Kilo60
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Posts posted by Kilo60
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56 minutes ago, Brigadier said:
For future reference, you should always keep a pristine KSP game install. I download/update from Steam and immediately copy that KSP directory to a clean, non-updatable folder. I then copy from that clean version as often as needed for different mod sets, playtests and troubleshooting. Play those copies only; I never mod the Steam target or the clean copy. This allows for auto-updates, keeps a clean copy of the working KSP version for your game play, and maintains your current game(s) untouched by updates.
Stock chutes should reappear if you remove the Real Chutes mod. How are you managing your mods? Are you manually installing them or using CKAN?
Good Idea!!! Installing from CKAN mostly.
Reinstalled base KSP to latest release and reloaded all my mods from a backup Gamedata folder. I now have the Stock chutes back but have still no damn chute Icon in VAB/ SPH.
Also, almost all of my craft files used the RealChute parachutes and none will now load due to missing part "RC.Radial".
I had no idea RC embedded itself so deeply into the stock game.
So frustrated!!!
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This seems like a very useful mod!
Link to DL seems to be dead...
Will it still work with the latest version of KSP?
Thanks!
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2 hours ago, gulegule said:
In CKAN, in the Settings Menu, there's an entry 'Compatible KSP versions'. That brings up a dialog of versions for CKAN to consider 'compatible' with your installed KSP version. I manually added the version '1.4.9' to the list and checked the box for it in the list. After that EVE showed as installable, which let me install SVE.
Copy
Thanks!
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Guess I have to revert as it auto updated!
Is there anyway to just add the stock chutes back into the game or use another parachute mod that is current?
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The New 1.7 Update has seemed to break this mod for me making it unusable.
The parachutes tab is now gone in the VAB/ SPH and when finding the chutes under misc and attaching them to craft they do not show in the staging tabs anymore.
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Hmmm
Now getting missing part "nose cone fix" unable to load craft?
Anyone have any Ideas why?
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On 4/6/2019 at 6:04 PM, gulegule said:
I was able to install via CKAN just now
It took some fighting, I had to add 1.4.9 as a compatible version so it would install the right EVE dependency.
Hmmmm
How did you do this specifically?
Thanks!
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For some reason as soon as I add this MOD it causes KSP to crash when loading the game.
Have about 40 other mods with no issues?
Does this work in KSP 1.6+
Thanks!
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KSP 1.6
I've added this mod but don't see the parts anywhere?
Is there somewhere specific I need to look to find the parts in the VAB/SPH...?
Thanks!
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I don't see it anywhere in my CKAN list?
Is it called something else other than "KAS"...?
Thanks!
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Hmmm...
Unable to install via CKAN...
Says: "SVH Module has not been found. This may be because it is incompatible with the current game version"
Running 1.6.9
Any ideas?
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3 hours ago, DStaal said:
I've been using the two together without much issue. I won't say for sure I haven't had any since I've mostly been doing shorter trips - from what I remember, the main problems were with people using Bon Voyage to do trips a significant percentage of the circumference of the planet they were on, and then the rover spawning in the wrong orientation. (That is: So it was flat to where the ground was when it started, not to level where it was now.) Worst case being if you went to the other side of the planet, the rover would spawn upside down.
However, I believe I they worked together to get it fixed - and as I said, I haven't seen anything.
Great thanks!
Also, what's the proper procedure to use the OPT scramjet engines to assist in getting into LKO...?
I've been bulldozing up to about 25km on turbojets and firing the additional attached rocket motors for the added boost.
Activating the Scrams usually causes an instant flameout for reasons I can't figure out? Are the Scrams only used at a specific speed and altitude?
Thanks!
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18 hours ago, JadeOfMaar said:
@Kilo60 Here you go. This has been an issue since KSP 1.4 and the Unity change.
Thanks!
But does this mod cause catastrophic conflicts with the Bon Voyage mod as I've heard?
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On 3/24/2019 at 10:47 PM, Rafael acevedo said:
Are you using decouplers or the tricoupler decoupling option. what I mean tricoupler base with kk decouler attached and then base parts, or decoupler and then base parts?
Using tricoupler base with kk decouler attached and then base parts.
Also tried with KK docking ports on either end of tricoupler adapter with same issues...
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Same damn issue?
Anyone found a fix>>>???
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On 3/24/2019 at 1:28 PM, Kilo60 said:
Love this mod and all the SP parts however when I attempt to load a prebuilt craft from the included ships folder and launch via the runway they all spawn 1,000 meters in the air???
Have installed correctly via CKAN...
Using KSP Ver 1.6.1
Anyone know why this is happening?
Thanks!
Anyone?
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Love this mod and all the SP parts however when I attempt to load a prebuilt craft from the included ships folder and launch via the runway they all spawn 1,000 meters in the air???
Have installed correctly via CKAN...
Using KSP Ver 1.6.1
Anyone know why this is happening?
Thanks!
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10 hours ago, Rafael acevedo said:
Check your staging or decouple manually. I have no problems with either bi or tri couplers
Hmmmmm
Even decoupling manually one side at a time on one base module decouples the opposite end on all bases attached ...
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6 hours ago, Cheesecake said:
Did you use (you only need to read this page) the version vom Drakenex on this page? 1.4.4xshould work, also 1.6.x.
Thanks!
I'll try it!
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2 hours ago, CocoaGames said:
Hey im having an issue with spawning the craft. The capsule decouples from the service module as soon as it spawns. Im using 1.4.5. Can anybody help?
Been happening to me as well...
Looks like a comparability issue that's been happening since KSP upgraded from 1.2.
Shame, such a great mod!
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Question...?
How are you all decoupling your three seperate base buildings from the tricoupler?
I'm having issues when trying to decouple one base at a time in orbit and have a tricoupler adapter mounted top and bottom with base decouplers at each end of my three bases.
When I stage the three bottom decouplers to eject the bottom tricoupler all three bases also simultaneously detach from the top decouplers and top tricoupler adapter... ?
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For some strange reason all my RCS Plumes are reversed...
For instance when I hit RCS to move forward the plume shoots out in front of me which should push me back?
Has anyone else experienced this and is there a fix when using this mod?
Thanks!
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What are you all putting in the trunks to make them functionable in orbit...?
Seems like a waste to launch with an empty trunk.. lol!
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Whats is the "Low profile aligned docking port"?
What is its function and what does the part look like?
Need docking port to align my SP w tug fuselage.
Thanks!
[1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
in KSP1 Mod Releases
Posted
Real chutes is totally broken in KSP 1.7!
None of the radial chutes work or appear in the VAB and any craft built with them won’t load if you delete the mod.
Just a heads up as I saw it listed as a dependency for this mod!