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KSP2 Release Notes
Everything posted by Krakatoa
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
KA and several of the NFT mods come with Deployable Engines included. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
C'mon, folks. Mod makers hate pushing for updates and has pushed some modders out of the community altogether. Be patient, sit back, and use 1.2.2 for now or move through 1.3 without for a while longer. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Krakatoa replied to IgorZ's topic in KSP1 Mod Releases
That's Pro Props. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Krakatoa replied to IgorZ's topic in KSP1 Mod Releases
If it's truly installed correctly, then the problem is beyond my knowledge. The only way to help at this point would be for you to follow the directions on this page and put the log on a file hosting site and put a link here for us to inspect, and post a picture of your GameData folder so we can see if there are any issues. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Krakatoa replied to Galileo's topic in KSP1 Mod Releases
Do I just copy the whole OBJECT{ describing the main cloud layer of Kerbin, then rename and change the altitude? Sorry to have a thousand questions, but I made sure to go through a good 50+ pages of the thread and didn't find a clear answer on adding, just taking away. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Krakatoa replied to Galileo's topic in KSP1 Mod Releases
Only other question I have is what I need to tweak in the Alt-0 menu to adjust the thickness of the volumetric clouds. They're so good looking that I want to hit them sooner in the air and maybe leave them a bit later, if possible, or have them sometimes be in the altitude that my planes fly at. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Krakatoa replied to Galileo's topic in KSP1 Mod Releases
Hey @Galileo, just recently added this mod, only waited because I was worried about a performance hit. Ended up not really taking one and the transformation in visuals is glorious. I was having a small issue that I sorted out, but in the process noticed that EVE's shadow config includes a few more casters. Is there a specific reason for the more succinct list, or could I add in those other casters with no problem? ETA: Should mention, I'm not using both configs, was just looking between them during my search that ended up being something from Scatterer anyways. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Krakatoa replied to IgorZ's topic in KSP1 Mod Releases
When you download the ZIP for KIS and open it, it contains a GameData folder, in that GameData folder is another folder named KIS, you want to drag that folder to your install's GameData folder and it will work. End result should be KerbalSpaceProgram -> GameData -> KIS. It definitely works when they are there. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Krakatoa replied to IgorZ's topic in KSP1 Mod Releases
I feel like I've seen someone with that problem before, and it ended up being an install issue. Aspects worked because they were just configs, but important other things didn't. Make sure you don't have nested GameData folders, and let us know KSP version, Module Manager version, and KIS version. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
What aspect isn't working? The installation steps are pretty straightforward and will definitely make it work, since it's just the one step of dragging the WildBlueIndustries folder from the GameData folder of the download into the GameData folder of your game install.- 3,524 replies
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Does anyone happen to know if anything changed in the way certain patches are applied between 1.2.2 and 1.3? My specific problem is that I'm trying to set up a patch so that all my different mod-added ISRU units get counted for contracts where a base or station needs one. The way it used to be, simply having @Contracts { @Base { @PART_REQUEST:HAS[#Part[ISRU,MiniISRU]] { Part = CompactISRU } } @Station { @PART_REQUEST:HAS[#Part[ISRU,MiniISRU]] { Part = CompactISRU } } } would make it count, but now it isn't. I've tried with and without an @Title entry, and with and without an @Crew_Request entry and am still a bit stuck. Once I know how, I'd like to just make a general MM patch to catch all of my ISRU units, so a base that doesn't need to make LF/O or monoprop, but is making LH2 or some other sort of thing can still complete contracts in my career game. Thanks!
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[1.12.x] Near Future Technologies (September 6)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
Is it possible you set up an accidental Janitor's Closet filter? Dunno if it affects anything, but MM has upgraded one more time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Krakatoa replied to RoverDude's topic in KSP1 Mod Releases
99 times out of 100, it seems that's because of a version mismatch or a bad install. Would you mind posting a pic of your GameData folder or letting us know KSP version, MKS version, and your MM version? -
Whelp, hard to say. Without a picture of your gamedata folder, I still think it may be an install issue. That error is pretty clear that the .dll is in the wrong spot. Could you just have a duplicate .dll?
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
@sananeabim I feel like you're kinda lucky the game is loading at all. Your picture of your gamedata folder has some mods that haven't been updated in 2+ years. Some of them, particularly pure part mods, should mostly work okay, but I don't know that a 1.2.2 or earlier build of mechjeb or firespitter will work properly. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Krakatoa replied to ObiVanDamme's topic in KSP1 Mod Releases
Doesn't it have to do with the KIS inventory space you have handy? As in, you need a container with 1000L of space to build a 1000L part? -
[1.12.x] Near Future Technologies (September 6)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
@Nertea You got a shout-out on the official KSP Facebook page for your new mod, congrats! Already digging in and whew, are they pretty. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
If you have multiple Kerbals around the object, their carry weight gets higher, so you could assemble that way. I usually launch mine up and use either KPBS' landing engines or another light option and land them in place. It comes with wheels and legs, and I use those to move into place and dock up the various pieces. I'm not sure on attachin to the pylon. I think you have to be building it in situ for it to work properly. I tried to slide one under an already existing base and just the act of attaching it to the ground threw the base 1000 feet up or so. The KPBS planetary cupola should already count, at least it does in my game. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
Hmm. Me thinks that is distinctly possible. Well, I'm pretty sure I had KPBS installed when I accepted the quest, and I didn't get the checkmark when I looked from a base with the KPBS ISRU unit. That I can't check at the moment makes this much more tricky. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
You definitely have it in the config. I can't for the life of me figure out what changed in the coding to make it not work, but I also don't know code much at all. I tried copying yours but rewriting it for the other mod's ISRU to no avail. Thing is, the same syntax seems to work for letting the appropriate pieces count as a cupola. -
I've been working on getting a couple of my favorite mods to play nicely with the stock contracts. Most things seem to work, but my current struggle is that the two different ISRUs that come with the mods aren't being counted towards base or station building contracts. Here's what I've come up with so far to get DSEV's Compact ISRU unit to count. @Contracts { @Base { @PART_REQUEST:HAS[#Part[ISRU,MiniISRU]] { @Title = Have an ISRU resource conversion unit on the outpost Part = CompactISRU } } @Station { @PART_REQUEST:HAS[#Part[ISRU,MiniISRU]] { @Title = Have an ISRU resource conversion unit at the station Part = CompactISRU } } } I'm clearly not getting it to talk to the stock contract .cfg properly, so it still isn't getting the checkmark in game. Any ideas?
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
@Nils277 I've noticed that the KPBS ISRU unit isn't counting for contracts. I was first running into it with another mod's ISRU, then put it together that neither were counting. I've tried making an MM patch to tweak the contract to no effect, and I've tried looking at them compared to the stock ISRU, but can't figure out what's necessarily different, unless the localization changes make the contract unable to count the modded ones. Do you have any ideas? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
That's very curious. Sometimes what it takes is turning on and off the brakes. Other'n that, could you have accidentally attached it via a front node to a middle-of-the-garage node instead of attaching via the decoupler? I managed to get a Buffalo with a somewhat clipped-in magnetometer out of a K&K Garage, so I'm sure a lynx can. -
[1.12.x] Near Future Technologies (September 6)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
This should help. 2 pages back after the change happened, if you need to look through for follow up information. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Krakatoa replied to IgorZ's topic in KSP1 Mod Releases
Most of my stations are designed to stay grounded fairly well, the small gravity of Minmus just allows things to slide too easily. I don't use ground pylons much, but the couple times I have, I attach my base to it with a pipe, whether it's right or not. The pylons attach to the ground like they are supposed to, though, so that's why I'm unsure of what's causing your issue. I attached a KPBS base to a ground pylon on Minmus and it krakened in a most spectacular manner.