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Salticus

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    Just some random person who likes KSP

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  1. When I install Kronometer separatly, with the 1.12 patch, neither Kronometer or Precise Maneuver seem to work. Either I'm stupid and just did something wrong, installed the wrong patch or something, or there's just a problem with my game. Oh well, I guess I will just play with 6 hour days, maybe Kerbals invented a new system where each rotation of Kerbin is 2 days, who knows.
  2. Huh, so, after looking at your log I tried deleting JNSQ/JNSQ_Plugins/Kronometer, and that made Precise maneuver work again. My best guess is that, since Kronometer does something with the clock, that messes with Maneuvers. There were no obvious problems after removing it, but I don't know exactly what Kronometer does, so not sure if deleting it is a good idea. But if I get Precise Maneuver back, I'll take the risk for now.
  3. This mod seems to be incompatible with JNSQ for some reason, but only in 1.12. When I updated KSP to 1.12.2, everything worked, except for Precise Maneuver. I thought that was because it isn't updated, even though it works for some other players. When I wanted to try something without JNSQ today (I have two gamedata folders, the one without JNSQ is exactly the same, just with the JNSQ folder deleted), I noticed that it worked again. And yes, without JNSQ the Precise Maneuver button shows up again, with JNSQ it's gone. Do any of the other players having problems with Precise Maneuver here use JNSQ? This seems very weird, why would two unrelated mods be incompatible with each other, and only in 1.12, since it worked previously? Or maybe they are somehow related? Idk, I know nothing about how KSP mods work.
  4. Same problem. VTOL building is a bit hard when this happens
  5. Thanks for reacting to my suggestion. Since I wasn't able to play KSP the last week I haven't tried it yet, but this looks awesome. Finally early game science Bases can work reliable.
  6. Well , in breaking ground you have specific science modules and solar panels that can be placed in an inventory and then deployed. But only specific modules, you can't just take some stock battery and place it there.
  7. What I am talking about are those deployed science bases from Breaking ground. Where you need Kerbals to set them up and store them in Containers.
  8. So as I set up a deployed science Base on minmus I realised, it actually doesnt do much science, because half of the time it has no power, since I haven't unlocked the RTG yet. So why are there no deployable Batteries? It should be like very other deployable module, maybe a small Tower with batterys attached to the sides of it or whatever. Would make early game Science bases way more productive. Edit: I am talking about the deployable Science Base mechanics from breaking Ground.
  9. Same Problem here. Veryfied game files, uninstalled and installed both expansions, doesn't work. Edit: It worked after I removed all my mods from CKAN and everythign in GameData except for Squad and Squad Expansion. First I deleted all Mods from CKAN, but even though CKAN and KSP said I had no mods, there still were things in the GameData folder aside from Squad and SquadExpansion, and after I deleted them it works now.
  10. I know, there once was a mod that lets you move freely, but it was in a very early and unpolished state and seems to be discontinued. Is there any other mod that has similar features?
  11. So I downloaded USI Kolonization a while ago, now I removed all the mods I don't use anymore (Had like 90 mods xD) , and I dont really use it anymore (It's a great mod anyways, it's just not my playstyle , also I dislike the hiring system, its practical, but make it able to toggle it) And then entered my science save. Went into the Astronaut complex, because it just was my guess that USI made this system. And there stood 10 Available (Owned) Kerbals (Just had 4) and there was 1 Kerbal available to hire. Something like "Line 1 Line 2" stood there. If I clicked "Hire" nothing happened. And the cost for hiring was 0,000,000. This happened on all saves. In the VAB I could add all the Kerbals. I hope someone can help me
  12. Great. Awesome mod! But it would be great if there was an extra mod for the making history parts.
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