

Jaxx
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Everything posted by Jaxx
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Would it be possible to extend the functional purpose of this mod to also include Kerbal Atomics' engines? As an example, the LV-NGX from it despite being a 2.5m long-burn nuclear sustain engine has a paltry 10 minute burn time and only 5 ignitions.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Jaxx replied to Gotmachine's topic in KSP1 Mod Releases
Any chance of getting a look into making it so placed but *not* deployed ground station parts are no longer interactable? :^) Like grabbing a photovoltaic unit, but only placing it on the ground without deploying it, making it unable to be ever picked up again -
the mod works great as far as i can discern, but there's this very odd effect when looking directly at kerbol of a defined "edge" of the sunflare that is kind of disorienting. is it just my setup that causes this or is it always like this? you can see it more clearly defined on the left hand side example image
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posting to share that i'm experiencing the same problem as a previous user was, full sized Drill-O-Matics will not show as having ground contact arbitrarily for individual resources and materials, despite others in the same drill showing as having it, and despite the Junior version of the drill having contact just fine. seeking help with that or a full fix that someone has found. https://i.gyazo.com/f203b254483f74f8980023c384d87b57.png
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[1.12.x] Funding Floor - Reusable, Reputational Budget
Jaxx replied to ToxicFrog's topic in KSP1 Mod Releases
This sounds like a wildly cool idea. I'm guessing it doesn't play nicely with Strategia/Custom Barn Kit? Might have to pop it on for my next save. -
Unsure if there's a more appropriate place to notify this, but the Kerbal Krash System mod is listed as "N/A" for game version it works with, but it hasn't worked with any version in almost....2 years? So adding it to a new clean install has it just doing nothing, despite it being listed as compatible. Not sure if there can be just a manual game version for compatibility added (I think KSP version 1.10.0 based on the forum post?) but it would be nice so people don't get confused why it doesn't work. Or, if I'm somehow just an idiot who's making it not work, that would be good to know too.
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Thank you for being as exact in your instructions as you were as it was very helpful; I did all those steps and everything is correct and exactly as you quoted it. I went ahead and did a top-to-bottom reinstall just in case with wiping game/mod folders to redownload it, and it seems to be working now??? I was getting this message still but I am unsure if it is related or not. Which may be B9 being broken in some way? But I'm unsure if it's affecting the IVA Switch specifically. Either way, it's working so I'm grateful. Now if only I could figure out why my right click likes to randomly break and not show menus anymore...probably a memory issue somewhere...
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- bluedog design bureau
- airplane plus
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Sorry, my fault :') https://www.dropbox.com/scl/fi/p2lk9sw60vp1j5j0kro50/KSP.log?rlkey=w3bcq9wrsub5jbtbj0v8fvqzc&dl=0 e: Specifically the Mk1 Command Pod has no alternate versions, I just tested out the 4 pods I have access to and the Mk1 Cockpit DOES have its alternate versions.
- 192 replies
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- bluedog design bureau
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Hello! So, I haven't booted up KSP in some time and wanted to hop back on and went through CKAN for a refresh on mods and saw this and popped it on, with these relevant IVA mods as well: But on going into both the VAB and in-flight, I just don't get an option for changing IVA's? And the default IVA look is the basic 3-RPM-monitors setup that I remember from a long time ago. Not sure if I'm doing it wrong but any ideas would be appreciated, or if anyone's had this issue previously. A cursory look at the KSP log didn't seem to have any errors related to Reviva but I may be wrong.
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- bluedog design bureau
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what was the target file path for the message log the mod mentions when it throws an error?
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- iva
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Hello! Would asking here, or on Kerbalism's page be more appropriate for the question of potential interfacing with that mod's science overhauled system? Or would it be so wildly different so as to be a moot question? Thinking about if it would be easier to just put in a feature request to have this mod's basic idea (a single menu for available science experiments on vessel) for that mod, or if this would still be able to have functional compatibility.
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much appreciated for the update this is something stock should implement imo
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i basically still play with it on and hope and pray. and also sometimes cheat myself funds. don't judge me.
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Jaxx replied to linuxgurugamer's topic in KSP1 Mod Releases
the full release that's publicly listed on ckan, version 3.0.24.1 -
what is the fileset listed as on CKAN? i'm not seeing it ne'er mind, it popped up recently
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Jaxx replied to linuxgurugamer's topic in KSP1 Mod Releases
just fyi but the griffon rocket stack's attach nodes aren't angle snapped, so the griffon century fins don't get snapped properly to them. -
how would i go about using the flight computer to align a probe telescope to point directly at a target celestial body? using tgt grd+ doesn't do it, just makes it point along the orbital prograde and i can't use the natural SAS modules to point directly at target given there's about a .2 second delay and it flips out and overcompensates. the best working result i can manage is a custom heading input but that seems ridiculous
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;-; this is so beautiful. i pray for its swift arrival on CKAN.
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For 2., I noticed that it was happening and immediately found a contract to do to reproduce it, so I basically went directly from that contract acceptance screen to doing it, in that 16 minute mission time window, and touched down and immediately screenshotted the notification for it. The save file is at https://dl.dropboxusercontent.com/u/74775048/output logs/Jackson/quicksave 5.sfs .
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*prays that a 1.25m stack recycler is added because the radial one man recycler offsets thrust torque*
- 5,673 replies
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- usi
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Does anyone else have issues with the Contract Slot Machine's rewards not actually being aligned to the ones it says on the contracts list? I have CSM III and this tends to be what happens for me : The listed rewards values ^ The actual rewards values v I was under the impression the rewards are what's listed in the contracts window, as THOSE are what's randomized, not that it's randomized all the time because that'd be kind of silly given the strategy's whole point.
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jaxx replied to Snark's topic in KSP1 Mod Releases
Now we just need incorporation or development of something that lets IVA use this alongside RPM! Banks of customizable indicator lights on interiors.