modus
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Not true. Just answered your question in the Kopernicus thread. Also, the release notes say "please see Kopernicus_Config.cfg option DisableFarAwayColliders, read about the fix/workaround, and set it as you feel appropriate."
- 596 replies
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- totm april 2023
- kopernicus
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[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
It's an option you can turn on in the Kopernicus_config.cfg, or in game via the Kopernicus widget. Plus, as the release notes say: "please see Kopernicus_Config.cfg option DisableFarAwayColliders, read about the fix/workaround, and set it as you feel appropriate." -
Gogogo click!
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Yes finally I can click once more
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Ok guys, so I have a problem after using the Konstructor from the super awesome mod Konstruction. "So why don't you ask over there?", I hear you screaming at your screen. First of all, chill. Second, I'm not really sure Konstruction actually is the problem. So here goes. First, some formalities. Here's my mod list and here are my log files for my 1.12.3 install: KSP log en player log I thought I saw someone reporting something similar after the latest version of Konstruction (and the other USI mods) dropped, but I can't find it anywhere. So either my searching skillz suck, or I only dreamt it. Probably the second. I thought the (imaginary?) report said that Konstructing a vessel that had one or more Hab modules (so a MKS part or a part from another mod using a MKS patch) caused problems. When I tried exactly that, I had troubles indeed: building the 'Mun Hab Pilgrim2' (with parts from both SSPXr and Planetside Exploration Technologies, both 'enriched' by MKS) through the 'Konstructor' (the orbital shipyard from Konstruction) caused an infinite loading screen. Game stuck? Well, not really, because my KAC window was still available, and I could switch to another ship via that way. When I went to the map screen, I could see that the 'Mun Hab Pilgrim2' actually was build. When I tried to switch to it, I got a never ending loading screen again, so I had to escape using KAC again. I could switch to the Konstructor, however, and then use the 'swith to nearby vessel' key. Oh boy. The vessel instantly turned into spaghetti, back into a ball, stretched again, ...went into a rapid spin and acceleration, ...Total Mess. So was it the hab modules? Maybe, because the Konstructor works just fine when building other craft without hab modules. I can also build and load the 'Mun Hab Pilgrim2' from the VAB*. So it's got to be Konstruction right? Well, when I reverted to the previous version (the bleeding edge from October 2021), it did not solve the problem. Maybe another USI Mod (like MKS)? I reverted the whole USI suite, did not solve it. Looking at the logs, I see weird stuff (*like FlowGraph errors from the vessel I loaded from the VAB?), but examining logs isn't my strong side. So I turn to you, logfile nerds connaisseurs. Do you guys have any clue? The log files are from a session where I started KSP, switched to the Konstructor (time warped a bit), Konstructed the vessel, looked at the loading screen a bit, switched to another vessel, and closed to game. Anyway, it's not like my save (using it since 1.7!) is completely broken, everything works fine except Konstructing Hab modules, but an answer would be nice. Cheers!
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
modus replied to Nertea's topic in KSP1 Mod Releases
That's intended behaviour (when using SSPXr and MKS together) as far as I know. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
modus replied to Gotmachine's topic in KSP1 Mod Releases
Maybe you can scroll up a bit first before posting? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
I don't think this is the right place to discuss other mods. I'll DM you, if I remember -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
is also an option (and imho a better one) -
[1.12.x] Tarsier Space Technology with Galaxies (V7.13) 12th Sep 2021
modus replied to JPLRepo's topic in KSP1 Mod Releases
For what it's worth, also having this It's like DOE is turned off when you open the telescope. -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
Iirc there is a mod that lets you select which buttons you want to see, but I don't know if it lets you do it in different scenes. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
Same here, everything working fine with those mods. -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
Doesn't bother me at all. Even saw the button on the main menu after closing my save. Kopernicus be everywhere yo. But I get what you're saying about the different buttons for different scenes, makes sense. -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
I really shouldn't worry too much, @Rakete. It think it will definitely be playable. I've encountered the sinking bug (a long time ago, before there even was a fix) and I mostly thought it was weird. And now that there is a fix, I really don't see why you wouldn't use it. My CPU is worse than yours, and I'm not worried at all. -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
modus replied to OhioBob's topic in KSP1 Mod Releases
If you want to If you install GEP Primary it will;see the op -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
No, they're kinda borked. @RoverDudewill fix them, one day.. -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
@R-T-Bis this what you mean in the caveats, number 4? -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
I wonder what release 121 was -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
How close were you to the moon? I think you have to be at a certain distance ( @Angel-125?) -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
Not really sure what you mean. Do you see the button when you come out of warp/have zero thrust? You can only use the button when you're not actually warping. -
Thx @Snark! If I use a small engine in a big stack I use so maybe that's why I haven't really used engine plates. If I want multiple engines I tend to use adapters. The engine plates are much more versatile it seems so thanks for the explanation!