-
Posts
488 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Grimmas
-
[1.9.x] Contract Pack: Bases and Stations Reborn
Grimmas replied to linuxgurugamer's topic in KSP1 Mod Releases
StationCore contract won't load for me anymore after this patch. Based on the error, it sounds like it's because I don't have HabTech2 installed (I have all the other mods installed whose parts are listed in the config): Edit: to me this looks like there is inadequate exception handling in the Contract Configurator code. Not much you can do about it in this mod itself, but just a heads up. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
No, you'll also need the compiled DLLs and such, it won't work if you simply grab stuff from Github. The best way is to download the latest pre-release zip from here. Then unzip it somewhere on your hard drive. Inside you will have a GameData folder which already contains everything in the correct place - simply copy the contents of the zip's GameData folder to your game's GameData folder. Edit: Except for ModuleManager.4.1.4.dll - that's an old version of ModuleManager, chances are you already have the latest version 4.2.1 in your GameData folder. In which case do NOT copy this old DLL, only the other stuff. You should only have one ModuleManager DLL ever. Edit2: If you're anything like me you may have some mods installed through CKAN or elsewhere that depend on CommunityCategoryKit so you may already have that folder as well. The version in the zip above is newer than the version on CKAN. It should be safe to overwrite the old version but just in case I would recommend first deleting the old folder from your GameData. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
Do you have empty storage attached for the outputs? -
Forums to find out about good mods, CKAN to install them, Github if I happen to want to contribute to the mod in question or if I need to recompile it myself or if the mod is not on CKAN or if I want the latest changes and CKAN is behind. The only time I go to Spacedock is if the mod is not on CKAN and not on Github either (this is true for like 2 out of the 150+ mods I currently have installed). And I've never even opened Curseforge except by misclick from inside the game's main menu (funny how that's apparently the official place for KSP mods).
-
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grimmas replied to Gameslinx's topic in KSP1 Mod Releases
Check your install. There should be a file in your KSP folder: GameData\Parallax_StockTextures\ParallaxTerrain.cfg and it will have a section for Kerbin.- 3,161 replies
-
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grimmas replied to Gameslinx's topic in KSP1 Mod Releases
There are. You probably installed via CKAN? Then you need the second mod also - "Parallax - Stock Planet Textures" There are no textures or configs for RSS. So you'd have to come up with those yourself. And it may not work at RSS scale even then. Though someone did try, not sure how good that project is though as I've never tried it.- 3,161 replies
-
- 1
-
-
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Grimmas replied to Angelo Kerman's topic in KSP1 Mod Releases
We go to Dres not because it is easy... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
You could also try mining and selling resources (recover vessel) if you're extremely short on cash. This works even on Kerbin. But you may need to install the KSP Recall mod for it to work, since as I recall it there is an issue in the stock game with the way part replacement mods affect vessel recovery results. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grimmas replied to Gameslinx's topic in KSP1 Mod Releases
If you are running on 1.12+ then it doesn't matter, just ignore it, it works fine.- 3,161 replies
-
- 1
-
-
[1.12.x] Tarsier Space Technology with Galaxies (V7.13) 12th Sep 2021
Grimmas replied to JPLRepo's topic in KSP1 Mod Releases
Edit: This is a DLL provided by EVE Redux. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
If you want the latest stuff get the 112.0.1 constellation as it fixes some of the issues with previous versions. To be honest, it is not as unstable as it sounds Some textures are missing, and some mostly minor things are not really complete but it generally works OK. -
[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
Grimmas replied to katateochi's topic in KSP1 Mod Releases
I guess it's a difference in philosophy. All my open source projects are always under BSD/MIT license, so that I know that if I walk away (and I have walked away from a few such projects before, due to loss of interest or conflicting real-life commitments) then someone can fork it and carry on if there is interest.- 237 replies
-
- search & sort
- craft list
-
(and 1 more)
Tagged with:
-
[WIP][1.8.1] Epic Space Program - Beta 0.5
Grimmas replied to General Apocalypse's topic in KSP1 Mod Development
Yes, I think so. The fix above should still work. I don't use this mod anymore as it's a bit too structured for my liking (since it asks you to do exactly the same thing in exactly the same order on every planet/moon) but it's a nice mod if you happen to lack direction in your space program. -
[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
Grimmas replied to katateochi's topic in KSP1 Mod Releases
No derivatives license and mod author AWOL. /facepalm Every author is entitled to license their work as they wish, of course. But some decisions are less thought out than others.- 237 replies
-
- search & sort
- craft list
-
(and 1 more)
Tagged with:
-
Not sure. Like you I'm also using it along with Scrapyard but it may not be related to that. My probe cores are also still failing, even when building new ones.
-
[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
Grimmas replied to katateochi's topic in KSP1 Mod Releases
Yes, it works fine. But sometimes when you click on a craft it jumps to a previously selected craft - clicking twice usually solves this, but if you click twice too fast it will register as a doubleclick and open some craft instead. If you don't pay attention you'll often open the wrong craft by mistake. I've also had some issues with clicking through the window back in April, but I haven't experienced this issue anymore lately. If you keep these nuances in mind, you can use this mod without any issues in 1.12.2. I've also never tried the KerbalX integration as I purely only use this to organize my own craft files.- 237 replies
-
- search & sort
- craft list
-
(and 1 more)
Tagged with:
-
[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
Grimmas replied to katateochi's topic in KSP1 Mod Releases
This mod, while a bit janky, is way more useful than the in-game system it replaces. I was hoping to drop it in favor of the new in-game functionality in 1.12 but unfortunately that one is still nowhere near as useful as this. I'm still relying on it in all my saves, bugs and all I can't imagine organizing 200-300+ craft files without it.- 237 replies
-
- search & sort
- craft list
-
(and 1 more)
Tagged with:
-
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grimmas replied to Gameslinx's topic in KSP1 Mod Releases
That's to be expected. The Parallax effects are purely visual right now, the mod used to do collisions as well but it didn't play nicely with the wheels (and also made Kerbals ascend the towering invisible stairway to heaven) so the author removed that feature earlier this year. So you're looking at the Parallax terrain while driving over the actual original terrain mesh.- 3,161 replies
-
- 2
-
-
Cool mod! I've been using this together with KCT in a new 1.12 career save and I noticed an interesting (probably unintended) side effect. Basically, the reliability doesn't get updated until after I first launch a part even if construction of the next part finishes after I launched the previous one - if KCT finishes building the same item from the queue, or if I duplicate the queue item, or (I think) if I use the plan feature to order an item, they'll have the previous lower reliability. It's not a big deal but it becomes a bit tricky to order multiple rockets at once since they will all fail. Also agree about MTBF, 600 hours MTBF is way too short for my taste. It means that after a mere few months, all critical parts on all of my SCANsats are broken I changed it to 5000 internally but exposing it on the settings page would be useful IMHO. Edit: setting MTBF to 5000 actually decreased MTBF, now every part only starts with 12% MTBF. Not sure how I managed to break that
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
If you look closely, it's the first link on that page you linked. It's like a modpack with all of the USI mods and dependencies in one download. The latest pre-release is a 'beta' version from March and is the latest version you can get right now, short of cloning the individual project repositories and compiling everything yourself. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Grimmas replied to Nils277's topic in KSP1 Mod Releases
Post a screenshot of your GameData folder please. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
You want to test this using KSP 1.11.2 and USI pre-release from here. MKS/USI-LS 1.3 and 1.4 as well as KSP 1.10 are already ancient history, you're on your own with those to be honest. It may well be that you ran into a bug that's been fixed already, in which case you'd have to backport the fix to the older USI-LS version if you want to keep using KSP 1.10. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Grimmas replied to Nils277's topic in KSP1 Mod Releases
Yes, it matters a lot. The part configs of mods (any mod) contain hardcoded paths to the part assets. These paths are relative to GameData. So for instance if you move your whole KSP install folder somewhere else it doesn't matter. But if you rename folders inside GameData itself then that mod will break for sure. It only doesn't really matter for DLLs, but any mod that adds parts will break since the game won't be able to find the models/textures for the part. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
I have a few: 1) Make sure you can reliably reproduce it in a stock (vanilla) KSP install (latest version) with the pre-release constellation from Github. This is a pre-requisite for the below steps. I would also try adding way more hab time than needed, try 2x or something. 2) As it is an issue with USI-LS you could try asking in the USI-LS thread. 3) If you are technically inclined you could try to debug the issue yourself. This is the fastest way to fix your issue but also the most involved. 4) If you are not technically inclined, or simply can't be bothered, then I would suggest opening an issue on USI-LS github repo. Attach screenshots, log files, reproduction steps, etc. But I would not count on a quick turn-around time.