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JonnyOThan

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Everything posted by JonnyOThan

  1. I really doubt it because skyhawk basically IS the tech tree. interstellar fuel switch doesn’t depend on community tech tree, where did you get that idea?
  2. Tech tree mods are in general incompatible. It really sounds like you want skyhawk to be something that it isn’t. Hey @Gupyzer0 and others: I started up a repo here for community maintenance on skyhawk: https://github.com/KSPModStewards/SkyhawkScienceSystem I’ve merged the outstanding PRs and Gupyzer0’s whole branch there. Feel free to send PRs there or if you’d like I can add you to the organization to make fixes directly. @CessnaSkyhawk if you’re still around, let me know if you’re ok with that fork becoming the official release. I don’t have a whole lot of time for active development but I can certainly coordinate merging fixes and making releases.
  3. https://github.com/sarbian/ModuleManager/wiki
  4. No worries, I just wanted to make sure I wasn’t missing anything. I can put together some basic versions of stuff but I’m not much of a modeler and even worse at texturing. Icecovery is really the person you’d want doing this stuff (they made all the hatch models in FreeIVA) but I already asked and they’re busy. So I’ll do my best.. I also noticed that the IVAs are much bigger than the external part - perhaps they’re scaled for real scale? Not really sure how to handle that… I hope the surgery went well, and you have a speedy recovery.
  5. Yes, virtually all mods for 1.8 or later will work in 1.12. I'd suggest enabling those versions as compatible in CKAN.
  6. Pretty much all of your mods are installed incorrectly. I’d recommend deleting everything from GameData except for squad and then starting over with ckan.
  7. Right, theres no single standard for this but generally you never download the repo. If GitHub is used for distribution then you’d use the releases page.
  8. It is. There is only one mod I know of where you’re supposed to download the head of a branch and that’s ksrss.
  9. Yes, those are in KSP-recall and you should remove it. The stock bug that “stealbackmyfunds” is supposed to fix is also fixed in a different and better way by KSPCF.
  10. We still need it in order to help. You can compress it if necessary.
  11. Why not use Rocket Sound Enhancement?
  12. Great idea! Hey @kurgut have you attempted anything like this in your variants?
  13. Sorry, I must have missed this message! Your log file has been deleted from dropbox, so if you're still having issues please post another one. If you have a github account, the best thing to do would be to create an issue on github with your log file attached; that way it will stay there until someone investigates and resolves it: https://github.com/harveyt/reviva/issues Hi, I created a github issue for this here: https://github.com/harveyt/reviva/issues/28 Can you please attach your ksp.log file there so we can see what mods you have installed? thanks!
  14. @linuxgurugamer pinging again. Oh oops the image was lost somewhere...anyway here's the problem: https://github.com/linuxgurugamer/PersistentRotation/blob/8bf6c6c9415d2080fc984f16b86b29371f9c0985/Source/MechJebWrapper.cs#L198
  15. These are side effects of the prop batching system in RPM. They shouldn’t actually cause any issues. You can disabel the prop batching system by removing or changing the file extension on JIS/RasterPropMonitor/Propbatching.cfg - but that patch greatly improves performance so unless you're actually seeing any problems I wouldn't recommend it.
  16. TweakScale Rescaled 3.2.3 is now available! Changes since previous version Fixed a bug where the part action window would become unusable after right-clicking certain parts Fixed "match node size" for Making History KV pod top nodes Fixed "match node size" for Making History Kodiak engine
  17. You have realfuels installed, which disables Tweakscale because it cannot affect engine stats accurately. Tweakscale rescaled works out of the box with all of those engines without realfuels.
  18. This doesn't happen for me. You need to post your logs if you want this to get fixed.
  19. Interesting, if it's the problem I'm thinking of, it should go away if you don't have TUFX installed. A screenshot and logs would probably help.
  20. It should! However - TweakScale-Rescaled operates mostly on an opt-out basis. It applies heuristics to parts and should work pretty well for anything that is set up similar to stock parts. There are a number of parts that are excluded (robotics, among others) because they don't work properly when scaled. All Tweak will override these and allow you to scale *everything* - but of course you will likely to run into problems with those parts that had been excluded.
  21. It works perfectly with CKAN. Otherwise post your logs.
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