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Krastynio

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  1. KSP 1.12. (the last) OPT 1.11.( the last) k.7.m-cargoTail.variant missing Hello i have a very weird issue, noticed only today and still trying to replicate HOW it happend. On a clean install no issue. But on a modded game the issue appear at random. And once it happens no amount of reinstall seems to work: the two k tailcargo parts disappear. the files are still in the opt game folder but the game doesn't install them and anything built with them is broken. AFAIK those two are the only two parts in OPT with this issue, the two KH tail part have no issue. So the issue might be in a MM or something else.. The issue seems to persistent on all versions i tried so far. I haven't found any internal log of the event or any way to discern WHY and WHEN it happened..
  2. Redacted Message, error was from ckan update. Compliments with the release i'm gonna fiddle around ! =) Too bad the code is no longer public, i always find interesting seeing how other write!
  3. Hello guys! IRSU Glykerol? I was testing this mod for a career game in 1.12. after a long break from ksp and i was wondering if there was a config for IRSU Glykerol on stock or via some mods (USI suit.. etc etc). I tried to look into the changelog and on the game but couldn't find any. Otherwise i'm gonna write a simple one for myself.
  4. Thank you for the quick response, and for the fantastic mod! I didn't even notices that the whole section got Thanoed. (Now makes a lot more sense) I'm still fairly new to coding in general soo and i have mostly written in JS and php so i miss a LOT xD
  5. Hello! I'm posting here because i have a weird conflict between OPT and DeadlyReentry. (Took me a while to figure which mods were responsible on a heavy modded game) I'm on KSP 1.12.2 and both mods work indipendently (i know that OPT is not yet cleared for it but i was trying) but somehow OPT does not load both K tailramps, the two parts are "k_7m_cargoTail" and "k_7m_cargoTail_variant". The parts do not appear in the editor and any craft that has it does a missing part error. MOD LIST from CKAN KSP v1.12.2 clean install: The error happens only when BOTH mods are installed soo i thought there was an error in DeadlyReentry config for OPT but i couldn't find any issue Also the fact that ONLY those two parts are missing is pretty unusual... no other part of other mods seems to be affected The Error does not seems to provide a useful log... But is replicable in any install i did. I need to try for older versions of KSP as soon as my connection is stable enough Any idea?
  6. Hello! I would like to ask info about a small bug that happened to me recently. It happens for Every part of FUR v 1.2.9 on KSP 1.61 in the VAB/SPH: Once selected a part from FUR the VAB/SPH "freeze" you can't add new part, exit the structure, save or launch the craft (the icons are actually darkened) you can load another craft and the VAB/SPH goes back to be usable BUT you still cannot select any FUR part.. I'm looking on the log for any data but i'm not even sure what to look for It happened on a Heavily Modded Game (165+ mod) and i'm pretty sure is a conflict with some module.. So now i'm starting the tedious process of screening for which one it is.. From a clean install.. i'm sure i'm gonna find the conflict even if i have to test every mod at a time.. but is gonna take some time... I know is not a lot of details but it bugs me ( pun intended xD ) that is EVERY part from this fantastic mod and does not affect any other part mod (not even KPBS!) so if it ring a bell for someone any help would be appreciated.. Thanks!
  7. Hello, I would like to try IC but i can't get it to work, i might do some mistakes in the installation. Where exactly is supposed to go everything? I can't see specifications in any file but the obviously game data... the src file is supposed to go somewhere specific? into kopernicus? Because i tried to put it in a few places but nothing.. I'm not that dumb but apparently i managed to crash the game in more way i thought possible.. Is this plugin version locked? Because i'm trying 1.51 and 1.61. Sorry for the stupid question but I feel sooo stupid in this moment.
  8. Hello! I have been out of the ksp galaxy for a few solid months... Last time i was playing on 1.45 eheh... kerbalism has become my go to LS&more mod; so much so that i don't ever remember how stock background processing works... eheh (i should re-look into it). I would like to start a brand new career focused on interstellar colonization.. and even if everybody has suggested me USI for that i must admit i have never used it... xD but the logistic mechanics looks interesting to remove some micromanagement... BUTT; having said so.. Would be nice to have a Kerbalism adventure to the stars with Nertea's suite... (dunno maybe i like tens of dead ragdoll kerbals floating in space). So, anyone of you guys (&gals) know of some way to add another star system(s) compatible with kerbalism? All the planet pack i have seen just substitute the stock system with a new one, and a few (like TWB and KSS/GalaxiesUnbound) do not seem to have config for kerbalism at the moment.. (and changing a few config would not be that big of a problem... but i just started Javascript so i'm in no way a codemaster xD so if there are some patch already made i won't complain...) Thanks, and Fly safe!
  9. Hello, i have had a minor problem with CLS. All the parts i am using for a subassembly are passable in the VAB but somehow (moving some part around probably) a few became impassable and i didn't realized it until i was in flight.. i am trying to use KML to edit the config but still the CLS does not "extend" to the parts in question.. The same subassembly in the VAB simply needed to reattach the parts in question to be fully passable, so it was a "bug" of the subassembly. There is a way to change the CLS inflight? Otherwise i have to deorbit the subassembly and relaunch another one =( the Kermanity!! (the problem occurred beetween the octocore of USII and an adapter from SSPR.. but i have those same modules on the same vessel who are working just fine.. sooo) p.s. i think Jeb created an impassable wall with empty snacks box and didn't told me ERRATA CORRIGE: i cried wolf too soon; meddling in the config and rebooting corrected the issue
  10. Same here on 1.45. Well i have 130 mods so, i'm trying to exclude conflicts, at first i tested and seemed a problem linked to the SCALE of the model, some size broke immediately some didn't (well it made every vessel and planet kinda seethrough..) but has become clear that every vessel with a IR part will eventually break the game, it could last for a few minutes at times but when loaded it will eventually break. Seems to effect only loaded vessel, not vessel in physic range, not on rail not in the VAB/SHP. I'm gonna test on a clean 1.45.. let's see
  11. Hello guys! it's a few months that i'm not following this thread but seems time to go back again. At the moment i'm goofing around on a Kerbalism-centered 1.45 Career from scratch on a basic Kerbol Sistem. But I wanna, someday, start a career on a KSS gameplay (when is ready..) focused on permanent interstellar colonization. So..there is a plan for enabling permanent basis in KERBALISM in the future like in MKS? Or is MKS the only way to go? Because: a) never done a full career with mks b) i like the all background processing, integration with KPBS, Feline SSPR etcetc, BUT... still not been able to build permanent basis (not resources but "stress/radiation" related problem)... sooo... Any suggestion? Thank you again for all the work you guys are doing. And, as soon as i start my new IRL job i will surely as hell contribute wth some coffeedime! XD p.s. if i remember correctly there was a time in which freezing a kerbal "cured it" from stress and radio BUT i don't know if it's still the case, and it felt kinda cheaty... p.p.s. i was trying to modify the pathfinder inflatable module parameters to use them as inflatable temporary habitat for Kerbalism but i tend to break the config files xD does anyone knows some inflatable modules for Kerbalism?
  12. Great work on the new release! Just a point. Loading Screen Manager is no longer included by default right? Would be great to have some of those images back. They where so "inspiring". @StarCrusher96 Still need help with those creative writing? English might be my third language but i have 10 years of Monty Python worth of humour!
  13. @lordcirth thanks.. apparently never seen the percentile....
  14. Hello guys! Great mod! I really enjoy the slauthering of ker.... mmm challenges of Kerbalism: even if with it i'm gone no further than moon bases to test IRSU...(and sunbathing kerbals during a sunstorm for... "scientific purpose"?) the little fella was a little greener... One issue(maybe): seems i cannot see in flight how much time is left for the kerbals before stress emerges (a scroll down menù or a mousehover one).. or i missing something? And i still don't understand fully if switching vessel mid-flight affect it's stress (should as i understand but again no way to see). A hopefull suggestion: I know that Kerbal Star System will work toward Kerbalism integration in the future: http://kerbal-star-systems.wikia.com/wiki/Planned_Features but... would be great if one could build "permanent" bases on suitable *mmm citation needed* planets (oxygen, mass = kerbin) maybe mixing equipment with KPBS or CivPo.. just a suggestion.. unfortunately my code skills are struggling with JavaScript at the moment.. i cannot be very helpful in writing stuff that work.. xD
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