Ixonal
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About me
The Bringer of PI
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Wishin you luck with the mod. Always rough at first with someone else's code. When you get the build stable, will you be updating CKAN?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Ixonal replied to rbray89's topic in KSP1 Mod Releases
@DrFumbles Yeah, I'm just trying to avoid manual installs to avoid quirks between manual and CKAN installs later. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Ixonal replied to rbray89's topic in KSP1 Mod Releases
Is there an ETA on updating EVE (and its associated CKAN entry) to KSP 1.1.2? I just can't play without clouds anymore XD -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Ixonal replied to K.Yeon's topic in KSP1 Mod Releases
Any idea when this will be officially updated for 1.0.5? I like to leave my mod management up to CKAN instead of manual these days. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Ixonal replied to TaranisElsu's topic in KSP1 Mod Releases
I'm unsure what the process is for updating CKAN metadata, but I was wondering if the metadata for TAC-LS is going to be updated to be compatible with 1.0.5 in CKAN. I'd rather not have some mods installed through that and some installed manually if I can help it. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ixonal replied to nightingale's topic in KSP1 Mod Releases
Sweet. In the mean time, knowing better how it works should let me get around the issue. Just gotta alter the root element and fly again. On the upside, more experience! Edit: Just to confirm, I moved the root node to the capsule and it worked properly.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ixonal replied to nightingale's topic in KSP1 Mod Releases
Actually, I think it might be the second thing. I didn't exactly build the ship upside down, but I did change the cargo on the rocket, and I might have forgotten to swap the root node back to the capsule. I think this because when I stage to decouple the capsule, the focus stays on the spent booster stage.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ixonal replied to nightingale's topic in KSP1 Mod Releases
Question. May be a bug, may not. I'm doing a contract for the first manned orbital mission in RSS. I get the capsule up there and complete the requirements up until return home. Then after staging (get rid of small rocket booster in preparation for reentry), one of the requirements resets to incomplete, but all I see that might make it do that in the save is "disableOnStateChange". All instances of that I'm seeing for the contract in the save list it as false, so that shouldn't be it... any idea what's causing a criteria to reset on staging?- 5,201 replies
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Fuel Lines Invalid Part
Ixonal replied to Ixonal's topic in KSP1 Technical Support (PC, modded installs)
Well, I did have a thought about that earlier. Procedural Wings have crossfeed. And if I use them and some engine nacelles, my ship will look even more sci-fi! -
Fuel Lines Invalid Part
Ixonal replied to Ixonal's topic in KSP1 Technical Support (PC, modded installs)
Huh, well I haven't been doing much asparagus staging (except for a munar lander design, none on my lifters, though), but I can kinda see your point. I wish there an alternative, maybe less configurable way to set up a crossfeed earlier on, but meh. That aside, I saw the same thing happening with the poodle engine, so I'm going to mark this as solved, since that does seem to be the issue. -
Fuel Lines Invalid Part
Ixonal replied to Ixonal's topic in KSP1 Technical Support (PC, modded installs)
that'd make sense, though don't know why they'd move it farther in. it's pretty far already -
I have been playing a game for a while. I researched fuel lines, added them to a few ships, etc. Then I come back more recently, and fuel lines are no longer available in the VAB or SPH, and my ships with them are listed as invalid. When I look in the R&D Lab, I can see that they've been researched and the parts purchased. I'm guessing that something borked when the game was saved at some point. Can this be fixed by editing the save game?
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[0.25] ATC - Alternative Tree Configurator [15.10. - V0.5.1]
Ixonal replied to SirJodelstein's topic in KSP1 Mod Releases
IIRC, the original intent was to provide a tool for mod developers to use, rather than something for the end-user to use. I've been out for a couple weeks for Christmas, I'll see if I can't get it compiled for .90 at some point. -
[0.25] ATC - Alternative Tree Configurator [15.10. - V0.5.1]
Ixonal replied to SirJodelstein's topic in KSP1 Mod Releases
The system uses Module Manager, which is very commonly used in modding KSP. You might look for a tutorial on that, and then you should pretty well understand how to use ATC. -
[0.25] ATC - Alternative Tree Configurator [15.10. - V0.5.1]
Ixonal replied to SirJodelstein's topic in KSP1 Mod Releases
Ahh, that would be the problem. There's not an in-game gui to mess with the nodes, it's done through config files. The OP has a spoiler labelled as "Example configfile". That'll give you an idea of the format.