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IAlsoPlayKsp

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Everything posted by IAlsoPlayKsp

  1. I'm not quite sure how to phrase this online without sounding a bit passive aggressive, but you have just gave us an issue with absolutely zero way for us to track it down, recreate it, or even see the problem... what was the point of asking the question? No one can solve it without info. Please provide adequate info next time (GameData, ksp.log, pictures even) or don't ask it all. Sorry if I sound rude but it's a bit of a pet peeve of mine
  2. If anyone wants to know how to fix it (I fixed it!) download the pre-release versions of SpaceY and SpaceY expanded, then go to the first page of the SpaceY Expanded forum page and copy the fixed config file provided by Overlocker96 (Thank you!), opening GameData/SpaceY/SpaceY-Expanded/Config/Variants.cfg and pasting in their fixed config.
  3. Could I please see a picture, maybe a craft file or something, because loop 0 is perfectly fine for me. This issue is happening in flight, not just in the editor, so I can only think that there may be some thermal component you didn't notice. Thanks!
  4. Is there any way to make Fission Pellets and Fission Fragments less ambiguous? For instance, the Casaba antimatter engine, according to its right-click menu, burns "Fi P". The tank that holds this however, is labelled a "Nuclear Pellet" tank. It also doesn't help that another tank (which looks quite similar mind you) called the fissionable tank holds "Frag" which is burned by the Asimov engine. It also definitely doesn't help that B9PartSwitch labels Frag as "Fissionable Particles" and there is an entirely separate other tank for "Fi P" which I guess is pellets. Also the Vulcan smelter labels Fi P (pellets) as FiPellets and Frag/FissionableParticles as FiParticles. I'm not quite sure what my main point is, but I think one could make it a lot more clear / newbie-friendly. Not a big issue tho, and I won't complain if you don't fix it There is not, to my knowledge, a way to make NUK. (Though I'm not quite sure why you would pick this engine; it has rather low efficiency, high cost to run, and as you said, no ISRU refueling capabilities. I'd recommend a less powerful/efficient engine that can be refueled, or just using a terrifyingly efficient engine like the X-6 Clarke if your up for it. These are just my two cents though, you do you! )
  5. Ok so I have remembered wrong. Upon switching the SpaceY mods to their pre-released versions nothing is pink anymore, however some fuel tanks have some crazy z-fighting, which is preferable to everything being pink. Sorry for the inconvenience. Here is my GameData and Ksp.log from the pre-released mods. Log: https://drive.google.com/file/d/1xSuaZmO7zZwi-L6KVJYeTCymGykYwpat/view?usp=sharing GameData: https://drive.google.com/file/d/1NG1O6KJFqoRDWkghgJq7hCRh9S5hUWmh/view?usp=sharing Thanks!
  6. I am aware some of these issues have been brought up but the posts are often many years old and generally outdated. For some reason the insert image from URL is not working, so here's some pictures: https://imgur.com/a/pink-parts-RqPxonu As you can see, all the fuel tanks are pink, some engines are, and a few are just outright missing, such as the Penguin engines. Also I didn't add a picture but the 7.5m probe core is all pink too (the 3.75 and 5m versions look fine tho). I have SpaceY HeavyLifters, Expanded, and Corporation (which I think is just flags and cosmetic stuff). If anyone needs GameData or Ksp.log I can provide. The mods are on the fully released version, not the pre-release, but the issue persists in the pre-release versions anyway (although the engines are not missing) which is why I switched to non-pre-release anyway. Thank you very much!
  7. Hi all! I’ve set up a new KSP install (fresh, copied straight from Steam) on v1.8.1. I added an exceedingly large pile of mods since I just built myself a new computer, and after getting USI to play nice, I figured everything else would be fine, since I installed everything with CKAN except USI Exploration to stop it from hanging at loading the sciences. I fixed it by installing the mod manually. Anyway, at the KSC, everything was totally black. Like, pitch dark, absolutely nothing. The buildings were still interactive, but the tracking station seemed to have disappeared. Zooming in or out does nothing. Help! KSP.log: https://drive.google.com/file/d/1xSuaZmO7zZwi-L6KVJYeTCymGykYwpat/view?usp=drivesdk Modlist: https://drive.google.com/file/d/1h4aWly5qWr-cpk_4YVLOKBGfZiXPi80V/view?usp=drivesdk Thanks in advance, please tell me if the links are working or if I need to provide more information. I may not be able to provide it though, as I am currently away from my computer and expect to be until Thursday morning. I’m typing this on my phone only because I just remembered the issue and figured it’d be better to type this before I forget and do it earlier. Thanks!!
  8. Hi guys! I'm playing on an install with a ton of mods, all installed by CKAN. On my first launch of the game, the game hangs on UmbraSpaceIndustries/ExpPack/SciencePack/Parts/RadioPlasmaWaveScience/USI_RadioPlasmaWaveScience. I could probably just remove the mod, but I want the full USI experience, and the mod seems cool. Does anyone have any idea how to help? I looked through KSP.log, but I can't figure anything out. Thanks! KSP.log: https://drive.google.com/file/d/1xSuaZmO7zZwi-L6KVJYeTCymGykYwpat/view?usp=sharing Modlist: https://drive.google.com/file/d/1h4aWly5qWr-cpk_4YVLOKBGfZiXPi80V/view?usp=drive_link (Generated by CKAN) I have no mods that weren't installed by CKAN. Edit: Four minutes after this got approved, I fixed it by reinstalling the mod manually. Sigh. Sorry mods.
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