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Everything posted by Yoshidude
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Good news! I *think* have narrowed down my issue with snacks to something involving the command module. When I tried USI life support, the life support had the exact same issue as this one, except the life support worked just fine when I exited this pod. I am pretty sure no mod I use modifies ModuleCommand, but it makes me wonder what mod might do this. EDIT: Also, I noticed that in my save file it left traces of Snacks after I tried to uninstall it? EDIT EDIT: Finally, after much grief, I have narrowed the issue down to AmpYear
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Quick question: Do you modify the default ModuleCommand in this mod?
- 606 replies
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- power manager
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I know, I know- it's just that I can't even get the mod to work. My snacks wont even deplete during missions, the window is broken, and now my favorite mods don't work with it. Didn't mean to hurt anyone
- 936 replies
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Ugh, I've had enough trouble with this mod. I'll just switch to USI. I want to like this mod, but I've had to fight it every step of the way to make it work.
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Well, because this mod now modifies the default capsule, it broke Throttle Controlled Avionics.
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Snacks unfortunately still doesn't work for me, the game loads in, the snacks window appears, then disappears and snacks doesn't work as long as the vessel appears. This only seems to happen on my main save, and it really frustrates me that I may have to restart my entire save to use this mod.
- 936 replies
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What's an "Unloaded Relay"?
Yoshidude replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
As FullMetalMachinist said, unloaded just means that the relay you are using isn't in physics range of your ship. When it's not in range, it is sort of "imaginary" until you get closer. -
I saw that corrupted portrait glitch, but I couldn't figure out what caused it! Props to LameLefty for figuring that out!
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- bughunting
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I think I found the issue: this was spammed in my log file when loading a vessel. Here is a poor quality video: http://imgur.com/a/FJsa4
- 936 replies
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I'm thinking it has something to do with whatever handles the windows, because I attempted to use USI life support, and the same problem happened with the windows. This is awfully strange... I'll take a video and post it in a few minutes showing whats happening. EDIT: Alright, so it seems that this is an issue only happening on my Science mode save. I created a new Sandbox save, and the window appeared like normal and the kerbals consumed snacks like normal. Fixed! I then go back to my save, and the snacks works for a craft standing by to launch, but when I switch to the craft, the window disappears.
- 936 replies
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I am using the newest version of Snacks- 1.4.5. There were no exceptions in the console- but I'll go and see if I can get some logs. EDIT: I have a *few* mods, but none of them looked like they would interfere with Snacks. I forgot to tell you, but oddly enough, the snacks tracking works fine if it isn't your active vessel
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I'm having an odd issue with Snacks! in that when I launch a vessel and click the snacks button, no snacks life support time or anything appears (blank box) and my kerbal doesn't use any life support, but in the VAB, the window works just fine. Any help would be appreciated!
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Thank you for considering my idea Makes me feel appreciated
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Hmm, maybe (using the loss of consciousness thing added in 1.2?) kerbals could go unconscious for a little while for snack deprivation ? I also can't seem to find the new snack parts under Payload?
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Is it possible to add some penalties that could hurt you more in sandbox? Also, does this mod leave any traces if uninstalled (breaking a save?)
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I have the same issue. My console is being spammed with NullReferenceException: Object reference not set to an instance of an object on the 1.2 release, and like gsamelon, the UI menu is broken. Even if I make a new save, this same thing happens.
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- usi
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Glad to see this gem finally get some light! I have a quick question though, is there an option to have kerbal death (or have the kerbal become useless) on snack deprivation, and if not, is it a planned feature? Or is that too close to existing life support mods?
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Hmm, doesn't it seem a little strange how 8 of the main devs/contributors suddenly leave with no explanation, and then an hour later the words "expansions packs", "excited for what's coming", and "franchise" pop up... I really hope this game doesn't go to hell.
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- future plans
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Yoshidude replied to Angelo Kerman's topic in KSP1 Mod Releases
Didn't know 1.3 was out yet... Jokes aside, glad to see this mod finally updated to 1.2!- 3,523 replies
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I'm a bit frustrated. I love this mod but whenever I make an even moderately sized craft (<50 parts) and launch it, it causes serious memory leaks using up to 3,500 mb of memory and stalls for more than 2 minutes. I proved this by removing the mod and making a new craft with an equal amount of parts, and it loaded in seconds. Also, whenever I pick up a Procedural Part, I get 2-3 seconds of unexplainable lag. Any help would be appreciated! EDIT: It seems that I am not the only one having this problem, Astraph above had this problem and there is a ticket on github about it: https://github.com/Swamp-Ig/ProceduralParts/issues/147
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Alright, lets see how this goes.
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Not to criticize or anything, but let me get this straight: A guy is maintaining a well known mod with very high quality models with very little knowledge in modeling or coding?
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To fix the size problem, can't you just use rescalefactor in the .cfg file?
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[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
Yoshidude replied to Kerb-fu's topic in KSP1 Mod Releases
So I noticed that on the jetpack it has regular rocket FX, but when I change it to the "fx_exhaustFlame_white_tiny" or the smaller exhaust, it matches the little thrusters on the jetpack. Was it a mistake to set it to the regular rocket FX? (same for sound). Also, another glitch with the jetpack is that if you hit the ground sometimes, the kerbal will disconnect from the jetpack and become unmovable. (You cant control it).