Andrewmacor
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Everything posted by Andrewmacor
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Ohhh WOOOW, Well I'm a dumb A5s, Well let me explain how I found out what I jacked up... So I was looking at the list of mods posted on top, then I noticed that Dmagic and Scan Sat were repeated, So I had an Eye opener... I went to the file by file in the GameData folder, and looked into the squad folder. Well long behold, it looks like on one of the manual mod updating I draged these two mods into the squad folder instead of dropping them off just in the Game Data... And that was why the experiments where duplicating and after I deleted these everything worked like a charm. I'm sorry for all the trouble @DMagic... Well lesson learned, thank you for all the people who contacted me and tried to help!!!
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I have cleaned the MM cache from the GameData folder. Like I have said before, I have tried different combinations of mods together and every time that I add one of these two mods, the problems come back... the science experiment parts multiplying duplicates (including stock),and no way to do science (not even crew report, temp. using stock thermometer, samples, etc.). Is there any other thing I could try? For your last question, no, I think the menu thing is because of the so many clones of the experiment parts. I even tried on a new save, and still happened.
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So I did the testing wrong I had to delete all the MM. tech tree setting every time I did a deleted a mod for this to work, but it is Dmagic Orbital Science the one causing this problem... @DMagic I did different science mod combos and even with DMOS alone I could not make any kind of science; without it, on the other hand, the option to do science after right click would appear again and science was able to be conducted. DMagic I posted a link to this post in the DMOS mod release thread, please can you help me figure this one out? Update--- Also ScanSat
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Hey buddy (DMagic) I cant figure out what is causing this to my game I posted this but so far it seems that when I uninstall your mod the problem solves temporarily... Let me explain, So I made a copy of the Carrier file and got DMAGIC out, now obviously most of my crafts got deleted but after deleting all the copies of each science experiments and installed DMagic orbital again, the copies appear again, in groups of 7 every time I access the save file. This also affects the stock science experiment and pretty much everything science related. Can you please help? Tell me if you need anything else.
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Cant figure which mod is causing this one. I think that I know what is provoking the science experiments not to work, or option to do science to not appear (when right click on a science experiment, capsule, or anything science related). So I think that one of the mods is causing science parts to duplicate an infinite amount of times... I checked in the science tree and noticed that every selection that had a science part in it, had it copied a lot of times in the little window that shows what parts will the node unlock. I dont know which mod is doing this... someone please help Here are the mods that I'm currently using: KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Chatterer - 0.9.90.1289 Color Coded Canisters - 1.5 Community Resource Pack - 0.5.4 DMagic Orbital Science - 1.3.0.2 Kerbal Attachment System - 0.5.9 Kerbal Joint Reinforcement - 3.1.7 Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - 1.1.6.1 Modular Rocket Systems - 1.12.7 SCANsat - 1.1.6.2 NearFutureSolar - 0.6.2 QuickScroll - 1.3.2 RealPlume - Stock - 0.10.7 RemoteTech - 1.7 SCANsat - 1.1.6.3 StageRecovery - 1.6.4 TarsierSpaceTechnology - 6.3 TAC Life Support - 0.12.1
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
Andrewmacor replied to NecroBones's topic in KSP1 Mod Releases
Same here- 356 replies
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- ftp
- colorcodedcanisters
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(and 1 more)
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[1.3.1] Docking camera (KURS) (14.feb.18)
Andrewmacor replied to DennyTX's topic in KSP1 Mod Releases
It seems to be working perfectly in 1.1.3 -
Contracts Vanished
Andrewmacor replied to Wcmille's topic in KSP1 Technical Support (PC, modded installs)
Here is a screenshot Look at the available parts window... thgis happens with every science part, not just @DMagic -
Contracts Vanished
Andrewmacor replied to Wcmille's topic in KSP1 Technical Support (PC, modded installs)
Another update... I think that I found what is provoking the science experiments not to work, or option to do science to not appear (when right click on a science experiment). So I think that one of the mods is causing science parts to duplicate an infinite amount of times... I checked in the science tree and noticed that every selection that had a science part in it, had it copied a lot of times in the little window that shows what parts will the node unlock. I dont know which mod is doing this... someone please help Here are the mods that I'm currently using: KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Chatterer - 0.9.90.1289 Color Coded Canisters - 1.5 Community Resource Pack - 0.5.4 DMagic Orbital Science - 1.3.0.2 Kerbal Attachment System - 0.5.9 Kerbal Joint Reinforcement - 3.1.7 Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - 1.1.6.1 Modular Rocket Systems - 1.12.7 SCANsat - 1.1.6.2 NearFutureSolar - 0.6.2 QuickScroll - 1.3.2 RealPlume - Stock - 0.10.7 RemoteTech - 1.7 DMagic Orbital Science - 1.3.0.1 SCANsat - 1.1.6.3 StageRecovery - 1.6.4 TarsierSpaceTechnology - 6.3 TAC Life Support - 0.12.1 -
Contracts Vanished
Andrewmacor replied to Wcmille's topic in KSP1 Technical Support (PC, modded installs)
After I installed the last update of Dmagic, the problem of the contracts is fixed... now; the problem with the regular science (crew report, temps, etc.) not being available still persist. Cant figure which mod is causing this one. -
Contracts Vanished
Andrewmacor replied to Wcmille's topic in KSP1 Technical Support (PC, modded installs)
So I just noticed that I cant do regular science, like temperatures and crew reports, the option disappeared. What mods do you have to start eliminating the ones that are the same and eventually find the problem. -
Contracts Vanished
Andrewmacor replied to Wcmille's topic in KSP1 Technical Support (PC, modded installs)
I have the same problem and all of my saves are jacked up ever since this last update. I would accept a contract and it will appear until I go to the VAB, and they disappear. After this happens I would go back to the contract building and the contract is non existent in the archive window... Please help -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Andrewmacor replied to tomek.piotrowski's topic in KSP1 Mod Releases
Me either -
When to 64 bit
Andrewmacor replied to jdub3350's topic in KSP1 Technical Support (PC, modded installs)
how would the 64 bit affect mods? -
soo... Just asking I havent played in a while. What is the difference between EVE and this?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Andrewmacor replied to TaranisElsu's topic in KSP1 Mod Releases
I do get that crash as soon as I installed the recompile, also, Don't know why though -
Can you make it to be more than one orbit, maybe 5, to make it closer to reality but not really?
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[1.0.5] Heat Management (No longer supported)
Andrewmacor replied to Randazzo's topic in KSP1 Mod Releases
Yes something like that. But instead of just white texture add a little dtail(aka. radiator tubing very light color, etc.) -
[1.0.5] Heat Management (No longer supported)
Andrewmacor replied to Randazzo's topic in KSP1 Mod Releases
hey bro, can you make different models for radiators? maybe more realistic ones, in addition to the ones already in? great job btw -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Andrewmacor replied to rbray89's topic in KSP1 Mod Releases
nobody has an 6.4 times kerbol eve config? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Andrewmacor replied to rbray89's topic in KSP1 Mod Releases
Hi, I was wondering if anybody has a config for the EVE's effects with 64k-rss config, because the astronomer's visual crashes at my ksp load screen. The problem is that when I launch there is this big circle without clouds around my craft and one under the craft, it's pretty annoying. Help is appreciated. -
[1.0] Mk3 Mini Expansion Pack (Mk3 NoseCone and Alternate Cockpit)
Andrewmacor replied to K.Yeon's topic in KSP1 Mod Releases
How can you add lift to the nose? Do you think that could be added to the mod? if not, how can I make a MM config to add this?