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KSP2 Release Notes
Everything posted by aceman67
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I attempted to get a refund today and was denied due to it not being in the two-week window, despite only having 55min playtime. I did put in the reasoning that I did not get what I paid for and wasn't going to get what I paid for now that the studio had been closed.
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[1.12.x] GravityTurn continued - Automated Efficient Launches
aceman67 replied to linuxgurugamer's topic in KSP1 Mod Releases
I had something weird pop up with Gravity Turn Continued. Right now everything is fine right up till I get to 70km. At this point the mod should stop launch and either let me take control to circularize or auto-circularize, but now it's not doing this, I lose nearly all control of my ship, can't change time-warp speed, maneuver nodes to circularize aren't created, and the Abort button is non-functional. It was working fine last night until I removed Real Antennas (didn't like it for my current playthough), and then this popped up. I added it back in, removed it again, and the problem remained. Running KSP 1.10 (it was working perfectly even though it hasn't been updated from 1.9, and CKAN says Any) This is one of my must-have mods, as I don't have fine-motor control with my hands making manually piloting craft for launches difficult (and painful). Here's my Player.log https://drive.google.com/file/d/1S3B96rlkF0j7WfZ8VOaLdt-G6tHqsOEa/view?usp=sharing EDIT Going over the log myself, I found this: GravityTurn : Exception: System.ArgumentException: Illegal characters in path. at System.IO.Path.GetFileName (System.String path) [0x0001b] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at KSP.IO.IOUtils.GetFilePathFor (System.Type T, System.String file, Vessel flight) [0x00066] in <c1858a3f77504bd1aaa946fdccf84670>:0 at GravityTurn.LaunchDB.GetBaseFilePath (System.Type t, System.String sub) [0x00000] in <0823771a34ff4dd5a287402712751abe>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) File 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program/GameData/GravityTurn/PluginData/gt_launchdb_KAN-02 "Progress II"_Kerbin.cfg' does not exist (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) File 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\GravityTurn\Plugins/PluginData/GravityTurn\gt_window_6378071.cfg' does not exist (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) File 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\GravityTurn\Plugins/PluginData/GravityTurn\gt_window_6378072.cfg' does not exist (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) File 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\GravityTurn\Plugins/PluginData/GravityTurn\gt_window_548302.cfg' does not exist (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) File 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\GravityTurn\Plugins/PluginData/GravityTurn\gt_window_6378074.cfg' does not exist Turns out I had Quotes in my ships name. Removed those and everything worked fine. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
aceman67 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Thank you for all your hard work! Not having US2 in 1.9 has been felt greatly. These new additions look amazing and I can't wait to try them when I get off work!- 1,553 replies
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- kis
- universal storage
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I've always been interested in kOS, but I have no idea how to program the scripts. I'm really interested in trying these out later! (TBH, I'm surprised a collection like this, to my knowledge, hasn't been done before)
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I really like how this looks, but its a little too bright for my tastes. it seems a little too overexposed and washed out. Is there any chance of getting a slightly darker version?
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[1.12.5] Restock - Revamping KSP's art (August 28)
aceman67 replied to Nertea's topic in KSP1 Mod Releases
Why not just use the 1.8.1 release of Restock? That would be a lot easier and not cause issues. -
Providing Log files, Save Files and Craft files could possibly help solve these issues:
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[1.9.x] Contract Pack: Bases and Stations Reborn
aceman67 replied to linuxgurugamer's topic in KSP1 Mod Releases
Since it would require you to disable Stock base contracts with Contract Configurator, I would say yes, and could bork your save. -
First off, love The main mod, and this extension, but I have a question. I use Restock/Restock+, but I also use the SDHI Service Module System which required me to white list the Stock 1-3 Command Pod and duplicate the Restock variant (the parts in that mod don't fit the Restock Variant of the pod), and what I found is that the Indicator lights on the Stock Pod are there and work, but there's three white lights that float just above those lights, which i assume is where they would be on the Restock Variant. You can kinda see it in this image: https://imgur.com/UeifHz5 (I'm at work, so I can't get a better image). Is there a way I can modify the MM Patch so that it plays nice with both Restock and Stock variants of the pod?
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[1.12.x] Better Load Save Game Renewed
aceman67 replied to linuxgurugamer's topic in KSP1 Mod Releases
The Water Fowl, the Myth, the Legend strikes again. Thank you for all the hard work you do! -
So I tried it out, in possibly the worst testing environment possible (My rats nest of 170+ mods), and everything went off with out a hitch. I hyperedited a craft around Kerbin, Duna, and Plock (from OPM), and didn't have any issues, using Gradual and Instant stop. For some reason my game isn't generating an Output log for you to use, but here is my Player Log if that helps at all. (https://drive.google.com/file/d/1ph3YiDpDygzjIR9MVKq8lfu-R7J9BoEV/view?usp=sharing) All in all, it works as intended and even played nice with other mods that do a similar function (I disabled warp-stopping in those).
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I'll give this a try when I get off work. Other mods I've used that do this would bring me out of warp as soon as I enter the biome, but that doesn't help if I'm travelling at a thousand m/s and miss the chance to activate the experiment or get a chance to EVA. Quick question though, will this work if its inside a payload bay or does it have to be on the exterior to work? (I like having the outside of my craft to be clean)
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
aceman67 replied to Thomas P.'s topic in KSP1 Mod Releases
Because claiming that Dres doesn't exist is a meme within the KSP community at large. Off topic discussion aside, thank you for all your hard-work, Kopernicus Team, and congrats on the new release! -
It means that CKAN has the mod downloaded in it's own cache folder outside of your KSP install (check CKAN's settings, there's an option to change where this folder is located). Keeping mods downloaded in their compressed state (zipped) saves bandwidth for both the user and the servers that mods are downloaded from, and speeds up re installation of mods if you're trying to track-down a bug/incompatibility by uninstalling mods and installing them again one by one.
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What I meant was when you click train, is it possible to hand that timer off to the KCT window?
- 1,032 replies
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- realism
- life support
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Is there any possibility of adding integration into this mod for Kerbal Construction Time to help manage the training time w/ ship building and such?
- 1,032 replies
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- realism
- life support
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I was really looking forward to this mod, but honestly, I'm extremely underwhelmed. Having to wait a month to unlock the science you've collected with no clear indication of the progress over time (if there even is any, it's unclear how this works, even in the wiki, it just 'poof', appears) is a little much, no notification (other than stock notification) or pop-up that KSC upgrades are complete, and I thought that this mod was going to play well with Kerbal Construction time, it doesn't even seem to interact with it at all and even tells you to disable KCT's facilities upgrade. This mod could really benefit with more interaction with Kerbal Alarm Clock so there is a clear indication of when things will be completed and we're properly notified, or at the very least a live status window of our progress. I wasted a month of in-game time waiting for upgrades to be completed only to notice that there was a notification in the stock notifier.
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
aceman67 replied to severedsolo's topic in KSP1 Mod Releases
I have been using Monthly budgets and I enjoy the added challenge and complexity it brings (Although using it along with Stratigia's ability to cheese contracts for reputation (IE Pilot Focus+Tourism) makes the game a little trivial, LOL), I say put it up for adoption, as Vardicd said, there are those that might not want the added functionality of Bureaucracy, and who ever adopts it might clean up the code! -
[1.12.5] Restock - Revamping KSP's art (August 28)
aceman67 replied to Nertea's topic in KSP1 Mod Releases
I'm trying to whitelist the Mk 1-3 Command Pod but also have the Restock variant too (for compatibility with another mod that the author refuses to do a restock patch for), I tried following the directions on the wiki for doing so, but all I get is a part with no textures/models (Restock version shows up just fine) Is this the correct way to edit the patch to allow for both? // Mk1-3 Pod +PART[mk1-3pod]:HAS[~RestockIgnore[*]]:FOR[ReStock] { @name = mk1-3-pod_restock @author = Chris Adderley (Nertea) !mesh = DELETE !MODEL,* {} !MODULE[ModuleAnimateGeneric] {} @node_stack_bottom = 0.0, -0.318, 0.0, 0.0, -1.0, 0.0, 2 MODEL { model = ReStock/Assets/Command/restock-mk1-3-pod position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } !EFFECTS {} EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = thrustTransform clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 1.0 loop = true } MODEL_MULTI_PARTICLE { name = fx1 modelName = ReStock/FX/restock-fx-rcs-1 transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 //localRotation = -90, 0, 0 } MODEL_MULTI_PARTICLE { name = fx2 modelName = ReStock/FX/restock-fx-rcs-1 transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 //localRotation = -90, 0, 0 localPosition = 0, -0.015, 0 } } } } -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
aceman67 replied to sumghai's topic in KSP1 Mod Releases
You can actually whitelist the Command Pod and keep the Restock Command Pod as well, instructions on how to do so are on Restocks Wiki on GitHub. -
[WIP] 1.10.1.2 - The Martian for KSP (MAV Release)
aceman67 replied to bcink's topic in KSP1 Mod Development
To tie it into The Martian theme: "Acidalia Transport Systems", since the movie and book take place at Acidalia Planitia? -
[1.9.x] Better Science Labs Continued
aceman67 replied to linuxgurugamer's topic in KSP1 Mod Releases
I was doing a rescue mission in LKO, and I happened upon a MPL-CC-2, which didn't have a hatch for EVA. I didn't have the grabber researched yet, so this was a problem Cervod Kerman did not make it home :'( -
[1.12.5] Restock - Revamping KSP's art (August 28)
aceman67 replied to Nertea's topic in KSP1 Mod Releases
No, I'm not using that mod, or any mod that would effect something that KJR would. I'm totally at a loss as to what could be causing this. Here's a list of all my installed mods: