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Posts
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Posts posted by TYRT
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12 hours ago, Padishar said:
Just ignore the warning for now. The latest release should work fine in KSP 1.1.2 (barring the occasional bug which you can read about in the last few pages of this thread).
Absolutely. It works perfectly fine, but the hud button is white. No problem at all.
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Hope you won't stop posting in the forum and stop playing KSP... Wish you the best. I would love to follow your work.
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1 hour ago, FullMetalMachinist said:
It's really not that different. There's a thread here, here, here, and here about it (maybe search around before opening a new thread? ). There's even a mod to fix it here.
Not sure what to tell you about what's spamming your debug log, but I do know that your Module Manager is outdated. The current version is 2.6.18.
To be honest I didn't know how to search/what to search. I mean with the keywords I searched, couldn't find much. Anyways it seems to be fixed now but the debug log spam still continues. I think it's not a big problem for me. Thank you for the links! I also updated my ModuleManager.
Since there are some questions and a fix about this issue, I will try to remove this thread. Not sure if I can though
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Alright guys, this is a really different one, I've never encountered this before. So the problem is basically this: You click your save game file, load it, and KSC screen shows up at this angle.
The thing is, I can access pause menu, and debug menu, but I'm not able to click anything at the KSC. The debug window in this screen:
And very occasionally, the saved KSC opens at the right angle and I can click on anything I want and play game properly, but when I look at the debug screen, I see the same error.
And as you can guess, this slows my game down(frame rate, lag issues etc.).
My mod list:
- AsteroidDay
- CrossFeedEnabler
- KerbalEngineer
- Kerbaltek
- kOS
- MagicSmokeIndustries
- RCSBuildAid
- Squad
- StockBugFixModules
- Trajectories
- TweakScale
- ZZZ_Flags
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ModuleManager.2.6.13
- ModuleManager.ConfigCache
- ModuleManager.ConfigSHA
- ModuleManager.Physics
- ModuleManager.TechTree
- StockClamshellFairings.dll
- StockPlusController.cfg
Thanks a lot. I hope you guys can help me.
Edit: output_log.txt https://drive.google.com/file/d/0B_lbsMF_i6LlSzdTVjFVendENmM/view
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I've always been defending that it's not cheating, but real rockets don't use a script downloaded from internet If you want to use a realistic computer based GNC environment, use kOS.
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I think the owner will wait for KSP 1.1, which would be very wise.
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Hi guys, as you know if you would like to play vanilla, designing RCS is a total mess. I was thinking maybe Squad should add something like RCS build add, and/or toggle RCS for a specific maneuver(like translate up, down, right etc.) What do you think? It would be perfect.
By the way if we already have a mod for toggling rcs ports, please let me know.
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UC Berkeley. No more words, just have a look at aerospace department.
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Hi there!
I have repacked the mod to be functional with Magic Smoke Industries Infernal Robotics - 0.19.3 and KSP 0.9.
Also, I have added a CC BY-SA 4.0 license to it:
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
https://i.creativecommons.org/l/by-sa/4.0/88x31.png
- You are permitted to use, copy, redistribute contents of this mod as-is
- You may remix your own derivatives of the mod, models or textures, and release them under your own name
- You must credit Nothke, when publishing your derivatives.
- Note that this mod does NOT contain, and the licence does NOT cover requirement plugins (be it Damned Robotics or Infernal Robotics)
Also, I will probably not develop/support this mod anymore, but anyone is free to take over =)
Also, there is an awesome IR model rework that has the same functionality as Dromoman and is actively developed and supported.
Check the OP for more info
Any updates planned for latest version?
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I'm still creating my rockets for 4000m/s, at least. Just in case
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I don't understand why servers are almost entirely empty. Any ideas?
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I think every "official mod" should be stock. They are from family! Indirect.
Or not.
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I'm happy for PS4 version *despite I don't have PS4*, but I'm totally frustrated. PC users don't even have a MP, and devs talking about PS4 version.
I hope PS4 version won't hinder development of PC version.
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Since I updated KSP to 1.0, game only crashed once. But OS X version is really, really unstable.
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A mod/patch is available, which improves wheel traction and braking.
Check out Stock Bug Fix Modules (Release v1.0.2d.2 - 14 May 15)
Thank you, fixed.
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Title explains everything. None of rover wheels brakes does not working. Any suggestions? Thanks.
Edit: Read 3rd post.
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I really don't want to play this game on Windows anymore. But Mac version is too unstable. This makes me so disappointed
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Same issue on me, game crashes especially when returning to space center or launching a vessel(from VAB/SPH to launchpad)...
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Hi TYRT, please see the support stickies and provide your game logs, settings.cfg and dxdiag
I searched sticky threads but couldn't find anything. Here is my;
settings.cfg: http://pastebin.com/GFcMzciZ
DxDiag: http://pastebin.com/wFCmQW7m:
output_log(had to divide it):
part 1: http://pastebin.com/S8KhFD1K
part 2: http://pastebin.com/GTVyTmdu
BTW It says something about my old mods, I deleted them. I don't why my log is not up-to-date.
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Hi, this is my game when you launch it:
My desktop resolution is 2880x1800, and game is set to 1920x1200 and Fullscreen. But when I launch it, this the situation happens in image above. So it's quite small rather than 1920x1200 and windowed.
At the same time, after game launch, it gets not responding. After waiting 2 or 3 minutes, Squad logo appears and game starting to normally load parts. But at the end of the loading, nothing happens. The writing above loading bar changes(recruiting Kerbals etc.), and changes but nothing happens like I said. I'm using unmodded gamedata folder.
Note: Steam verifies game 100%.
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Can you help me please? I'm having this issue:
If I try to control my servo, it doesn't work and this happens.
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Put decouplers or docking ports underneath the struts.
Thanks man i tried decouplers, but docking ports are properly working.
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I have a shuttle project and i have to seperate only struts, do you guys have any suggestion? Thanks.
It's a strut connected like below:
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
in KSP1 Mod Releases
Posted
It's KerbalEngineer. But I just realized it's the one for 1.1.0 and not 1.1.1, so thank you