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KSP2 Release Notes
Everything posted by 123nick
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Electric air engines not functional.
123nick replied to 123nick's topic in KSP1 Technical Support (PC, modded installs)
ksp.log? i thought thats just what shows up on the alt-f2 ingame log, but alright. here should be a link to the ksp.log on onedrive: https://onedrive.live.com/redir?resid=3315713F440A6017!297&authkey=!ALELOB0Osvv4NWY&ithint=file%2clog which mods? theres alot, so ill just not name the ones that almost certainly dont affect electric engines: firespitter, KAX FAR Tweakscale USI mods, a good number of them theres more, but there mostly part mods and such, like the MKiv fuselage system. but that only adds parts, so yeah. edit: reading the log, it says something about interstellar fuel switch. i was always a bit suspicious of that mod causing problems, maybe thats it? -
can you have a version that has it set to work with the apptoolbar, by default, even with toolbar installed? its not showing up inflight, and i think its a bug with toolbar. thanks in advance
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electric engines cause the viewport=0 bug, its hard to describe but im almost certain someone else on this forum had it before, where the looking port or viewingport equals 0 in the log, and when you return too the space center its just gone, and you cant move around the camera, etc. it only happens when i have an electric engine, that uses electric charge and intakeair. im not sure if it happens with xenon engines but im pretty sure it wouldnt. all of my mods are up-too date with ksp 1.0.4, except toolbar but that has nothing to do with it, and even if it did its only like, outdated to 1.0.2 so it shouldnt be that bad. heres a pic of the vessel in the SPH: and here is it launched: has anyone ever had this bug before? also, the message in the log is repeating, i think.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
123nick replied to ferram4's topic in KSP1 Mod Releases
i have a aircraft launched a rocket, and it seems that, even when the rocket parts are disabled, the control surfaces act like there infront of the CoM, although when the rocket is decoupled, they are behind the CoM, yet still act as if they were infront, moving up when they should move down. i tested it, without rocket in editor, it works perfectly, surfaces move like they should. and with rocket, ^ happens.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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can u change the names so that, it feels more civilian-like? like, instead of just water, you could rename it to drinking water so its less technical, more something a standard civilian would understand. and it helps seperate it from life support mods water resources. same with food and stuff, so food becomes meals, or similar, waste into rubbish or garbage? something a civilian kerbal would use. air is a bit difficult, but im pretty sure breathing air, or civilian air even would help differentiate it. not sure about carbon dioxide. these are just some suggestions, so yeah.
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electric firespitter propeller engine problem.
123nick replied to 123nick's topic in KSP1 Mods Discussions
its so wierd, before electric propellers and engines in general now, i think, used to work perfectly. now they dont? -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
123nick replied to FreeThinker's topic in KSP1 Mod Releases
can anyone make a config so that this mod works with stock parts? i would like it if i could have a long mk2 fuselage adapter, with only LF and not LF and OX, and i know i could just remove the ox but then im only using half of the full capacity of a mk2 adapter.- 1,187 replies
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- fuel switching
- mesh switching
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im having a bug where when i launch the game with a aircraft that has an electric propeller engine, the whole world deleted bug with nan speed and more happens. in the log is something with the word instances, how a number cannot be infinity or nan, and another thing with viewing vector equals zero. electric helicopter rotors work fine, its just with electric engines. maybe its with the fact that, electricity, because it is weightless, is affecting it somehow? but idk, im pretty sure this bug may have been encountered before but am not sure. help?
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
123nick replied to sirkut's topic in KSP1 Mod Releases
hey im not sure why, but for me the robotics tab didnt show up in the editor. in the config file, all of the categorys are set to none. is this interfering with USI mods, which add custom tabs? or KIS, which adds a custom EVA items tab? it shouldnt, because those 2 mods work together. for infernal robotics, i had to set all of the config files to Utility, replacing the none. i can change it back if u want for debugging, but i hope the solution is easy to find. edit: fixed it. turns out i didnt have the base magic works infernal robotics. but really, you should make the threads look more different. there so.... similiar. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
123nick replied to SuicidalInsanity's topic in KSP1 Mod Releases
omg i just had the funniest thing happen. i was testing the hypersonic cockpit with nothing but the spade tail attached, i think i was testing interstellar fuel switch for bugs, so i was using SAS to move it around, and i started rotating it. and it spun, and it spinned like, really fast. and then it went upright, like a spinning top. then more things happen, and the camera angle went wierd. and the spade tail fell off. and then, it became a magical top that could move across kerbin with the WASD keys, and it was spinning INSANELY fast on its nose and the camera was perpendicular to the ground. screenshot: (i think)- 1,512 replies
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- parts
- spaceplanes
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i dont think this mod works with AMT. my game always gets stuck loading on SXT, on any part, and the only way to fix is to remove sxt folder from the AMT texture cache. also, why are there textures in the sxt folder that are only black pixels? is that intentional or just me? also, yes i tried the amt patch and it still doesent work.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
123nick replied to BahamutoD's topic in KSP1 Mod Development
hey is there any way to use ripple functionality? i have the rpm of my 23missile rocket pods set to 1440 or something similiar, yet i cant hold down the 2 button to fire, which is my action key for the weapon manager to fire. is there a trick or something to use ripple fire? -
My problem is in the title, but whenever i try to load KSP, it gets hung on squad/parts/engines/ionengine/ionengine/ionengine. most of my mods are updated, and i know they work fine because if i delete the texture cache in Active Texture management, the game will load up fine but it takes a long while for ATM to re-make the texture cache, but when it does do that the game loads up fine, so i have to delete my texture cache all the time. most of my mods are updated to atleast 1.0, and some 1.0.2, and as said they work fine, and although this isnt a big bug, its annoying to have to delete the texture cache every time. i could give mod list if needed, so just ask if you want to see it.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
123nick replied to bac9's topic in KSP1 Mod Development
does this still require FAR? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
123nick replied to bac9's topic in KSP1 Mod Development
how do you manage to use retro-future parts in 0.90? arent they outdated? -
why is there different mining parts for different resources/ orbital bodies? wouldnt it be simpler if there was just one miner module that collects all resources, both on asteroids and planets? maybe just 2 miner types, one for planets and one for asteroids? it doesent make sense that there is 2 mining drills, which look identical with same model and i assume same weight, except one can only mine some resources where the other can only mine other resources.
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does this work with planetfactory revived? id assume not because this adds all of the planetfactory revived planets and more.
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so i can use it with RSS and i still have all the same sized stock planets along with the same sized modded planet
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why does it have to be real solar system only? do you have a stock compatible version?