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Everything posted by Krakatoa
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Help! Falling down a hill when BTDT'ing
Krakatoa replied to nijntjepluis's topic in KSP1 Gameplay Questions and Tutorials
For the landed result, I used something that could hover, and came down just enough to get a leg on the ground. If you're quick, you can get the scan on the bounce and get away. -
[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
I can see up-down distance being hard to guess at, but I'm a fan of it printing how it's laid out in the VAB or SPH. Whatever is up there is up for the printer. If someone prints and it's sideways or pointing at the ground, it's a bit of a bummer, but time to go back to the VAB, change the orientation to what's correct, and print it again. Having Sandcastle attempt to assess something about a craft/building and change the orientation from what it is in the building mode sounds like it will lead to things not always being built the way I intend and no way to fix it, if it's automatic. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Krakatoa replied to Gameslinx's topic in KSP1 Mod Releases
Gameslinx gave a pretty thorough breakdown in this post.- 3,107 replies
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- totm oct 2022
- terrain scatters
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Could also be KIS, some of that stuff was in there as holdable items. There's also Kerbal Hacks for a pile of other things.
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Just one tech tree mod, choose the one that fits the way you want to explore the game. 8GB is pretty low for KSP, you'll want to limit your mods, especially particularly big ones with lots of textures.
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[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
Krakatoa replied to Mark Kerbin's topic in KSP1 Mod Releases
From the OP: "Kerbal Academy is a for-profit venture* , you pay them to provide missions and programs in order to train your kerbals. Think of it as an investment. Contract prices are currently being re balanced for training missions, and the "Boot Camp" mission as it allows for the recruitment of new Kerbalnauts without the expense of rescuing them from various wrecks. " Dunno about the hit to rep, but you paying for the mission is the whole idea with this mod. You pay some funds, and you get experience for Kerbals that they haven't earned yet.- 89 replies
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Using Multiple Experiment Storage Units?
Krakatoa replied to Tempr's topic in KSP1 Gameplay Questions and Tutorials
Yes, indeed. They'll send their data back and forth to each other as you hit "collect all data" or whatever the button is, but I think it tries to pull from experiments first, so if you run everything, collect it all, then run it again, and collect with the other, you should end up with the same number of stored experiments in both. Many of my missions have several places to store data (the main capsule usually counts, you just have to collect the data with a Kerbal on EVA then reboard), so that I can try and get full completion in a given biome with a single mission, or only needing a single followup. -
Oh, so you're getting all sorts of errors from Tweakscale and KSPe and Lisias' version of MM, so this is something you should probably post on Tweakscale's thread and isn't a problem with the game as a whole, and other than following the instructions carefully and correctly in that version of Tweakscale's thread for your best chance of success, there's nothing I can really help you with.
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I'm no longer really wondering if you need a fresh install. I strongly suggest uninstalling and reinstalling KSP and starting with CKAN from the beginning, you wouldn't have ended up with multiple MM versions, which is a part of your errors. Also, there's a post detailing how to get troubleshooting help. From this point, anyone helping will need a picture of your GameData folder and a link to where you've uploaded your ksp.log and player.log files, as it explains in This Post
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Yes, this is probably all because you've been a bit slapdash with your modding efforts. I'm wondering if you should start from a fresh install, because all this is telling me that this present attempt isn't going to work. It isn't that you're cursed, you just aren't being careful enough. If you use CKAN from the beginning instead of manually installing anything, you won't be missing things like Module Manager and it will all go to the right place. Try leaving a log like the pinned troubleshooting instructions say and maybe folks can help you out. It currently just looks like you aren't installing correctly.
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Ah, so it's a bit of a mixed install of manual stuff and CKAN, plus some deletions and nested GameDatas. I think it may be a good idea to follow the instructions from that first error. Looks like you have this install in your steam folder, so I'd delete everything in your gamedata folder except the stock folders, "Verify integrity of game files" in the properties of the game on Steam to redownload anything you got rid of on accident, then use CKAN from the beginning to install all your mods, that should make sure they end up in the right place. You can double check by going into your GameData folder after and making sure you don't have another GameData folder inside of it.
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Dragging a gamedata folder into the gamedata folder. You want the path to be GameData/DecouplerShroud. Edit: Oh, I see, you're installing through CKAN. Are you sure you have it pointing to the right instance and not too deep? It is possible there's a small error in the NetKAN that's installing it in a nested GameData.
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[1.12.5] TweakScaleRescaled - Scale your parts in the editor
Krakatoa replied to JonnyOThan's topic in KSP1 Mod Releases
Read the page I linked, it gives you multiple options, and tells you how to actually report a bug in a way that helps people help you. I literally can't help you any further unless you take those steps. -
[1.12.5] TweakScaleRescaled - Scale your parts in the editor
Krakatoa replied to JonnyOThan's topic in KSP1 Mod Releases
Perhaps not! But you for sure have at least the KSP_Log mod in the wrong place. Tell you what, follow the instructions on this post, especially with posting the correct ksp.log file, which you will have uploaded externally and put a link in this thread to. If you share the correct file, there's a lot that can be sorted out. -
[1.12.5] TweakScaleRescaled - Scale your parts in the editor
Krakatoa replied to JonnyOThan's topic in KSP1 Mod Releases
So that was definitely not the correct file. Either way, I don't know if it's worth further troubleshooting, I think your install is broken and probably worth trying again, but carefully reading the instructions on how to mod and doing it the right way. If that mod was in the wrong place, I have a feeling others are, too. -
[1.12.5] TweakScaleRescaled - Scale your parts in the editor
Krakatoa replied to JonnyOThan's topic in KSP1 Mod Releases
Right, but look at it, it got completely mangled, and the small part that did come through says something about KSP_Log being installed incorrectly, and that's a mod, not the stock KSP.log file that shows up in the main game folder. -
[1.12.5] TweakScaleRescaled - Scale your parts in the editor
Krakatoa replied to JonnyOThan's topic in KSP1 Mod Releases
Definitely not, at least not in that form, and you shouldn't paste the whole thing when you track it down on the forum, even under a spoiler tag, it messes with the page really bad for some users. What little did make it through the copy/paste mangling shows that you have things installed incorrectly, so going through your install and making sure everything is in the right place would be a good start to fixing your problems. -
Does your navbal show the horizon, or is the control point up? Sometimes, rovers with an incorrect control direction will sort of work on Kerbin, but not places with lower gravity or friction.
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All of the Wild Blue Industries mods are set up to work with Classic Stock Resources, you just need to make the selection during install, if from CKAN, or the first time you boot the game if a manual install, if it works the same as it did a little bit ago. AFAIK, that's about it. There's a decent chance JadeOfMaar has a number of mods that work with Classic Stock, too. I personally prefer the Community Resource Pack system, but that's mostly because a lot of mods are set up to work with it. I wouldn't be very particular about which ecosystem I decided to use if they were both fully picked up by modders.
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The 4 mods under "required" are indeed required. The first is this mod, the second, B9PartSwitch, is the mod that handles the toggle and ability to switch between things, the third is Module Manager, which is required to do basically any modding whatsoever, and RPM is the mod that adds all the bits and bobs in the IVA and comes with a few examples. You're welcome to use as many or few other IVAs as you like, but this is the bare minimum for this mod to function.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Krakatoa replied to Gameslinx's topic in KSP1 Mod Releases
Western Sea definitely isn't a stock biome, so I'm wondering what planet pack that must be.- 3,107 replies
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- totm oct 2022
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The folks that are good at troubleshooting can use the find feature to look for specific flags, so yes, possibly. You may need to zip the file to put it on your drive. Those logs can get large, but the fact it's that big may be the first clue that there's something afoot, as it might be bloated with NullReferenceExceptions.
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- interplanetary ship
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I definitely don't know if I can help you, but I have seen in the past (and possibly currently) a notice on the Kopernicus thread warning about interstellar overheating. You also have quite a few mods, so any of them could be a problem. I don't think you've posted your ksp.log file mentioned in the how to get support thread. Add that to this thread and perhaps someone that can understand them better will be able to help or explain what's going on. Edit: Ah, I see the player.log. That has most of the info, but the KSP.log one might help folks, too. My first inclination is something with System Heat, but on looking again at the video, do those craft have reactors but no radiators?
- 12 replies
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- interplanetary ship
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