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SilverlightPony

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Everything posted by SilverlightPony

  1. I know it's not stock! >_< I'm trying to figure out what mod it's from!
  2. No, not the radial one. It was a conical axial-mount version the same size and shape as the standard Mk16 chute. And I debug'd myself back up to roughly the same level of unlocks as I had before. I even looked in the game files. It's not there.
  3. After trying to sort out why my first 1.1.2 career got bugged up, I've started a new one. I copied over my .craft files from the first one, but...most of them are complaining about a missing part, specifically a "tiny" non-radial drogue chute (the same size and shape as the stock Mk16 chute, but colored like the Mk25 drogue chute). Digging into the files showed that the missing part's name in the data is parachuteSingle.drogue . I had thought it was a stock part, but it's not in the 1.1.2 ZIP file downloaded from the KSP site store, either, so it must have been part of a mod that I no longer have installed, but I haven't a clue which mod it's from. Does anyone know what mod this is in?
  4. So, what needs to happen for it to show as 1.1.3-compatible in CKAN?
  5. I was wondering if there's a way to see how much Funds/Science I've earned, total, as if I'd never spent any of it? My 1.1.2 career save got bugged up, so I'm thinking about starting a new career in 1.1.3, and I was hoping to debug/cheat in funds and science to get back to roughly the same spot I was before. :/
  6. No, this is not mod-related--or at least, removing mods will not solve it. I just copied my save file over to a freshly-unpacked, unmodded copy of KSP, loaded it up, and the problem persists. Based on what I've read of similar problems other people have had, it's probably something in the save's persistent.sfs file that's bugged up.
  7. Out of curiosity, is there a particular reason this isn't available via CKAN?
  8. Weird. Can you share the .craft file for one of the ships you're having trouble with, so we can try to recreate the problem?
  9. Symptoms sound suspiciously like those in this other thread. Related, perhaps?
  10. Just started getting this same problem myself. Of the 3 save files I have going (one of each type), only the Career Mode save is affected. I've barely touched the other two, though, so it's probably not game-type-specific. Tried backing up my save file, nuking and reinstalling the game, reinstalling my mods, and restoring the save file backups, to no avail. Help?
  11. This should still work with 1.12, right? If so, what would it take to update the version in CKAN?
  12. Neither of the capsules/command pods are showing up in my Career game, either in the VAB or anywhere in the R&D lab. They're available in Sandbox, but not in Career. Also, I'd much rather have the Rodan's engines using LFO than monoprop, since the real SuperDraco engines are LFO/bipropellant (monomethylhydrazine fuel and dinitrogen tetroxide oxidizer). Is there any way this could at least be made an option?
  13. Has anyone else tried using this with the science modules from Universal Storage? Doesn't seem to be working for me.
  14. Like Red Iron Crown said, anything that you can right-click and press "control from here" could be placed on the top of the vehicle/side of the cylinder, oriented correctly, and set as the control point. You'd just have to remember to set "control from here" before launching every time you wheel it out to the pad/runway.
  15. Suggestion for everyone: the next time you install Steam (the program itself), use a custom install path of <drive-of-choice>:\Games\Steam or some such.
  16. @godarklight, in regards to the "all orbital velocity lost" bug, I may have encountered its opposite on my server a day or two ago. One of my players had a craft suddenly gain an enormous amount of speed, heading off on a Kerbol escape trajectory into interstellar space.
  17. This would be appreciated. This (the bolded bit) should work, as long as no one else messes with one's orbiting stuff, and would be extremely appreciated.
  18. Feature requests: 1. Does the server keep the game clock ticking when no one is connected? If it does, IMHO it shouldn't, and I would like a server option for this. 2. An option to not sync players to the farthest-future subspace on joining. I want to pick up my missions where I left them off, not fourteen goddamn years in the future.
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