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KSP2 Release Notes
Everything posted by iGGnitE
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[1.11] RemoteTech v1.9.9 [2020-12-19]
iGGnitE replied to tomek.piotrowski's topic in KSP1 Mod Releases
I have the same issue -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
iGGnitE replied to Gameslinx's topic in KSP1 Mod Releases
I believe there are these science features (terrain scatters). However, I don't know if they use the stock robot arm. Last playthrough I believe the scatters were explored by being near them with a kerbal (take sample), no specific science instrument.- 1,646 replies
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[1.12.x] Near Future Technologies (September 6)
iGGnitE replied to Nertea's topic in KSP1 Mod Releases
You're playing 1.8.1, right? The engine plates weight was changed in the most recent version of restock, check out my github post The hovering is happening because the engine plate wheighs 0 or less than 0 tonns -
Hey, @Rudolf Meier, I want to ask you two questions: Firstly, is it possible to fix the excruciating wobblyness that the breaking ground parts introduce when building a crane for instance. (an example) Secondly, is this something that this mod might try to fix in the future?
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[1.12.x] Near Future Technologies (September 6)
iGGnitE replied to Nertea's topic in KSP1 Mod Releases
YES! These interstage fairings would be fantastic! -
Yes, exactly this
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[1.11] RemoteTech v1.9.9 [2020-12-19]
iGGnitE replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hello, my flight computer is not executing nodes 50% of the burn time ahead of the maneuver node but exactly on the maneuver node (T- 0s), how can I change this so it does half the burn before and half the burn after? It suddenly works and I changed nothing, nvm I guess -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
iGGnitE replied to Gameslinx's topic in KSP1 Mod Releases
Will those features be backwards compatible with 1.6.1? Is the mod compatible with ScanSAT? @dxeh If you still need it... And all others encountering this problem This config file to match Rhode's Space Center with the location of Mission Control should fix things, just drag this into the RemoteTech folder in your GameData and replace Default_Settings.cfg- 1,646 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
@Lisias What does your version of KJR do differently than the RO-guys' version that you feel the need to develop it in its own fork? Maybe if they aren't that different you could focus your time and energy into developing other mods like TweakScale and maybe you'll finally have some more time on your hands to actually play the game? Whatever you choose, just know that I and thousands of other players will always be grateful for the hard work you and other mod devs put into the mods, you guys make a good game into something absolutely phenomenal. Cheers!- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
It works, I just installed and tested it on a non-RO game. You can use it without RO.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
What´s up with @Lisias's version and that version being 'parallel'? How come nobody communicated so that only one version would need to be developed? https://github.com/KSP-RO/Kerbal-Joint-Reinforcement-Continued/releases- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
the master file is not needed, only the other two- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
This fixed the craft, quicksaving and reloading in and of itself fixed the craft as well as far as I can tell, this just shouldn't happen in the first place.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
Hello again, I decided to install mods all over again and came across a weird one. KJR is now working and my rockets are no longer wobbly. Now, I decided to create a spaceplane and land it, upon landing I crashed the plane but what's left of my plane is utterly mutilated. Time warp fixes the craft but when coming out of time warp it goes back to its messed up state. Here's my ksp.log- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
Hey @Lisias, When do you reckon the KSPe.ddl will stop borking and KJR will be usable on 1.6.1?- 2,647 replies
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Hello, I came across this exception in my ksp log. I'm not sure what it means but decided you guys might want to know. [LOG 16:15:02.018] [ModuleManager] #### BEGIN MODULEMANAGER LOG #### [EXC 2019-04-22 16:13:26.295] System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleManager.ModListGenerator.GetAdditionalModsFromStaticMethods (IBasicLogger logger) [0x00000] in <filename unknown>:0 [LOG 2019-04-22 16:13:26.397] Checking Cache Here's the log: KSP.log Here's my mod list: Hope this is of some use.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
@Lisias Both of these mods are the latest release, does that mean that the next step is to swap MM4 for MM3? And what files besides ModuleManager.4.0.2.dll do I need to swap?- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
So, add-ons is a synonym for mods? I know how to install those as far as I know. Won't this mess up all of my mods? I still want to be able to actually play the game. I have both AT-Utils and DynamicBatteryStorage installed right now, so what about them? Are they not updated? This is my mod list: Why is it serious exactly, I don't quite understand what you mean None of my engines have negative mass, I would recognise that instantly. Also, really not trying to be a hindrance here, just trying to understand. If you want to continue this in the TS thread just @ me there. Thanks for your time.- 2,647 replies
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Okay, so here's the thing, I'm pretty sure I know what's causing the hab timer difficulties. Earlier today I used a .cfg (https://pastebin.com/SvckS7XN) posted on the Stockalike Stationparts Expansion Redux (SSPXR) topic because I was unable to start life support and habitat by right-clicking the modules. The .cfg fixed the LS/habitat starting but either broke the hab timer going down or the general incompatibility of the latest USI-LS and SSPXR was already causing the issue, which wouldn't be influenced by the .cfg I replaced SSPXR-USILS.cfg with. (https://forum.kerbalspaceprogram.com/index.php?/topic/170211-16x-stockalike-station-parts-redux-jan-17/&do=findComment&comment=3587868). I also just tested the hab timers with only non-SSPXR parts and the hab-timers seem to work as intended. Everything points to SSPXR as the cause of this problem, which is already being discussed on the relevant forum, this specific behaviour was not yet mapped as far as I know. So, I'm not sure how to proceed, as I'm not a modder but an end-user, I hope I was of some help at least. What do I do next? Edit: The updated Stockalike Stationparts Expansion Redux fixed the issue!
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The home timer works fine, the hab timer works ONLY correctly when in the tracking station but resets itself to max when switching to the vessel. I have uploaded a raw video of what I mean here:
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Fixed the KSP.log: https://drive.google.com/file/d/10pExI0Wa1JeQMpfelBQ86GnorUb4QA9j/view?usp=sharing Thanks for clearing up the hab timer, it is however not running down (for one of two kerbals) while in time warp. Isn't it supposed to run down as time passes? As far as I'm aware I don't have any colonisation modules active and there aren't even colony supplies on my spacecraft, so there shouldn't be any pausing/reversing the hab timers. Here's an image of the craft with the hab windows open: Thanks
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