Rafael acevedo
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Everything posted by Rafael acevedo
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Nils KPBS update broke Kerbalism. KKOS.Recycler and FUR Gas tanks disappeared (so a craft wont load). Reverted to previous KPBS version and works fine. I am running two versions of the game one with USI-LS, KPBS, and FUR with no issues, the other one with Kerbalism, KPBS, and FUR and had no issues until the KPBS update. Found this in the log [LOG 2019-51-24 23:51:40.405] Deleting root node in file KerbetrotterLtd/FelineUtilityRover/Parts/Mods/LifeSupport/AttachableGasTank node: PART:NEEDS[Kerbalism&ProfileDefault] as it can't satisfy its NEEDS [LOG 2019-51-24 23:51:40.453] Deleting root node in file PlanetaryBaseInc/ModSupport/Configs/Kerbalism/Profiles/KPBS_MM_Kerbalism_Default node: @PART[KKAOSS_USI_Recicler_g]:NEEDS[Kerbalism&ProfileDefault] as it can't satisfy its NEEDS I can send full log if needed rafael
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Sickbay not working in sandbox
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Manual install The problem i have is not locked part, rather the stuttering described previously.
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I can confirm the behavior
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Is there a way to get sickbay to work when playing sandbox?
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the same happened to me until i realized that the version being loaded from CKAN is kerbalism for ksp 1.3 (although it is listed as 1.6.1), I did a manual install of the correct version from GitHub and everything works fine
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I am a new user of Kerbalism. I have been playing with USI-LS since 0.90 and wanted a new challenge. I Found an issue while using Kerbalism and Kerbal Planetary Base System. My kerbals cannot transfer, nor board the Greenhouse module. It gives you the message "Cannot enter a module that is full" it is not game breaking, but part of the fun of KPBS is the beautiful IVAS that Nil's made. OBTW don't know if this is actually a bug or by design when using KPBS with kerbalism. All other KBPS, and Kerbalism options work fine only issue is boarding the module, I let Nils now of this behavior on the KPBS forum. Also is there anyway we can get an exercise bike functionality in another module vs the hitchhiker only? Wish list
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I have been using it on 1.6.1 with both Kerbalism and USI-LS (not both at the same time ) and I have had no issues (also using KIS and KAS). Hope that Nils has had some time for the spacer Part (a part that allows you to account for different module sizes in order to have a symmetrical base.) Currently using the control module disabling the sas and torque and getting them in hibernation . UPDATE: Found an issue while using Kerbalism. My kerbals cannot transfer, nor board the Greenhouse module. It gives you the message "Cannot enter a module that is full" it is not game breaking, but part of the fun of KPBS is the beautiful IVAS that Nil's made. OBTW don't know if this is actually a bug or by design when using kerbalism.
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I use it on 1.6.1 without major issues. notes,: pesky message in ksp avc reminding mod is not designed for ksp 1.6.1 cls is not working on ksp 1.6.1 so don’t use it with cls use stock transfers when you create a new kerbonaut, and attempt to Chang its name it doesn’t. However if after you create it select edit and change name it will work. Has been this way since the 1.5 update
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Besides the tool in the editor, I would recommend amp year, it gives you the ability to see what everything is consuming. It allows you to shut them down, turn them on, and also to set up emergency power and batteries
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CKan is installing the Kerbalism version for KSP 1.3
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Rafael acevedo replied to Nils277's topic in KSP1 Mod Releases
I am using it without issues -
I just posted a workaround on the same question asked by vandarren yes I am having the issue, It only happens with the Mk.2 lander can, and mostly after you update/install a mod. Here is the workaround that I have used successfully on two computers multiple times. It doesn't require you to uninstall any mods, nor reinstall KSP. On KSP go to your save game folder, pick the save you are using for your current game, go to ships folder and select the VABfolder. Delete files that have the "Craft name.loadmeta" (loadmetafile under type). Do not delete anything that have the .Craft extension. Example base mini.craft Do Not Delete Base mini.loadmeta Delete Repeat on SPH folder Restart KSP, since you did not delete your .craft files all your saved ships will be there and the right click on the mk2 can functionality is restored. Note: if you know the name of the ships you used the mk2 can on you only need to delete the .loadmeta for those. hope this helps Merry christmas
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Bug with the new Mk2 Lander Can
Rafael acevedo replied to Salticus's topic in KSP1 Technical Support (PC, modded installs)
it should take you about two minutes on windows. Do a search for all .loadmeta and delete -
Bug with the new Mk2 Lander Can
Rafael acevedo replied to Salticus's topic in KSP1 Technical Support (PC, modded installs)
I just posted a workaround on the same question asked by vandarren yes I am having the issue, It only happens with the Mk.2 lander can, and mostly after you update/install a mod. Here is the workaround that I have used successfully on two computers multiple times. It doesn't require you to uninstall any mods, nor reinstall KSP. On KSP go to your save game folder, pick the save you are using for your current game, go to ships folder and select the VABfolder. Delete files that have the "Craft name.loadmeta" (loadmetafile under type). Do not delete anything that have the .Craft extension. Example base mini.craft Do Not Delete Base mini.loadmeta Delete Repeat on SPH folder Restart KSP, since you did not delete your .craft files all your saved ships will be there and the right click on the mk2 can functionality is restored. Note: if you know the name of the ships you used the mk2 can on you only need to delete the .loadmeta for those. hope this helps Merry christmas It has happened with any new mod instaled I just posted a workaround on the same question asked by vandarren yes I am having the issue, It only happens with the Mk.2 lander can, and mostly after you update/install a mod. Here is the workaround that I have used successfully on two computers multiple times. It doesn't require you to uninstall any mods, nor reinstall KSP. On KSP go to your save game folder, pick the save you are using for your current game, go to ships folder and select the VABfolder. Delete files that have the "Craft name.loadmeta" (loadmetafile under type). Do not delete anything that have the .Craft extension. Example base mini.craft Do Not Delete Base mini.loadmeta Delete Repeat on SPH folder Restart KSP, since you did not delete your .craft files all your saved ships will be there and the right click on the mk2 can functionality is restored. Note: if you know the name of the ships you used the mk2 can on you only need to delete the .loadmeta for those. hope this helps Merry christmas It has happened with any new mod instaled -
1.6 MK2 Lander Can bug?
Rafael acevedo replied to Vandarren's topic in KSP1 Technical Support (PC, modded installs)
yes I am having the issue, It only happens with the Mk.2 lander can, and mostly after you update/install a mod. Here is the workaround that I have used successfully on two computers multiple times. It doesn't require you to uninstall any mods, nor reinstall KSP. On KSP go to your save game folder, pick the save you are using for your current game, go to ships folder and select the VAB folder. Delete files that have the "Craft name.loadmeta" (loadmetafile under type). Do not delete anything that have the .Craft extension. Example base mini.craft Do Not Delete Base mini.loadmeta Delete Repeat on SPH folder Restart KSP, since you did not delete your .craft files all your saved ships will be there and the right click on the mk2 can functionality is restored. Note: if you know the name of the ships you used the mk2 can on you only need to delete the .loadmeta for those. hope this helps Merry christmas UPDATE: tried out again and found out you don’t have to delete all .loadmeta files. It worked fine deleting just one (as long as it is from a craft that has the mk2 lander can) -
You have an incorrect install. Do the following. 1. Cut the zip files folders out of game data and paste to desktop 2. delete Kerbal_planetary _base_system folder from game data 3. Right click on zipped Kerbal planetary based system folder 4. Chose open (do not unzip)-window with contents of zip file will appear (you should see a game data folder and 7 text files) 5. double click on game data folder-window will open up with the 3 folders and 1 dll file (community category kit, community resource pack, and planetarybaseinc) 6. select and copy those 3 folders, not the dll 7. Paste those 3 folders into your KSP game data folder 8. it should now work By looking at the game data folder picture some of the other MODS might be incorrectly installed too (you only have squad and squad expansion installed correctly). I will recommend you take those out open them individually and only use what is inside the game data folder. Do not touch the squad or squad expansion folders You also have 3 different life support mods installed, pick one delete the rest or they will never work (will also affect kpbs) Hope this helps