens. Any ideas? Thanks, Steely-Jim- 2,351 replies
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Steely-Jim replied to KospY's topic in KSP1 Mod Releases
Hey folks, new forum member here but I've been lurking for about a year. I finally have a question I can't seem to find the answer to. I am trying to use KIS to attach the large thermal panels (the 3, massive fold-out type) to my space station in orbit. I have 2 of them in the largest container in the aft end of my station and where I would like to attach them would be on the S/P 1 trusses like the ISS. I can't seem to figure out how to use my Kerbal's EVA jetpack controls and drag an item from the container at the same time. I managed to get moving ahead of time, quickly grab my panels from the container, and passively float to where I wanted to go. I held down "H" while clicking on where I wanted the panel to go on the truss once it was in range, and for a hot second it seemed like I did it right. Then the panels made like I had broken them, but the base remained attached. Is this an issue with this specific part or am I doing something wrong? Thanks for the help in advance.