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Bottle Rocketeer
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I did a little research in the kOS wiki. You have 2 options to get this to run. the first is to open the baker2.ks file in notepad, then add this line: @CLOBBERBUILTINS on. on the very first line. This is one way. The other is to set up custom settings on a new game. Hit new game, then click the difficulty button. Find the kOS tab, then click the button that allows clobbers. The difficulty will then show custom instead of normal. The first option allows clobbers on that script only. The second allows it on all scripts.
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I've been having a blast is KSP 2 so far. I have a question, though. When I launch something into orbit in KSP1, I generally build so that I can de-orbit my final stage using a probe core and antennas. But in KSP2, decoupling that last stage to de-orbit makes it so the last stage in uncontrollable regardless of antenna or probe. Will the switching vessels fix possibly solve this?
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
skygunner58203 replied to Angelo Kerman's topic in KSP1 Mod Releases
Just tested this. It was indeed the IMPP_WarpCoilsUpgrades.cfg causing the problem. A standard install of Impulse Party did not cause the issue to occur. Not sure what in the config does it, but something does. @JadeOfMaarJust had a thought, should I be downloading the 0.5 release or the main branch? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
skygunner58203 replied to Angelo Kerman's topic in KSP1 Mod Releases
Correction: I found that, for some reason, if I install it by itself, it works fine. The only mod I haven't installed is JadeofMarr's Impulse Party. I'm wondering if something there is causing the issue. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
skygunner58203 replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angelo KermanSo, I may have found a bug. Specifically, its a bug with the mk2 warp core and grav generators. I can attach the core/gen to any part in series/stacking. But once I do, I cannot attach anything to the node on the other end. If I start a new craft, and pick the core/gen as the first part, then none of the stack nodes work at all. And its only with those 2 parts. -
So, I have an odd question. I've modded my install, and while it does take a while to load, the only errors I get deal with part modules somehow doing double duty. HOWEVER! If I launch a craft, its flight and textures are fine. I can dock the craft to another one, and its still fine. The issue arises when I switch between craft mid-flight. It doesn't matter if I dock first or not. If I hit the hotkey to switch to a nearby craft, it switches. But then the world turns black, the skybox and sun vanishes. Its repeatable, both with new saves and old saves. I'm thinking a mod I installed is causing issues, But I have no clue which one. I've had larger mod installs than now with no issues. Should I just re-install KSP and add mods slowly? Or see if I can catch an error in the log first?
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
skygunner58203 replied to Angelo Kerman's topic in KSP1 Mod Releases
So, I'm loving the mod. Still figuring it out as I go, but I had a question. If I wanted to try to make custom nacelles and the like, what would I need?