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Everything posted by madindehead
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
madindehead replied to girka2k's topic in KSP1 Mod Releases
Got a log for you to look at @Lisias Noticed that after welding 2 or 3 different craft together, when I try and use it again, I basically don't get the popup for the craft name when I click weld. It just sits there with the craft highlighted but I can't weld it. A restart of KSP fixes it. Log file is here: https://share.kopjet.com/app/open/BrX7VJLoDCf-GUn5RYQ9JB6-1T8TYv3sMt4-62A9MoHJuVo?view=1 -
[WIN] KML - Persistence file editor
madindehead replied to Mythos's topic in KSP1 Tools and Applications
Not a problem. Yeah, some of the decisions do seem weird, but hey - are we surprised at this point? I'm not entirely sure what's going on with it. The website loads fine and apparently someone uploaded a craft that was extracted as recently as the middle of July using it. Right now it just seems to load forever, but doesn't actually do anything with my file. Link in case someone else has any joy: https://www.kerbaltek.com/craftkitchen I tried it with an old save file from around 1.7.3 - that worked fine. A newer persistent.sfs from 1.12.3 just seemed to time out.- 238 replies
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[WIN] KML - Persistence file editor
madindehead replied to Mythos's topic in KSP1 Tools and Applications
One thing I was wondering: Is it possible to save craft directly from the persistent.sfs file into a .CRAFT file? Is that something that could be done relatively easily using KML? I know that you can open .CRAFT files using it and the structure is there, but I wasn't able to work out how to take the craft from the save file and ensure it had the same structure needed for a .CRAFT file. KerbalTek had a Craft Extractor, but it doesn't seem to work anymore. I'm hoping KML can come through for me.- 238 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
madindehead replied to tomek.piotrowski's topic in KSP1 Mod Releases
So I can see that RemoteTech has a supported version for 1.12.1. I was wondering, has anyone run that version on 1.12.3? I don't think I'm super keen to go about recompiling the mod for 1.12.3 (I wouldn't really know where to even start), but I'm really keen to keep RemoteTech on a full 1.12.3 build. It makes a lot of sense, since it's the final release for KSP. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
madindehead replied to DMagic's topic in KSP1 Mod Releases
Any chance of a re-upload on this @linuxgurugamer? Thanks. -
I did read something about this elsewhere - procedural textures (which is how decoupler shrouds like these work) are apparently quite complex to do cleanly. Unless you make a specific texture for each part (like the stock/ReStock ones) then it will never be as detailed. Can't remember where I read it, but it may have been in the Procedural Fairings thread.
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Thanks for the update. Still getting the orbit selection bug but I have narrowed it down - it seems to be an issue with the ALL option. If I go to the "Landed" tab, select "Planets", and then go into the "Orbit" tab I can select a planet to orbit around. "Moons" works the same. Going back to "All" breaks it again. As for mods that cause it to happen - still not a clue. I had Bon Voyage as causing a problem and now it's Tarsier Space Technology but running Tarsier Space Technology and KRASH together with nothing else is absolutely fine so there's some awful interaction somewhere. Not a damn clue where and I really can't be bothered to find it anymore.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
madindehead replied to Papa_Joe's topic in KSP1 Mod Releases
There is also an updated version with a fix made by taniwha which removes the bug. But yes...you need to open the hatches too -
I have a weird interaction between this mod and KRASH: https://forum.kerbalspaceprogram.com/index.php?/topic/133082-17-krash-kerbal-ramification-artificial-simulation-hub-simulation-mod-for-ksp-cost-settings-have-been-change/#comments When I have Tarsier and KRASH installed (plus some other mods) then I cannot use the orbit selection menu in KRASH - nothing shows at all. I've posted logs in the KRASH thread (look towards the end) - but no one seems to have a clue how to fix it! I realise that Tarsier is probably not the only issue here - something in KRASH clearly doesn't like a GUI implementation - but is there anyway to fix it from within Tarsier or maybe you know what is causing the bug so that it can fixed in KRASH? I did a whole test where I added mods and tested them together - and it seems to me like Tarsier and KRASH together are the problem (I did also have a problem with Bon Voyage, so again, is a GUI problem that kills KRASH?). Any help would be appreciated - KRASH is a very useful mod and I want to use Tarsier for the cool science parts!
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OK - Tarsier Space Tech is also causing me problems - this is insane! I want to use KRASH - it's great for testing craft (much easier than launching and then doing Hyperedit fixes for orbits etc) - but I want to use the parts from Tarsier Space Tech - why would they be interacting with each other and causing the orbit selection window to not work?
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KSP Interstellar Extended Support Thread
madindehead replied to FreeThinker's topic in KSP1 Mods Discussions
I have made a copy of my current install and I'm trying to add KSPIE to it - however every time I launch KSP, I get a fatal B9PartSwitch error and it needs to close the game. My current mod list runs perfectly: https://pastebin.com/gnEZu3tr but adding the KSPIE mods causes the B9 Part Switch error. I have some log files which I will post soon (I need to dig them out from Google Drive). This is one of the error that pops up: In the KSPIE install I am using the latest TweakScale and Lisia's MM fork. Nothing else has changed. Using the latest KSPIE. Maybe there's some unholy interaction between my other mods? -
Are you on the very latest KK version? A fix was released yesterday to fix a load order issue which was stopping buildings showing up.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
madindehead replied to Ger_space's topic in KSP1 Mod Releases
Will test later tonight/tomorrow but it sounds like it's fixed. Thanks -
Necessary sacrifice or just money fraud...?
madindehead replied to Vegatoxi's topic in Prelaunch KSP2 Discussion
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
madindehead replied to Ger_space's topic in KSP1 Mod Releases
Yup. I always copy the mod folders from inside GameData. Wish I could do more testing but I'm away from home and only got my laptop with me. Loading takes longer than on the desktop. -
[Old] KSC Extended - v2.2 - Expanding your KSC in style!
madindehead replied to Damon's topic in KSP1 Mod Releases
I did check it around a week ago, and it needs a fair few tweaks to get KSC++ to work with KSC Extended (railway line cuts through a lot of stuff) so I'm leaving it for now.- 403 replies
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
madindehead replied to Ger_space's topic in KSP1 Mod Releases
Nah, still getting errors. Log is here: https://drive.google.com/file/d/17qiVYgFzFnQw6RtMuEqXIpfRc5iGDh0j/view?usp=sharing One of the errors I'm seeing: [ERR 09:03:01.820] ADDON BINDER: Cannot resolve assembly: CustomPreLaunchChecks, Culture=neutral, PublicKeyToken=null [ERR 09:03:01.821] ADDON BINDER: Cannot resolve assembly: CustomPreLaunchChecks, Culture=neutral, PublicKeyToken=null [ERR 09:03:01.827] AssemblyLoader: Exception loading 'KerbalKonstructs': 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 AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'KerbalKonstructs.Core.LaunchSiteChecks' from assembly 'KerbalKonstructs, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KKPrelaunchSizeCheck' from assembly 'KerbalKonstructs, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KKPrelaunchMassCheck' from assembly 'KerbalKonstructs, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KKPrelaunchPartCheck' from assembly 'KerbalKonstructs, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c' from assembly 'KerbalKonstructs, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null'. Going to try it on a stock install quickly. It's probably a mod interaction causing me problems. Update: Stock 1.7.3 is fine - not sure where the error is creeping in with my modded install - log should help with that (above). Will revert for now. Update: Stock 1.7.3 with only these mods: Kerbal Konstructs, OSSNTR, KSC Extended and Tundra Space Center. Made a new sandbox game and everything shows up before entering a building. When I leave a building only the stock buildings are there. Log file: https://drive.google.com/file/d/1vvFQHvfTe8diDqoBz_-232raLG1j-43X/view?usp=sharing Definitely an error with Kerbal Konstructs in there. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
madindehead replied to Ger_space's topic in KSP1 Mod Releases
The CustomPreLaunchChecks folder has an empty CustomPreLaunchChecks-.zip inside it. I'm guessing it's not meant to be there? Running on 1.7.3 with KSC Extended and I seem to have lost the rest of the KSC using this new version. -
Are you serious? https://www.kerbalspaceprogram.com/game/kerbal-space-program-2/ https://store.steampowered.com/app/954850/Kerbal_Space_Program_2/
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I wish people would read the announcement before coming here and asking questions
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Your 2nd point there is totally invalid. It has been mentioned that devs from Squad are helping the team at Star Theory, and they themselves are not inexperienced devs and as fans of the original KSP. Yes - it's a from the ground up rebuild. But having people there who know how things were developed the first time around, know how it was fixed and how to not do it again are all very helpful. So it working in the same engine. I haven't worked in software development, but I did work in electronic hardware design, a I know that having even 1 person there to guide me a bit helped massively. I appreciate everyone is entitled to their own opinion, but a have a bit of faith that the developers know what they are doing, understand how to do it and know what people love about the game and what needs to be improved. One of those items is a dev only item. From looking at other games on Steam, a package appears to be any deal that the game is sold under. I doubled checked vs Portal 2 and it has around 71 packages that include the app. You could speculate that one is a discount for owners of the original game. It could be a season pass for ALL DLC ever. It could be anything. But it doesn't appear to be DLC.