Therese
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Everything posted by Therese
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Sounds like I'll have to reinstall everything, or start removing mods until it works. I don't have ksc extended in my gamedata folder, so something is off. Maybe it's hidden itself
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I don't have KSCextended. Searching for it gamedata reveals zilch
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So, I think I need some help. I can't seem to get the added buildings, harbours and space centers to show up. KK and OSSNTR are the latest version (unless they've been recently updated), I don't have KSC extended (tip from JadeofMaar), nor Tundra space industries. There does seem to be a config in NFE for something called Tundra, don't know if that's it. Attempted removing KS3P, no joy. What am I missing (or inadvertently adding)? Output log and save here: https://www.dropbox.com/sh/caqhmj5flxo6g78/AACS7G2BKSnwuUbFCNGS1sAMa?dl=0 Many thanks Edit: Realised I have CTTP for some reason. Trying without it
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Kerbalism has a function where it gives a warning when loading a save with incompatible mods. I have no idea if that would be easy to add to jnsq or if it's really needed (depending on how many mods are actually incompatible). I think SirMortimer wrote that in kerbalism
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I'm sure this is an insidious plan from Sir Mortimer to ensure even more dead Kerbals...
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IIRC, you get "invalid situation" if the Mun is within Kerbins magnetosphere. You're both in mun orbit and in a Kerbin-specific thing. So it becomes invalid. A bit of timewarp might do the trick
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Hi I keep getting crashes at start up. I get a warning that module manager has had a fatal error, and it needs to quit the game. I don't know how to read crash logs, so any help would be greatly appreciated. Replication steps (I think this might have caused it, but i can be wrong) 1. Update Kerbalism 2. Forget to add the core module, only the configs 3. Launch the game 4. Nothing works 5. Install all the kerbalism things 6. Get crashes on start up Output log and player log at dropbox link https://www.dropbox.com/sh/caqhmj5flxo6g78/AACS7G2BKSnwuUbFCNGS1sAMa?dl=0 Thank you to any and all that might be able to help.
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As was said, it's about comfort. I guess cheating the comfort in some way that is easiest for those making this mod. I wouldn't want to spend 30 days in that tiny thing, pressurised or not...
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[1.2.2-1.9.x] Contract Pack: Exploration Plus 2.0.1 (24/05/2020)
Therese replied to severedsolo's topic in KSP1 Mod Releases
Could you explain how you did that? I'm having the same problem with a mun flyby and minmus orbit. The game won't recognise new vessels that do the thing.- 134 replies
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- contract configurator
- contract pack
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Therese replied to Thomas P.'s topic in KSP1 Mod Releases
Principia won't run on 1.7.3. Kopernicus won't run on 1.7.2, but both run at 1.7.1. But breaking ground seems to still work, so that's nice -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Therese replied to Thomas P.'s topic in KSP1 Mod Releases
It seems that I don't understand how backports work. Are they supposed to make it so that I can run the new version on 1.7.2 (can't go higher due to principia). On 1.7.2 kopernicus gives a warning that it wont work. Any help would be appreciated. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
Therese replied to SpinkAkron's topic in KSP1 Mod Releases
The devs for Kerbalism actually uploaded a supporting version yesterday, so it's not an issue after all. Thanks anyway for your suggestion -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
Therese replied to SpinkAkron's topic in KSP1 Mod Releases
Mod compatibility request: Is it possible to nerf the probodobodobodyne qbe when Kerbalism is installed? Kerbalism uses hard drive space, and early cores have 0.5-1.0 Mb of storage, but the qbe gets 80Mb, so it's OP in early career. Asking here, since Kerbalism dev team have other priorities before supporting this mod. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Therese replied to Thomas P.'s topic in KSP1 Mod Releases
Right, forgot about those. Guess I'll play the waiting game -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Therese replied to Thomas P.'s topic in KSP1 Mod Releases
While waiting for the update, I'm dying to try JNSQ. If I keep playing on 1.7.0 for now, when kopernicus updates it'll still work in 1.7.1 right? Providing jnsq and all the other mods work in 1.7.1 of course -
I understand. NH works fine with the current kerbalism, but i might go back to stock if that is needed (I grew a bit tired of the stock system tbo). I'll ping on discord if I can it get to work
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Will playtesting savegames still work with the final released version when that time comes? I'm also using the new horizon planetpack and KCT. Will 3.0 work with that?
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Hullo @linuxgurugamer I've encountered a bug that is only there when I have the mod enabled through the settings menu. Log file here: https://www.dropbox.com/s/gerniryss518ddn/output_log.txt?dl=0 This is my first time asking for support in the forums, so please bear with me. When simulating a launch with KRASH, or launching a built vessel, upon staging the entire thing flips 90 degrees, and goes zooming off accross the ground. If I simulate or launch with mod disabled, everything works. I've looked through the previous pages, and not found mention of this. I know that my KCT is not the very lates version, but the changelog looks like this hasn't been covered. I use CKAN for most of my mods, and everything is listad as up to date. Insert your favourite line about me appreciating your mods *here*
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Therese replied to KillAshley's topic in KSP1 Mod Releases
Step 1: Install NH and get Kopernikus failure warning Step 2: Look through months of posts discussing the issue Step 3: Fins out someone has made a fix, install it, and start playing with new planets Step 4: ??? Step 5: Profit Thanks man -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Therese replied to KillAshley's topic in KSP1 Mod Releases
Hi all. Does Kerbal Engineer work with this? I've never played with planet packs before, so this is new to me. It's not listed as compatible mod, but I thought i'd ask -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
Including a functionality that you personally won't be using just in case someone likes it? You sir, are a gentleman. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
I think i like the engine upgrade, but then again i like going with realistic approaches. In the spacex-thinking, increasing engine performance over time makes sense. Perhaps increasing isp a little as well, not just engine thrust? One thought: By getting the two next nodes you get the first update (i.e. reseaching the mainsail gets you the first upgrade for the reliant, and so on) as a different sort of engineering development. No idea if that's possible though