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OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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[KSP 1.8+] Kerbal Konstructs (Continued)
OrbitalManeuvers replied to NathanKell's topic in KSP1 Mod Releases
Remember how Holmes always said when you've eliminated all the other explanations and there's only one explanation left that no matter how cray-cray it seems ... Behold, my pure stock install with only KK + CPLC + MM (I wanted the .configcache) And behold ... behold more, more beholding please: The difference between the two pictures? Shown here: My main installs are all KSRSS. When I tested in my fancy schmancy modern JNSQ install it only showed the colliders. There was only one variable left. So I added Harmony, Kop, MFI and KSRSS to the same install from the first picture. The KK\NewInstances folder is the same - those are the same instances. It will be up to someone else to explain how this happens - cuz I have no idea. I'm using the Reborn branch from gitlab. -
[1.0.0] Firefly - Revamped Atmospheric Effects
OrbitalManeuvers replied to MirageDev's topic in KSP1 Mod Releases
fyi- your sharing links are not public. there's an option when you create the link - something like "anyone with the link can view" - that's the one you want. (it's usually not the default option.) -
[KSP 1.8+] Kerbal Konstructs (Continued)
OrbitalManeuvers replied to NathanKell's topic in KSP1 Mod Releases
well, you don't have any glaring install errors, and our versions of the important things are similar/same. I'll note the 3 differences that stood out: I don't have kittopia but I don't think that would matter or be involved? I don't let anything named tweak, or watchdog, anywhere near my computer. Lastly, I did test on an older Kopernicus build, it's apparently build 208 and you're on 220ish or something. Other than that, we don't have significant differences in the things that pertain to this, as far as I can see. Sorry, I hoped something would jump out. -
[KSP 1.8+] Kerbal Konstructs (Continued)
OrbitalManeuvers replied to NathanKell's topic in KSP1 Mod Releases
So Larkes and the Mohohole are two you should prolly ignore, they don't work for me either. But all the rest of the ones you've mentioned all load and render correctly for me. I have 3 arches because I tested this on KSP 1.12.5. Do you have both DLCs? What KSP version are you on? Also we should have probably asked for your log file and then wouldn't need to ask these questions... -
[KSP 1.8+] Kerbal Konstructs (Continued)
OrbitalManeuvers replied to NathanKell's topic in KSP1 Mod Releases
I would guess there's something shader related involved since you're seeing parts drawn in ways that are different than the normal part shaders. I have Resurfaced, Shaddy, Shabby, and do not have Deferred. -
Hello! Thanks for contributing this to the community I grabbed this from github to have a look, and noticed that the parts didn't show up. They're both missing the TechRequired tag in the part cfg and I think that means they only show up in sandbox or something. Adding a TechRequired tag got them in game for me (I was in science mode). Anyway, thanks again for the contribution!
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
I'm not sure if this is stock or not, but in my VAB if I right click on a relay antenna and pick Show Relay Info, the resulting dialog displays geostationary altitude along with other stuff. if you don't see it I'm not sure what does it - I don't have any antenna-specific mods.- 1,967 replies
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- totm mar 2022
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just one person's opinion ... if this were happening to me, I would consider it very much worth my time and disk space to create a pure stock install and then add BDB and only the dependencies it needs (and no bdb extras). you don't have to touch your current install to do this. I would do this just to know for sure that it works like I'm expecting it to work. If these same things still don't work, that's something other people can probably help with. If they do work, then that would be my cue to rebuild my install, slowly, and test a lot between adding other part mods. The only other observation I can make after looking at your log, is wondering why you have something called RSS-Textures in a KSRSS install? And you have SMURFF, too - which is definitely not needed for a 2.x scale system like KSRSS. Little red flags that I don't know how to interpret, but they look funny.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
https://github.com/kochiBR/katniss-baikonour-for-KSRSS You'll notice in the Cape mod there are downloads for Modern or Historical launch pads when paired with MLP. Personally, I launch NASA stuff from both US coasts, then Soyuz/Proton from Baikonur, and for ESA/JAXA I made custom launch sites in the right-ish locations at Kourou and on an island just off the coast of Japan for JAXA launches. When Russia is involved, I use 52 degrees, otherwise 32 for the others, or natural inclination from FL for solo missions. I use Vandy for high inclination launches. If you get more annoyed than entertained by dealing with the inclination situation, JNSQ is another option that's at this same scale, but uses stock planets + several additional planets. I use both KSRSS and JNSQ in different installs. I have a modern KSRSS install, a historical KSRSS install, and a more sci-fi JNSQ install.- 1,967 replies
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- totm mar 2022
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
stock tracking station functionality: focus a planet/moon and there's a ringed planet icon on the toolbar that shows planetary stats re: visuals - correct about BoulderCo, as Reborn requires no external configs for scatterer/eve, so no others either.- 1,967 replies
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- totm mar 2022
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oh that wasn't a recommendation for how to fix anything - just info for comparing what I have vs what others have.
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pardon me for jumping, I don't have an answer for you, but I have seen the same thing in one of my installs, and just haven't looked into it yet. May I ask you: Do you have Deferred and/or Resurfaced?
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pardon my intrusion, but I know for sure you'll want to get rid of this (MiniAVC). Some older mods bundled this and these days it's broken and causes issues for people. See the mod "ZeroMiniAVC" for more information. This probably won't directly affect whatever issue you're pursuing, but it's a step towards a more healthy install for sure. Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Mod v2.0\GameData\EditorTime\MiniAVC.dll This one I'm not quite as confident about, but personally I would get rid of both. Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Mod v2.0\GameData\KIS\Plugins\MiniAVC-V2.dll
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looks like you have a nested Parts folder inside the NeutronCapsule folder
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I tried yours as well, and it worked fine. So some of our module differences are for sure that my BDB is in sync with github, and yours - I believe - is the released version. Your craft had complaints about ModuleBDBDepthMask on my system, which means your parts came from the release, I think. Anyway - none of the module differences we had should affect this decoupler behavior you're seeing, afaik. I think, if anything, we've definitely narrowed everything down to some difference in our installs. Poop, I'm outta ideas for the moment.
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huh, gettin weirder. hopefully others will chime in with ideas, too. did you have a chance to try my craft file? my only guess has to do with which nodes are attached where. or here's a good test to try - if you remove the SIV-B tank so the IU is the bottom-est piece, are you able to remove the LM descent engine without affecting anything else? (assuming the CM is the root)
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No worries! I know how to find a handful or two of typical install problems, and you're good on that front, as far as I can tell. I made a couple tiny videos for you to show how it works for me, so we can at least compare something more concrete. I also uploaded the craft file I used and that link is below, too. Hopefully we can figure out what's up if you can identify something that looks different to what you're seeing.
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My suggestion here is to narrow things down as much as possible. Like, if you take a stock probe core or capsule, and you put in on the payload adapter node, and launch this to the flight scene, are you able to decouple just sitting on the pad? If you can do this two part test, and it doesn't work, then there's something really fundamental going on, and your log file is still the best thing to share. Your last upload of it gives access errors, so no one has seen it since you removed the extra MM.
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I believe this is the first thing you should try before anything else: 584 [LOG 08:52:15.765] [AddonLoader]: Instantiating addon 'ModuleManager' from assembly 'ModuleManager' 585 [LOG 08:52:15.765] [ModuleManager] Multiple copies of current version. Using the first copy. Version: 4.1.4.0 It's loading the wrong version, which it does when there are multiple copies. You must have only the latest copy of MM present.
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idk if we're all talkin about the same things here, but in the video I posted on the previous page, right at 7 seconds, you can see the 3 panels separating. There are actually 3 shrouds on the engine.
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- totm march 2020
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re: SoyuzV2 hot staging, here's how it's working for me ... numbers showing for comparison. Does get a heat bar for a moment, but no booms.
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- totm march 2020
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