theicon32
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Everything posted by 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
- broken
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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
- research bodies
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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:
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
theicon32 replied to Thomas P.'s topic in KSP1 Mod Releases
As a dumb newbie to both the game and modding, i'm wondering what happens when you install this before it's been updated. Is it serious, like potenial save-corruption or game breaking? I got the game after the latest update and have been modding like crazy, but the outer planets mod is one of the first I wanted to add. I held off, because this one wasn't updated yet and it is a dependency, and figured I had a heck of a lot to learn before giving it a go anyway. I figure everyone here knows best and so if they aren't comfortable playing with it before its updated, I shouldn't be doing it either. But I'm curious. -
[1.11] Connected Living Spaces (Adopted) 2.0.0.6 (2020-12-29)
theicon32 replied to micha's topic in KSP1 Mod Releases
I've I've had nothing but issues with CLS + Stockalike together. Sometimes it allows people to pass through a part, other times on a different ship that same part is impassable. Really unfortunate. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
theicon32 replied to IgorZ's topic in KSP1 Mod Releases
Aye perhaps. I installed them at the same time so they combine in my head sometimes. Also I see my post was censored a bit, whoops! I'll keep it more PG from now on. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
theicon32 replied to IgorZ's topic in KSP1 Mod Releases
I come this forum when I have a problem I can't seem to fix no matter how much I troubleshoot, google, whatever. I have to give props where it's due, though, this mod has *saved* my ass already on two hugely frustrating events. Today, i brain farted and made a solar array attachment with backup supplies and batteries for my mun station that was starting to have power issues. I decided to kill two birds with one stone and have it as a return mission for some of the kerbalnauts that had been on the Munar Station for well over a month (and I needed more scientists back). Not two hours into the departure, they started dying because I built an entire massive solar array with batteries - but forgot to add solar panels and batteries to the return vessel for my 5 returning crew members. I thought I was loveed, remembered I installed this mod and had thrown tools into the resupply just in case, and I was able to detach superfluous solar panels and add them to my return vessel and get everyone home just fine. I would have been *loveed* without this mod. And then, there's Dotty. Dotty has had just tremendously bad luck (as I've come here once or twice already with her life hanging in the balance). I built an entire Minmus Lander with my second ever rover and it worked great! But I somehow forgot to save a seat for Rover Commander Dotty on the flight home. I had no choice but to do the mission again. All I did on the second ship was add a Hitchhiker Pod and relaunch. I went back to minmus, landed, saw no nearby rocks, rehopped nearby, detached the rover, and tried to get started. Nope. Two of wheels that I had attached to hinges so I could fit it under my lander were now clipping and wouldn't traverse. Boom! Dotty to the rescue! She detached the hinges and reattached the wheels, and the mission was on. I'm still new, so every mission like this takes me hours to complete. This loveing mod saved me SOOOOO much time and frustration. I really can't be appreciative enough. The controls are frustrating but I'm sure that's a consequence of necessary workarounds that all decent mods must overcome. If this functionality isn't in KSP2, I'll seriously just wait the game out until someone mods it in. So this is just a big fat ass thank you to everyone who worked on this. I can't fully express my appreciation. edit: though while I'm here, is there anyway to increase the interaction distance for items? 3m is so extremely short -
Unexpected Stack Overflow
theicon32 replied to Klapaucius's topic in KSP1 Technical Support (PC, modded installs)
I've been getting this too. Your post is the only thing that comes up when I search lol. Damnit. -
Yeah I tried that on a different ship that i made after this one. My design was flawed, very poorly placed hydraulic arm as a support, and no amount of struts keep it stable enough to survive the time warp. I'm also still early in my career so perhaps I just haven't unlocked strong enough items yet. Figured I would check with the community for any creative solutions, mods or otherwise, that can help with this particular lander so I don't have to scrap it.
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Basically I built this Mun Lander, was stable on the trip over but I noticed some Kraken evidence today when I couldn't find my antenna on it. It had clipped into the ship. This lander has been sitting on my Munar Station for an in-game week or two while I did other things and today I figured it was time to get some of these long-term kerbalnauts home. Unfortunately, this happens: https://streamable.com/534ndj I assume something must be clipping, but I don't know if this situation is salvageable or if I should just use it to "nuke the mun," as they say, and send another ship for my kerbals. Any suggestions, tips or help would be much appreciated.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
theicon32 replied to IgorZ's topic in KSP1 Mod Releases
Ahh of course. I forget that every single time I try to put the deployable experiments in one of the KIS containers. There's a popup when you do that saying that you can't do it, but no popup for doing this, so I was relying on my own brain to remember that and well... nothing goes well when people need to rely on my brain. Pretty spacey. Ayo. Thanks for your help! So many issues could be avoided if I just played stock KSP for a while to know what is stock and what isn't, but I couldn't help it. The mods are too good. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
theicon32 replied to IgorZ's topic in KSP1 Mod Releases
Sorry if I'm being an idiot, but I keep looking and I can't figure out what I'm doing wrong. I spend hours working on a ship and then rendezvousing, attaching my ship with links to do maintenance on my space station, and when I finally got there someone forgot the screwdriver. I swear I brought it, so i went and checked: https://streamable.com/sc0xcn The items just vanish from my inventory when I hit the launch pad. If this is a KIS problem, I'm sorry, hope it wasn't too annoying. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
theicon32 replied to IgorZ's topic in KSP1 Mod Releases
Sorry if this is something dumb or obvious I'm doing, but I've looked and can't find an answer. I spend hours working on a ship and then rendezvousing, attaching my ship with links to do maintenance on my space station, and when I finally got there someone forgot the screwdriver. I swear I brought it, so i went and checked: https://streamable.com/sc0xcn The items just vanish from my inventory when I hit the launch pad. If this is a KAS problem, I'm sorry, hope it wasn't too annoying.