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Everything posted by Spike88
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Anyone know what third stage is supposed to be on the Thor-Able for Voyager 1? Was struggling to finish the historical contract for it on a 2.5x rescale and realized I was missing the third stage(the wiki doesn’t even list a third stage). I ended up going with the second variant of the Staara, but I’m not sure if it’s the right one.
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Which Stream deck profile are you using?
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[1.12.x] Toolbar Controller (for modders)
Spike88 replied to linuxgurugamer's topic in KSP1 Mod Releases
AVC is reporting the available version for Toolbarcontrol as 1.8.1.2 and clicking on the download link takes you to the github for Toolbar Continuted. I have latest version of Toolbar controller installed, and don't have Toolbar Continued installed. -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
Spike88 replied to Divico's topic in KSP1 Mod Releases
What did you end up doing to get this to work? -
Miniavc is known to cause problems, you can get the miniavc deletion mod that automatically deletes them
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- contract configurator
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What other mod do you use?
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I uninstalled VABO for this reason, if this fixes it, that would be great. @towermom9: You could post your fix as its own mod if you wanted. Edit 2: VABO Patch doesn't seem to work on my end. Here is my log: https://www.dropbox.com/scl/fi/8289qw7mt5xz8lv3rg07w/Player.log?rlkey=o3euxadf1q4hkl7dnpg8732nx&st=ob4eipe5&dl=0
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This is in the updates log on github, noticed I was missing MTBF slider too so I decided to check github to see if it was mentioned. Edit: @Angelo Kerman I know we can change it in the config, but why was 1 hour chosen for the default MTBF for engines? It's drastically lower than any of the other parts.
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The Jupiter-C nose cone is supposed to have a built in decoupler, but doesn't in game. I've noticed that the config has the decoupler module commented out. Am I missing something or do I need to put a decoupler between the Jupiter-C nosecone and the Sargent upper stage now? Edit: Found an older post by @Jso that says to add a decoupler between the nose cone and the Sergeant upper stage to facilitate the dock rotate feature, which I guess is why the decoupler built into the part was disabled, although the part description still lists it having a decoupler.
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In VAH/SPH there is a Scrapyard Category which shows you all the parts in your inventory. On top of that if you click the crane lifting a rocket on the bottom and click on a part it'll show you how many of a given part and how many times it has been used.
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You’re able to fix it on A+ side, despite it being a TCA issue?
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What's the unit of measure for retirement? Years? Current minimum is 1 and Maximum is 5, but all my new Kerbal's have 2 years before they retire. Was looking at increasing, especially later in my career as some real life astronauts have had 10-20 year careers. Edit: Also, @R-T-B, it would be nice if there was a way to edit the config file from within the game.
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I believe @allista hasn’t been on the forums since like 2022, so if it’s a problem with TCA it’s dead in the water. Unless a certain someone were to take over the mod
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Until the craft files are updated, you could always use the wiki to build the crafts. Edit: I think I might have a copy of the IVA patch, I’ll check when I get home from work.
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- totm march 2020
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My apologies It doesn’t make sense that it’s just those 3 engines causing the problems.
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~~Reinstalling KSP again and just TCA and A+ with dependencies.~~ New KSP install with just TCA and A+ plus a cache refresh of CKAN and its the same thing. This time it was pretty much the craft you made in your tests but with the Thumper engine. https://www.dropbox.com/scl/fi/w3n8ycybs7b9bjok96951/Logs2.7z?rlkey=stokutqyxe1bp3dwkwscg1m80&st=75jl0tzp&dl=0 Edit: Just realized you don't have TCA Enabled in your last screenshots. That is the moment it crashes for me, when I click the Enabled button. I can summon TCA no problem
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I wonder why it's only manifesting with just those 3 specific engines. I thought it could've had something to do with animations when I was looking at the Tempest config but then I realized the Merlin doesn't have one.
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I was playing my main mod soup install(the one that takes upwards of 10 minutes to load due to all the part mods), and flying the Stratocarrier using the craft file from KerbalX for this mod(modified with fuel cells because I struggle to maintain electrical power1, and antennas(can we get internal antennas for the cockpits2)). I sent a Kerbal on EVA and when they re-entered the cockpit I hit C to put them back in their original seat causing the game to crash. At first I thought it was an issue with FreeIVA. After installing a new version of KSP with just FreeIVA, Aircraft Plus, and their dependencies I tried again only for the game to not crash. At this point I created a copy of my main KSP install, cut out all of the parts mods to cut down on load time, and removed mods in batches until I realized it was a combo of FreeIVA, Aircraft Plus, and TCA. More testing lead me to realize it was just A+ and TCA. I confirmed this by installing TCA on the install of KSP that just had FreeIVA and A+ and I removed FreeIVA. Here are the requested logs and the craft file:Dropbox link Steps to recreate: 1. Upon loading the stratocarrier on the runway, enable TCA. 2. Engage engines and immediately crash the game. Note1 that during my experimenting I realized that unbuckling with FreeIVA would engage TCA at which point the engines would sound like they stalled out. Disabling TCA would make the engines re-enable, but returning to the plane at this point, no matter what way you attempted(Y to buckle back in, C to return to seat, or using vessel switch) and with or without TCA enabled would crash the game. Note2 I have realized that I'm using 26.6.2.1 and I'm going to install the 26.6.2.2 on the A+ and TCA install to see if it resolves the issue. From there I'll try the experimental(should I be wary of using experimental on my main install?). Note3 I did try other props included in this mod to see if it was just the ones used in the stratocarrier and did have crashes using the one used on the Stallion craft file. However a further test using ColdJ's Vortex engine did not crash the game(although it did have issues with TCA saying thrust reduced to zero because it couldn't balance the engines). 1 I feel like the alternators aren't strong enough on any of the included props as I always run out of EC in my prop vessels while running Atmosphere Autopilot 2 I can look at adding the internal antennas to all the included cockpits and doing a pull request if you like. Edit: Same thing with 26.6.2.2 and the hotfix, I didn't install the experimental because a peruse of the changes in that don't seem to be involved with the engines I do have crashing issues with. Edit2:Cut out AtmosphereAutopilot and some of the IVA mods I had installed from FreeIVA and its the same thing. Install is just A+, TCA, B9, MM, and Firespitter Core. Same thing with experimental installed. Edit3:Recreated the craft from your tests, no crash. Opened the Stratocarrier again, and crash. Going to test different engines now. Edit4: Took the craft from your tests and stuck a bunch of fuel tanks on girders on the side and added all of the props from this mod. Proceeded to enable props one by one until crash. Everything works fine except for the Marlin, Bumblebee and Tempest
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@Lisias Just discovered that Throttle Controlled Avionics will crash with the prop engines included in this mod. I thought it was an issue with FreeIVA since it was manifesting when I was using FreeIVA in the stratocruiser. However, after narrowing it down to TCA I realized that just enabling TCA on any prop engine from this mod causes the game to crash.
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[1.12] (Kopernicus) Janet's Minor Planets [1.3.4]
Spike88 replied to Interplanet Janet's topic in KSP1 Mod Development
Any update on the update- 66 replies
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I had check this in the config, but didn't really understand what it meant. I will say the Kingfisher/Cessna with the Cat engine just gets up to 50m/s while my kingfisher with the bumblee does get up to 140m/s. It's just on the water I can't get mine above 20m/s while the Cessna will go up to 30+. Either way I completed the contract I needed for a sea plane using the Kingfisher/Cessna.
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That makes sense for comparing the Cat to the Bumblebee. However, aren't the Spud, Baron piston engines like the bumblebee? They all offer higher TWR, despite higher weights but lower thrust ratings. Mind you I'm just looking at the TWR in the SPH with KER and not actually flying them to compare, so I'm not sure if the TWR is a factor.
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