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GrubbyZebra

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Everything posted by GrubbyZebra

  1. Ah, did not realise it hadn't been merged. Will reinstall and give it a try.
  2. that assumes the issue isn't a conflict between two mods that are in different groups. Anyway, I've fixed it by installing the world stabilizer mod. Edit: New niggle, if I am flying and crash, I don't get the crash dialog (doesn't affect vehicles returning from orbit). And of course, if the command pod/probe core is destroyed, no recover option. So much for no revert.....
  3. Having an issue where this mod is causing Kopernicus to fail loading. Using the latest CKAN version. Logs linked below. (verified by uninstalling mod). Kopernicus Log KSP.log
  4. Have done this with no change no. no GameDate\ModuleManager.Physics This only works if the conflicting mod(s) is within the group, not if they are in different groups. have to use at least 2 parts, as I have to do something other than just load on the pad to trigger (either have to fly and then land or jettison a part)
  5. all mods are kept up to date via ckan. When it happens, it's like the vessel state shows "landed" but the physics engine isn't registering that the vessel is stationary (velocity and altitude fluctuate rapidly but in very small increments)
  6. All of a sudden (post 1.4.3), i have this occasional bug where I can't recover vessels, can't go to the space center or tracking station, can't save or load saves, can't exit to the menu, etc. Pretty much I'm stuck in the flight (on the ground). The only thing I can do is force close and reload the game. It is becoming maddening. BTW, I have 132 mods installed so would prefer not to go the turn them off and on 1 at a time, as this gives me a practically infinite number of combinations (i realise it is nowhere near infinite numerically, but still it's too many for me to do manually). More Info: Apparently revert works, but kind of annoying to have to enable it each time the bug rears it's head.
  7. What's wrong with your joystick? (asking because I finally figured out how to get mine working)
  8. Well, got it to work by installing vJoy+UJR. Something buggy with the thrustmaster software I guess.
  9. The problem with the dual stick is that when using TM's virtual controller software, all the axes are split in half in the game with center stick being full deflection.
  10. Has anybody been able to get the Thrustmaster T16000M duo to work with KSP? (I can get one stick working no problem, it is the dual-stick setup that is not cooperating)
  11. Nightingale has implemented a semi-fix in contract configurator that cuts down on the spam tremendously.
  12. Oooooo, me likey! ( I keep forgetting parts can be "upgraded" because so few of the parts I use have upgrades for them). I am using the SETI contract pack in my current career game on 1.4.2 without issue. I use both with the current RT release and 1.4.2 without issue. I can look at the SETI probe parts as well, I currently am using the small stack core for most of my unmanned launchers and it is working fine.
  13. @nightingale I was browsing the issues on github and notice a one-off request for an early mercury-esque strategy. The idea intrigued me and I was wondering if there were any hurdles to me pursuing developing such a strategy (such as anything hidden in the mod .dll that would prevent a new strategy from being added) or if you had any objections to such a pursuit.
  14. I too had to force completion of the 20,000m contract in 1.4.2
  15. Or just leave them both in the start node. I mentioned it mainly because I couldn't find it on the UPM/UPM Ext. tree anywhere and so I added it in. I may have just missed it though.
  16. It is a bug in the stock game, and seems to be related to the features added in 1.4.2 to support the new "missions"..... Would be nice to figure out how to fix it on the mod developer side though, or at least minimize it, until squad/take two issues a formal patch.
  17. I also put probeStackSphere (Stayputnik) back in the start node, and moved the octo to the 1st rocketry node. Seemed to fit a bit better with the beginning tech availability in my mind.
  18. Just a suggestion, but these parts should really be in the first few tiers of the tech tree for UBM: SR_Payload_01 SR_Payload_02 SR_Payload_03 SR_Payload_04 They are the 4 experiments for USI sounding rockets and have little use beyond those first few flights.
  19. Just went back and reread the thread title and realized it said 4.1, not 1.4. My mistake....thx
  20. Also Tarsier Space mod has a Webb-telescope analog, and it even generates contracts via a contract pack.
  21. I can confirm that commenting out the decoupler on the Narly probe core (not the jettison module, but the actual decoupler) does fix this problem.
  22. no worries. I was more wondering if it was technically possible. Knowing that it is, I may delve in to in a bit on my own as an academic curiosity.
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