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Posts posted by Castun
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Did you ever figure out what's causing your issue? I'm also having planets missing and trying to nail down which mod is causing it.
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Having all sorts of weird issues still though...happened to notice I'm missing almost all planets...Kerbin still has the Mun & Minmus, but the only other planets out there are Eve and Jool, and Jool is missing all of its moons except for Laythe. I think I need to start my massive modlist from scratch and see what's up.
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Ah sorry, you were talking about Kopernicus Expansions earlier, not Kopernicus itself.
Somehow I still had Kopernicus Expansions leftover from an earlier version that will still being picked up. I had to change my filter in CKAN to show AutoDetected mods.
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27 minutes ago, Galileo said:
if you are talking about not having clouds in the main menu, that is normal and is listed in the known issues section of the OP. If you go in game, there are clouds
Sorry I don't mean the main menu, I mean in game itself.
I also had Kopernicus installed, which killed the clouds in game. But both CKAN and KSP AVC show it as 1.2.2 compatible, unless you meant by itself it is compatible, but it breaks the clouds in SVE.
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On 1/7/2017 at 11:26 PM, Galileo said:
AND you have kopernicus expansions, which doesnt work in 1.2.2.
If this is still true, it's not reflected in either CKAN or KSP AVC. However, removing Kopernicus fixes the no clouds issue for me.
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They do have one that can be purchased from their store, in case you really wanted it.
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On 11/17/2015, 8:22:05, Alshain said:
What happened to steering on these landing gear? It seems to be missing.
EDIT: Figured it out, that stupid CKAN has a bad copy of BDAnimationModules. I don't know why I started using that dumb program.This happens quite often with CKAN it seems, but the problem as I understand it is because the mod repository is mainly community maintained and not by the mod's own devs. Last I checked Ferram won't even offer support if you installed any of his mods with CKAN.
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Do you use KSP AVC for version tracking? I notice the new release doesn't have a version file in it, but I also installed the old version through CKAN.
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You could add this bit of code to the part configs (or create a module manager patch yourself so you don't change the original at all) :
You probably need to tweak the camera position settings though, as each one is a little different.
{
MODULE
{
name = MuMechModuleHullCameraZoom
cameraName = NavCam
cameraForward = 0, 1, 0
cameraUp = 0, 0, -1
cameraPosition = 0, 0.07, 0
cameraFoVMax = 60
cameraFoVMin = 60
cameraMode = 1
}
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none of my Science Cameras have them, and although all my current craft were ported over from 0.90 I did re-build one in 1.0.4 but that doesn't have crosshairs either. Check the PART{} in the VESSEL{} in the SFS file and see if there are any MODULE{} named for docking and removing them might get rid of the crosshairs. Best guess right now, will be able to investigate more if I ever come across this issue myself
Anyone know what's up with AlbertVDS these days? I don't recall him posting that he'd be taking time off for a while, but haven't seen him around lately either
OK, so it's not actually all the cameras, it seems to just be the boostercam that has crosshairs.
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Love the update Albert VDS. I'm just wondering though, am I meant to have cross hairs on all cameras? I can see that the docking ports should have them, but all of mine do. Like this:
I also have the same problem and nobody gave an answer. Definitely a bug because the other cameras shouldn't have the crosshairs, just the docking camera. FYI I'm using the CKAN version.
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Does anyone else have an issue with the stars not dimming when in LKO? Even happens in the map view. If I zoom way out it works like it should, but as soon as I zoom back in...
Sometimes it works correctly again, and then later it stops.
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That actually makes a lot more sense now that you explain it that way. Thanks!
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Not sure if something is interacting funnily with KSPX (which it shouldn't) but is there a reason the Escape Tower decouples the same stage it fires now? There's no separate staging icon for decoupling, so not sure what's going on.
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Has this happened to anyone else?
Really odd bug here, and I've got a bunch of relatively standard mods installed and no clue when the issue even happened.
Landed a probe lander on Duna in a career mode save, after a brief flyby with Ike was able to net me some extra science. Direct interplanetary entry, landed unpowered with chutes, though the lander tipped over from the swaying in the thin atmosphere.
Do some science and transmit, go back to VAB and work on another rocket. Messed around with a couple of launches along with some quicksaving & loading to mess around with the exploding heat bug. Close the game.
Tonight, I load up KSP and am checking out the tracking station and notice the probe lander shows as landed on Ike instead of Duna. Load up the craft, and sure enough, it's on the surface toppled over on its side just like it was on Duna.
Not really sure what could've caused it or if logs would even help now since it's after the fact. Not so much trying to figure out the issue as seeing if anyone has seen it happen before.
Full CKAN Mod list:
x-science
Adjustable Landing Gear
Alternate Resource Panel
Astronomer's Pack
Atmospheric Sound Enhancement
BahamutoD Animation Modules
Better Emissives
Chatterer
CollisionFX
Community Resource Pack
Contract Configurator
Contract Pack : SCANSat
Distant Object Enhancement
Editor Extensions
Engine Lighting
Enhanced Navball
EVA Parachutes (Vanguard)
EVAManager
Ferram Aerospace Research
Final Frontier
Hullcam VDS
Kerbal Alarm Clock
Kerbal Attachment System
Kerbal Engineer Redux
Kerbal Inventory System
Kerbal Joint Reinforcement
KerboKatz - Disable Tempgauges
KerboKatz Utilities
Kopernicus Planetary System Modifier (for better atmospheric coloring)
Kronal Vessel Viewer
KSP AVC
KSPRC (mostly just certain textures)
KSPX
MechJeb2
MechJeb Modules for FAR
ModularFlightIntegrator
Module Manager
ModuleRCSFX
PersistentRotation
PlanetShine
Precise Node
Procedural Fairings
QuantumStruts Continued
RasterPropMonitor & Core
RCS Build Aid
RCS Sounds
Real Plume & Stock Configs
RealChutes
SCANSat
ScienceAlert
SmartStage
SmokeScreen
StageRecovery
Stock Bug Fix Modules
TAC Fuel Balancer
Toadicus Tools
Toolbar
Tweakable Everything (w/ Staging & Fairing Toggle)
Vanguard Tech Core
Vessel Viewer (RPM plugin)
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It should be 288K, not 288C.
Oh, well that makes a lot more sense then. 288K would be 15'C...so are all the parts being red normal for the low end of the temperature spectrum then? The exploding parts seem that much more goofy then. Jettisoning fairings or opening service bays seems to trigger it the most often I've noticed.
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I've suddenly ran into this bug on my current career out of nowhere.
It certainly seems like some parts get bugged and generate enormous amounts of heat. Even putting a new vessel on the launchpad instantly shows red with the temperature overlay enabled. Radiators don't make any difference. Using KER or the thermometer shows ambient temperature at launchpad is 288'C which is....wrong. This is also with a new test sandbox game.
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Thanks, OpenGL is hit and miss for scatterer, for some it works fine but for most people it doesn't, I'd say win64 is a better idea.
Yeah, I've noticed regular crashes after short periods when using Scatterer in OpenGL. It looks pretty, but sometimes it only lasts 10 minutes.
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The sky is far too cyan for my taste. But it still looks pretty!
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Trying out FAR again, and for some reason I'm not getting any graph data in the SPH, and all the stats are blank. Any ideas?
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Hmm so maybe it's the -popupwindow option causing the problem then. I'll try removing that switch first.
EDIT: Yep, that seems to have worked! Don't run it in windowed mode, and don't use the -popupwindow option.
Only downside though is I can't go into the settings menu because it's just black.
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Still does this in the latest version.
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I'm not seeing enough (if any) memory savings in DX11 mode. I was still getting out of memory crashes on loading from hitting the ~3GB limit, even with textures set to half size. Runs OK with OpenGL as long as I stay in windowed mode and don't go above 1680x1050.
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Is everyone here suffering the issue also on nVidia cards?
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
in KSP1 Mod Releases
Posted
Your link to the forum post for AVIONICS is broken, BTW.
I'm still trying to sort out some weird mod issues myself.