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Everything posted by Jaxx

  1. god bless. i got the slim navball markers for a cleaner look but a lot of them are actually too difficult to see, especially in the context of the alternate navball textures offered by other mods, so the customization of this is perfect.
  2. 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.
  3. 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.
  4. 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...
  5. 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.
  6. 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.
  7. what was the target file path for the message log the mod mentions when it throws an error?
  8. 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.
  9. much appreciated for the update this is something stock should implement imo
  10. i basically still play with it on and hope and pray. and also sometimes cheat myself funds. don't judge me.
  11. the full release that's publicly listed on ckan, version
  12. what is the fileset listed as on CKAN? i'm not seeing it ne'er mind, it popped up recently
  13. 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.
  14. 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
  15. ;-; this is so beautiful. i pray for its swift arrival on CKAN.
  16. 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 .
  17. *prays that a 1.25m stack recycler is added because the radial one man recycler offsets thrust torque*
  18. 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.
  19. Now we just need incorporation or development of something that lets IVA use this alongside RPM! Banks of customizable indicator lights on interiors.
  20. I seem to be unable to download this from anywhere because taniwha.org is listed as down.
  21. that's what i'm doing now it's just that i'm using supplies and had to send an unmanned first, as i don't have the supply generation up there for a kerbal. but i'm working on it!
  22. i somehow managed to miss the references to it in the previous pages, but yes. it actually does appear, i was confusing it for another icon, it just does nothing on clicking it. maaaan. well, i can't disable l-tech given it'll disable all the ships i have with their parts. hopefully a fix or workaround gets thought up.
  23. It seems to not work on 1.2.1 even though CKAN thinks it does. No button appears on the KSC menu.
  24. does this work with 1.0.4, and if so, could the title be changed to reflect this?
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