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I-iz-Zed

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Everything posted by I-iz-Zed

  1. I can't find any mention of this in searches, so I'll ask, is there any way to recover vessels to the VAB through Stage Recovery or some equivalent? I know you can use FMRS with auto recovery turned off, but having to manually fly down every spent stage is a pain, and it's even worse having to swap to them all after words to actually recover them. I'd love if I could just get my spent boosters back in the build list so I could just slap em back on to reduce the rebuild time, anyone know of a way? Or do I just need to give Scrapyard another try (despite the bugs)
  2. Hello there, I was interested in changing over to this fork of tweakscale after hearing a hint of it being compatible with KRnD, however it's giving me a bit of trouble trying to install through CKAN. It seems unambiguous that this still requires KSP Recall, but CKAN declares it incompatible and won't allow the two to be installed together. So I'm here to ask, Is it compatible with KResearch and Development at all before I go through the extra effort, and will I need to manually install to get this working?
  3. It seems that declining a contract from mission control counts as a failed contract. I had to learn this after losing all my funding to a -175 state confidence score . Is there any way I can disable this from happening? My current solution is editing the save to remove failed contracts, but I want to leave room for ACTUALLY failing contracts too.
  4. What's the name of the part swithcher module these parts use? I need to blacklist it in KRnD to keep the batteries working
  5. I've been getting a problem while sitting in the KSC scene where the game encounters some error with contract configurator. The error message in the console says it can't recognize the name "Proxima". I think it's some interplay between Tarsier telescopes, CC, and this mod log here: https://github.com/I-is-Zed/logs.git
  6. Got a warning message "Kopernicus was not able to load the custom planetary system due to an exceptlon In the loading process. (...)" on 1.7.3 have these planet mods; Asclepius, Corelian, Exrasolar planets, Kronkus, Outer planets mod, Seven Worlds of Slippist, The Serene system logs are here https://github.com/I-is-Zed/logs.git
  7. I think there may be a bug with one of the parts, the "Scout" landing module has the module for a ground construction workshop, but no crew capacity, so it can't be used.
  8. Facing a problem with a ground workshop not having any crew capacity. The part is called the "Scout" Landing Module, it has a workshop interface and can deploy kits, but is unable to perform construction because of no kerbals in the workshop. From what I've read, there need to be engineers in the workshop part you're working from to build, but this part has no capacity, so I'm feeling like something's up.
  9. Playing on 1.9.1 here and can't find a compatible version on CKAN, but I saw some other posts here that would seem to suggest it's possible. Will it work at all if I try to install the latest on this KSP version?
  10. What I'm looking for specifically is a way of adding structure to ships in the field. I saw an old video of someone connecting struts using a KAS function and wanted to know if that feature still exists in some form. Do cables perform like this in the new versions?
  11. Thanks, got it solved. New problem, I can't seem to find the KAS strut connectors anywhere in 1.9.1. Do they exist in this version?
  12. I've been noticing that the range at which you can grab and place objects is pretty short (3m), is there any way to increase it?
  13. I've been noticing that the range that you can attach and place things is pretty short. Is there any way of increasing it? very sorry about this, I posted in the wrong mod's forum
  14. Facing a few fatal errors when I have Tweakscale installed. log is here https://github.com/I-is-Zed/logs/blob/master/KSP.log Help would be appreciated
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