theicon32
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I'm having a problem with ion engines. They simply do not produce any thrust, despite being activated and having all requirements met (I think). It seems to be all electric thruster engines that I've tried. I've search and have seen this exact same problem here, which is why I've posted it in KSPIE support thread as well, but I'm confused by OP's resolution. I've uninstalled KSP-IE and reinstalled older versions, but I just can't get the ion engines to work. I do not have Realism Overhaul installed which seems to be a conflict. My player log is here. Modlist is here.
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KSP Interstellar Extended Support Thread
theicon32 replied to FreeThinker's topic in KSP1 Mods Discussions
I'm having a problem with ion engines. They simply do not produce any thrust, despite being activated and having all requirements met. I've search and have seen this exact same problem here, which is why I've posted it in this thread, but I'm confused by OP's resolution. I've uninstalled KSP-IE and reinstalled older versions, but I just can't get the ion engines to work. I do not have Realism Overhaul installed which seems to be a conflict. My player log is here. Modlist is here. -
So just to list the issues I've noticed with the scatterer update on my game (I'm not a programmer so I apologize if this isn't helpful), the atmospheres of kerbin and Laythe are huge, the ships light up bright blue on the day side of Kerbin up to at least 120k, Kerbin's terminator is misshapen (viewed from the poles, kerbin looks kind of like a blue pacman). I've got a lot of mods running, took a minute to narrow it down to scatterer but going back to 3:v0.0772 fixes everything, so it's pretty trivial. Thanks for everything you do guys!
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KSP Interstellar Extended Support Thread
theicon32 replied to FreeThinker's topic in KSP1 Mods Discussions
So just a dumb basic question, I'm reading about this mod before downloading to make sure I'm competent enough to make the jump and I see the recommendation to rescale Kerbin. That seems like a huge change to my game (I've only been playing for a couple months) so before I do anything like that, I'm just wondering how that would impact KSP-IE vs regular scaling, or how it will impact the base game. I'm assuming it makes it quite a bit more challenging to launch, but I'm just wondering about any unexpected consequences I should anticipate. Sorry if this isn't the right place to ask, I'm also still trying to learn how this community and forum works. -
I've been following this thread just to keep up on the updates and everything (haven't tried it on my 1.10 save yet) and I just wanna say, mate you have been incredibly responsive, polite and informative any time anyone posts with an issue. You (and everyone else working on this) really go above and beyond and it's extremely appreciated. Thanks for all the work.
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It's not an unreasonable expectation at all. Ports are always difficult to dial in, but if they put something up for sale then a purchaser should expect the product and quality to be as advertised. If they can't meet that expectation, then perhaps it shouldn't be ported. I guess that's a judgement call. Sorry you have to deal with that. I just had an issue that would have me erase the few hundred hours I've put into the game (on PC) since I got it about 5 weeks ago (don't judge me- quarantine). It was such a defeating feeling that I actually downloaded Unity and Blender so I could mod a part myself that would correct the issue, but ended up editing some config files and fixing it. If I didn't have that option and instead lost everything, despite how addicted to this game I've become I would have taken an indefinite break.
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- enhanced edition
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New to KSP and just discovered this mod, wondering if it's still supported or if people still use it? Or if not, is there an alternative/similar mod that works with 1.9x?
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- stock visual enhancement
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I am trying to build a refueling station around Minmus and I both times I landed at my spot, my drills said there was no ground contact. I thought they were placed pretty well so I started tinkering with them on the launchpad and got the same errors no matter where I placed them. I built this contraption quick just to make sure it wasn't an issue with my launchpad or my ship: https://streamable.com/utuj5y None of them work. I've restarted the game and all that, I can't figure out what I'm doing wrong. I've tried somewhere around 50 different placements and only one drillomatic jr alternated on and off every half second. I can't figure out how to fix it.
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- drill-o-matic
- no ground contact
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Well I found a solution. I was so disturbed at the thought of losing something like 200 hours of gameplay (don't judge me, quarantine. so what if I've only had the game for a month) AND starting over without all the stuff in Kerbalism that I love, that I actually downloaded Blender and Unity and was watching tutorials so I could build my own convert-o-tron, when I realized... The old convert-o-tron files and code should still be in the game. What if I just copied them, renamed the files, pasted them into Squad's parts folder in GameData and edited the config files to open up the renamed files? Basically just a copy and paste, with a quick edit in the part's config, and poof. Working convert-o-tron. Sorry for taking up space but I am too addicted to this game to give it up.
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So it's my first time playthrough with KSP and I think I bit off more than I can chew with the Kerbalism ISRU. I'm trying to build my first refueling station around Minmus and mine for ore so it can be self sustaining, but the processes to make fuel are just absurdly complex for a beginner. The rig I built cost $200,000 and despite using a nuclear generator producing several MW, still didn't have enough power to run the electrolyzer and the convert-o-tron at the same time. It also only made 1 unit of liquid fuel per day. Which would take a few centuries to fill up one of my fuel tanks. Not only that but I had to transport in water every couple of days to keep it running. It just seems way too difficult to be feasible. I'm wondering if there's anyway I can just simplify this and restore the simple ore> LF+Ox that I see on peoples' base games to the convert-o-tron. Trying to figure out how to make fuel and oxidizer is too much for my first time and has killed any enjoyment I had in the game, but I don't think I can uninstall kerbalism with everything I've done so far.
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KSP Interstellar Extended Support Thread
theicon32 replied to FreeThinker's topic in KSP1 Mods Discussions
Thanks, wish I had realized it was kerbalism yesterday lol. -
KSP Interstellar Extended Support Thread
theicon32 replied to FreeThinker's topic in KSP1 Mods Discussions
I feel like I'm going crazy. This is my first playthrough, and this mod was recommended to me by a number of people so I've been using it. I'm trying to create my first refueling station around Minmus and wanted to mine ore to create fuel so it would be self-sustaining. However, I cannot figure out how to create fuel/oxidizer. I tried to make a flow chart for using the chemical plant processes before I learned that they weren't the main function of the convert-o-tron (first time, dumb mistakes abound). But I still cannot figure out how to make fuel from ore. All the tutorials show it being super easy. Am I missing an option or something? Can I add this functionality to the Convert-O-Tron again? The only thing it makes is lithium. I've looked through the tech tree and can't see any upgrades I've yet to unlock that will give this functionality. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
theicon32 replied to Poodmund's topic in KSP1 Mod Releases
So I'm new, got the game after 1.9 was released but jumped right into modding. Outer Planets Mod was the first one I wanted to get, but it was dependent on Kopernicus and that was version locked so I just waited until it was updated. Thank you guys so much for all the work you do, modders who spend their time making this game so much richer and more alive are responsible for so much joy in the community. I truly appreciate it. All that being said, I installed OPM and Kopernicus yesterday and I've had nothing but problems since. I don't see anyone else reporting issues on the Kopernicus thread, so i'm assuming I have some huge conflict with a mod somewhere, especially since my bugs don't seem like issues that should happen with these two mods. For example, I loaded a save and the KSP runway was floating in the air. Another save had a rocket on the launchpad, but I couldn't remove it. It had just disappeared. When I reloaded, the icon to click on the rocket was on top of the tracking station instead. Just now I reloaded a save and the entire space center was underground. https://streamable.com/1uuxv0 Since I'm new, I often don't know when something is an issue with a mod, the base game or just a quirk of the game that happens when I make a mistake. Like a few hours ago, I was waiting for a maneuver node and my dV was bouncing +/- 30dV a couple times a second. I've never seen that before while in stable orbit. The planetary orbits on map view flicker like crazy when I'm not zoomed out. https://streamable.com/gkw8em Anyway, I don't know if this is Kopernicus, the new Kopernicus fork, or OPM, or one of those mods conflicting with my other mods, was hoping someone could help me out diagnosing this. My complete modlist is pretty big (I'll post it at the bottom) but the biggest suspects would be Kerbalism, EVE, Scatterer, Interstellar Extended, or maybe Custom Barn Kit not being updated? Sorry if this is the wrong thread, I posted in Kopernicus as well, but these are the only two mods I've added in the last two weeks and suddenly everything is wonky. -
So I'm new, got the game after 1.9 was released but jumped right into modding. Outer Planets Mod was the first one I wanted to get, but it was dependent on Kopernicus and that was version locked so I just waited until it was updated. Thank you so much for forking this, modders who spend their time making this game so much richer and more alive are responsible for so much joy in the community. I truly appreciate it. All that being said, I installed OPM and Kopernicus yesterday and I've had nothing but problems since. I don't see anyone else reporting issues with this, so i'm assuming I have some huge conflict with a mod somewhere, especially since my bugs don't seem like issues that should happen with Kopernicus. For example, I loaded a save and the KSP runway was floating in the air. Another save had a rocket on the launchpad, but I couldn't remove it. It had just disappeared. When I reloaded, the icon to click on the rocket was on top of the tracking station instead. Just now I reloaded a save and the entire space center was underground. https://streamable.com/1uuxv0 Since I'm new, I often don't know when something is an issue with a mod, the base game or just a quirk of the game that happens when I make a mistake. Like a few hours ago, I was waiting for a maneuver node and my dV was bouncing +/- 30dV a couple times a second. I've never seen that before while in stable orbit. The planetary orbits on map view flicker like crazy when I'm not zoomed out. https://streamable.com/gkw8em Anyway, I don't know if this is Kopernicus, the new Kopernicus fork, or OPM, or one of those conflicting with my other mods, was hoping someone could help me out diagnosing this. My complete modlist is pretty big (I'll post it at the bottom) but the biggest suspects would be Kerbalism, EVE, Scatterer, Interstellar Extended, or maybe Custom Barn Kit not being updated? Sorry if this is the wrong thread, I'm going to ask in OPM as well, but these are the only two mods I've added in the last two weeks and suddenly everything is wonky. forgot the modlist: