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GrubbyZebra
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Everything posted by GrubbyZebra
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[1.4.*] KSP Logitech RGB Control [v1.1.1] [2018-06-02]
GrubbyZebra replied to battlemoose's topic in KSP1 Mod Releases
Ah, did not realise it hadn't been merged. Will reinstall and give it a try. -
Can't Recover Vessels
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Technical Support (PC, modded installs)
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..... -
[1.4.*] KSP Logitech RGB Control [v1.1.1] [2018-06-02]
GrubbyZebra replied to battlemoose's topic in KSP1 Mod Releases
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 -
Can't Recover Vessels
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Technical Support (PC, modded installs)
Here is the debug log: -
Can't Recover Vessels
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Technical Support (PC, modded installs)
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) -
Can't Recover Vessels
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Technical Support (PC, modded installs)
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) -
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.
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Kerbal Space Program 1.4.3 and Making History 1.2 is live!
GrubbyZebra replied to UomoCapra's topic in 2018
What's wrong with your joystick? (asking because I finally figured out how to get mine working) -
T16000M Duo
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Technical Support (PC, unmodded installs)
Well, got it to work by installing vJoy+UJR. Something buggy with the thrustmaster software I guess. -
T16000M Duo
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Technical Support (PC, unmodded installs)
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. -
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)
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[1.3.x] SETI, Unmanned before Manned [Patreon]
GrubbyZebra replied to Yemo's topic in KSP1 Mod Releases
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.- 2,515 replies
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
GrubbyZebra replied to nightingale's topic in KSP1 Mod Releases
@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. -
Contract Pack: Sounding Rockets 1.4 - 3/17/18
GrubbyZebra replied to inigma's topic in KSP1 Mod Releases
I too had to force completion of the 20,000m contract in 1.4.2- 62 replies
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- contract configurator
- usi
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[1.3.x] SETI, Unmanned before Manned [Patreon]
GrubbyZebra replied to Yemo's topic in KSP1 Mod Releases
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.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
GrubbyZebra replied to Yemo's topic in KSP1 Mod Releases
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.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
GrubbyZebra replied to Yemo's topic in KSP1 Mod Releases
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.- 2,515 replies
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
GrubbyZebra replied to DuoDex's topic in KSP1 Mod Releases
Just went back and reread the thread title and realized it said 4.1, not 1.4. My mistake....thx -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
GrubbyZebra replied to DuoDex's topic in KSP1 Mod Releases
Just an FYI, but it isn't showing up on CKAN atm. -
Also Tarsier Space mod has a Webb-telescope analog, and it even generates contracts via a contract pack.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
GrubbyZebra replied to Galileo's topic in KSP1 Mod Releases
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.- 7,372 replies
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