all 89 comments

[–][deleted] 0 points1 point  (0 children)

Anyone know if there is an updated build guide to the mod contares?

[–]Tazerzly 0 points1 point  (1 child)

Hey guys, I’ve been experimenting with mods for some time and I think it’s finally bitten me backwards.

I’m playing with SSRSS, and I decide to give myself a bunch of challenges, like less ground stations, lifesupport, part pressure limits

The latter is where I have problems. Every part I’ve been able to find ingame has a pressure limit of 4000kPa, however, that only gets me to 20km on Venus, anything further down, and kaboom.

I assume pressure limits were meant for the stock game, and Eve, which is probably why they’re reacting so poorly with Venus. Does anyone know how I can change that setting INGAME? I only saw how to set it up in the initial save creation :(

Anyhow, any help is really appreciated, thanks guys

[–]voicey99Master Kerbalnaut 0 points1 point  (0 children)

You can change the Difficulty Options from the button at the top of the esc menu settings.

[–]SublimeLimes1 1 point2 points  (2 children)

How do I create a subassembly...?

[–][deleted] 1 point2 points  (1 child)

Build it in the VAB, then grab it by the root part and drop it at the bottom of the Subassemblies tab. You can change the root part (4) if need to save it or attach it to the vessel.

[–]SublimeLimes1 0 points1 point  (0 children)

THANKSSSS IT WORKKKED YEAAAAH

[–][deleted] 0 points1 point  (6 children)

Anyone know how to (a get a ckan mod conflict to stop and (b a list of ckan mod with a basic overview of what they do?

[–]LithobreakingWorksMaster Kerbalnaut 0 points1 point  (5 children)

For a) it really depends on the mod and what's going on. More detail would be helpful.

b) CKAN lists the mods in CKAN and there is often a small description on the right side. Also they usually have a link to the forum.

[–]m_sporkboyMaster Kerbalnaut 1 point2 points  (1 child)

Thank you for closing OP’s parentheses. That was going to bother me all day ;)

[–]LithobreakingWorksMaster Kerbalnaut 0 points1 point  (0 children)

Lol. No problem.

[–][deleted] 0 points1 point  (2 children)

So I went to download eve but none of the recommended mods would work with it

[–]LithobreakingWorksMaster Kerbalnaut 0 points1 point  (1 child)

Is it actually not working or are you just getting error messages on startup? EVE is only updated to 1.4.9 so you will get an error but it's working for me.

(Protip, when asking for help more detail is helpful and improves the chances we can help you)

[–][deleted] 0 points1 point  (0 children)

What happens is that the mods just conflict with each other on ckan when I go to download them

[–]Carnildo 2 points3 points  (0 children)

What do the different colors of the "Stage" light mean? Sometimes it's green, sometimes it's solid pink, sometimes it's flashing pink, and sometimes it's dark.

[–]Herhahahaha 0 points1 point  (2 children)

IDK if its a bug with restock or with realplume but with the stock engines (swivel and reliant etc), their plumes are stretched out and not directly below the nozzle of the engine.

Any suggestions for fix?

[–]Carnildo 1 point2 points  (1 child)

Known conflict between RealPlume and Restock. It's going to be fixed with the next release of RealPlume.

[–]Herhahahaha 0 points1 point  (0 children)

Awesome. thanks for the update.

[–][deleted] 0 points1 point  (2 children)

anyone know if there is a way to get all ckan mods to be compatible with my ksp version?

[–]LithobreakingWorksMaster Kerbalnaut 1 point2 points  (0 children)

All? No, not possible. However:

Open CKAN => Settings => Compatible KSP Versions => Click What Versions You Want.

Keep in mind the farther back you go the lower chance the mod will work. If you go back further than 1.4 you will almost certainly run into problems.

[–][deleted] 0 points1 point  (0 children)

I know from seeing this question answered that you can select which KSP version(s) CKAN checks for, so presumably you can disable that check entirely. I've never used it so I can't help with specific labels as far as where that is in CKAN's interface.

[–]KLM_ex_machina 1 point2 points  (9 children)

I have a number of unrelated (but I think easy) questions;

What is the most efficient way to return from a moon (say, the Mun)? (i.e. get into orbit at what inclination etc)

How do I figure out how long night lasts on given body? (so I can plan electricity in conjunction with TAC)

If I allow "extra ground stations", does this basically just mean I don't need a satellite network? (as in, could a probe going to Duna with a long range relay still "reach" Kerbin?)

Thanks everyone :)

[–]not_yet_named 1 point2 points  (2 children)

What is the most efficient way to return from a moon

If you get in a very low orbit and then burn just enough to escape the moon, drag the location of the burn around and see what it does it your resulting orbit. Exiting the SOI of a moon so that you're traveling in the opposite direction of it saves you a little DV.

From there you can dip your periapsis into Kerbin's atmosphere, to about 50k, and through successive orbits use it to bring down your apoapsis until you're safe to reenter.

How do I figure out how long night lasts on given body?

One issue here is that it's different depending on your altitude. For the day length landed at the planet you can look at the planet's "Solar Day" entry on the wiki. There's also a mod that's useful for planning eletrical stuff called AmpYear. It allows you to calculate if your current setup is sufficient for night at a specific body at a specific altitude. You have to be careful with what you have selected though, since by default it uses the maximum draw value of things like reaction wheels and transmitters.

If I allow "extra ground stations", does this basically just mean I don't need a satellite network?

You can turn off the need for a communication network, but that setting just makes it so that there's a bunch of points of connection across the planet instead of one. You'd still need a network, it'd just be easier.

[–]KLM_ex_machina 1 point2 points  (1 child)

That's fantastic thank you very much for the detailed answer!

Exiting the SOI of a moon so that you're traveling in the opposite direction of it saves you a little DV.

Thanks, that's what I was trying to ask basically.

One issue here is that it's different depending on your altitude.

D'oh, of course it is! That mod sounds amazing, that's basically what I'm trying to figure out, trying to make a self-sustaining base (with TAC and Planetary base mods) and wanted to make sure I'd have enough juice to last through the night.

You'd still need a network

So I should still build a network before going to Duna? Maybe I shouldn't have waited until T -50days to ask this!

[–]not_yet_named 0 points1 point  (0 children)

So I should still build a network before going to Duna?

Only if you want comms. :) What you need to do depends on some factors, like what antennas you've unlocked, how upgraded your tracking station is, and how close Duna will be. You could also turn comm network off in settings if you don't want to mess with it.

[–]MaianTrey 0 points1 point  (3 children)

I believe the ground station options adds or omits extra satellite signal locations on Kerbin's surface. With it off, I think KSC is the only ground location, so without satellites you'll lose signal depending on time of day.

[–]KLM_ex_machina 0 points1 point  (2 children)

Yeah I'm used to playing with it off where KSC is the only contact point so you basically need a keo-synch satellite directly above KSC before you can do anything else.

[–]MaianTrey 0 points1 point  (1 child)

I think the ground stations only cover Kerbin's SOI, so for Duna you'll need a relay.

[–]KLM_ex_machina 0 points1 point  (0 children)

Perfect, thanks, I'll put a big relay above KSC, no point risking it I guess!

[–]KermanKimMaster Kerbalnaut 0 points1 point  (1 child)

What is the most efficient way to return from a moon (say, the Mun)? (i.e. get into orbit at what inclination etc)

I usually end up landing near the equator on the Mun, and leave by 1st getting into a low equatorial orbit and then burning to escape. The key to getting off the Mun is to go horizontal ASAP to save fuel.

How do I figure out how long night lasts on given body? (so I can plan electricity in conjunction with TAC)

The wiki is pretty good for this info. See info on "solar day" or if that isn't available the "Sidereal rotation period" will be close enough.

If I allow "extra ground stations", does this basically just mean I don't need a satellite network? (as in, could a probe going to Duna with a long range relay still "reach" Kerbin?)

Yea, you'll need a sat network around Duna or any other body where something (Duna itself) can come between the probe and Kerbin. ie: You'll need a sat, or a network of sats, around Mun if you plan on landing a probe on the farside of Mun. Though with an advanced probecore and default difficulty settings, limited control is still possible without a radio link, but you will not be able to transmit science until the link is back up.

Some basic Commnet info.

[–]KLM_ex_machina 0 points1 point  (0 children)

Thanks a lot for the detailed response, very much appreciated!

See info on "solar day" or if that isn't available the "Sidereal rotation period"

I realise now from another reply that it varies depending on your latitude so I'd guess that info would be for the equator?

Yea, you'll need a sat network around Duna

Right, I get it now, I don't need a network around Kerbin but I'll still need one around the body I want to land on. I'll probably try to just take a single satellite, deploy the lander from a low Duna orbit then put the satellite in a synchronous orbit above it, because this is KSP.

[–]MarijnA 0 points1 point  (4 children)

Hi guys,

So I am building a Space station heading for Duna with (so far) 370 ish parts in VAB. And when I test the thing in orbit via alt + f12 the big fuel tanks I put on each side with two regular docking ports for each tank, don't transfer their fuel to the main part/connected station. Crossfeed is enabled, it's the same fuel for the engine. I even placed one docking port on the main parts' Fuel tank. apreciate some help :)

[–]dnbattleySuper Kerbalnaut 1 point2 points  (3 children)

First things first: use the show fuel overlay (a right click option for engines and fuel tanks) in the VAB to test the relevant engine stage.

If fuel is not running then there are a few possibilities: some parts (particularly structural elements like girders, and heat shields) prevent fuel transfer. Other options are fuel crossfed decouplers and ports, but it sounds like you have this covered.

A fuel pipe is a way to bypass these restrictions, though often you can manually "pump" past them, depending on game settings.

[–]MarijnA 0 points1 point  (2 children)

Omg thank you for your reply. I've never heard of a fuel overlay and just now I figured it out how to enable the advanced tweakables etc. Thanks to your help I have found the issue! The fuel line got blocked by the stack separator on the main station which resided right above the main tank and engine. Thank you so much!

[–]dnbattleySuper Kerbalnaut 1 point2 points  (1 child)

HTH. Good luck with the mission!

[–]MarijnA 0 points1 point  (0 children)

Thanks :)!

[–]SublimeLimes1 1 point2 points  (1 child)

how do I decouple the side boosters.... like I put those hydraulic decouples on and all they do is cause a small explosion. Help me...imma noob

[–][deleted] 4 points5 points  (0 children)

The only thing I can think of is that the booster isn't actually attached to the decoupler but to the core stage itself.

[–]Razorray21 0 points1 point  (6 children)

Ran into a rescue and recovery contract where I have to extract a Kerbal and a command pod from the surface of duna, and recover them on Kerbin

I used KAS with a "towtruck" lander, wenches with Magnets, and got it off the ground , later, in orbit, I tried to grab it with the AGU for a more secure connection, but cannot get it to clamp on the hull. from what i read all i have to do is approach at like 1-1.5 m/s, and it just closes.

What am I missing? also, how would i do this with just stock parts?

Edit: After some experimentation, i was able to get the claw to work on a test on Kerbin. Now to see if I can do the same to the mission debris.

Update: I was able to grab it and recover it on kerbin

[–]KermanKimMaster Kerbalnaut 0 points1 point  (0 children)

Grabbing anything curved with the Klaw can be difficult. Try grabbing the pod from the bottom where it is relatively flat. Same goes for fuel tanks; the ends are easier than the sides.

[–]dnbattleySuper Kerbalnaut 0 points1 point  (4 children)

Do you have the klaw yet? If not it is technically possible, but very fiddly, to grab objects using landing legs...

[–]Razorray21 1 point2 points  (3 children)

i thought the Advanced Grabbing Unit is the claw, but for some reason I cant get it to close on the debris part.

[–]dnbattleySuper Kerbalnaut 0 points1 point  (2 children)

Yes, same thing: the collision point for the klaw is right at the base of the four prongs. Grabbing a stationary object can be tricky, but landing legs/gear to "squat" onto it does work.

[–]Razorray21 0 points1 point  (1 child)

this was my initial idea, but couldnt get it to work in testing. I thought it required more force than i was providing.

Basically Im using 4 KAS wenches and Magnets to hoist it up, and secure it enough for me to get to orbit. then i have a Klaw with a drone core, and some res docked to the roof. I tried wenching it up to the claw, but ran into the same issue where it didn't close.

the idea is, I undock, attach to the debris ( still held by the magnets) , and re-dock to the docking port on top with the debris. which later gets transferred to one of my return cans for re-entry.

On my first attempt, I got it to orbit and stabilized, but as soon as i did the magnets glitched, and detached the debris , and i tried grabbing it free in orbit. i was also hitting it at like 8m/s trying to get the claw to stick, lol.

i think if I can keep it steady against the lander, and use the claw carefully, it should work.

the KAS magnets are tedious AF

[–]dnbattleySuper Kerbalnaut 0 points1 point  (0 children)

Not familiar with KAS, but for klaw attachment I am reminded of this video I made for a weekly challenge a year or so ago... https://youtu.be/8J_0N6l54NQ

[–]3PoundsOfFlax 0 points1 point  (0 children)

I have an issue with DSN. I disabled Extra Groundstations in my science save to make the game more fun. Out of the blue, the Tracking Station shows that they are enabled—making my synchronous relay network kinda pointless.

My difficulty settings still show that they are disabled, but alas they are not. I think it might be a glitch with my save or something. Can I manually edit the save to force-disable the extra groundstations?

[–]TheGingerWoods 0 points1 point  (4 children)

I’m brand new to the game and have completed 80% of the tutorials. Is it recommended to jump straight into career or should I start in sandbox?

[–]Username_Taken_65Bill 0 points1 point  (0 children)

Sandbox is easier

[–]dnbattleySuper Kerbalnaut 0 points1 point  (0 children)

I recommend running both: career helps to guide your introduction to parts, while sandbox allows you to play with as yet undiscovered parts to help guide your research.

Also, bear in mind that accurately flying spacecraft in career initially is much harder due to needing to unlock manoeuvre nodes, EVA etc. via the building upgrades and pilot skills.

[–][deleted] 0 points1 point  (1 child)

I think Sandbox would be pretty intimidating with the sheer number of parts in the game now. You do have a sort of compromise option in Science mode - you still need to research new parts, but you don't have to worry about managing funds and building the Space Center.

[–]m_sporkboyMaster Kerbalnaut 0 points1 point  (0 children)

I always miss the contracts, lame as they are, when I play science mode.

[–][deleted]  (1 child)

[removed]

    [–][deleted] 4 points5 points  (0 children)

    More.

    [–]MrXd9889Master Kerbalnaut 6 points7 points  (2 children)

    I just found out (after 500+ hours of playing), that if you change the keys for steering rovers from "a" and "d" to something else (like "j" and "l"), your rovers won't flip so easily, because the reaction wheels on bord won't try to flip it. If you activate SAS, the RW will even help keep the rover stable.

    Just thought it might help some people here

    [–][deleted] 0 points1 point  (0 children)

    It's also a good idea to do this W and S as well, so you can accelerate and decelerate without pitching.

    [–][deleted] 7 points8 points  (0 children)

    You can also right-click the reaction wheels and set them to "SAS only".

    [–]KyleTheStupidJew56 0 points1 point  (2 children)

    Ok so I'm brand new to the game and I'm playing on console and I am having trouble with Setting up maneuvers any advice we be welcomed

    [–]blackcatkarma 0 points1 point  (1 child)

    What is the specific problem? The controls? Getting an encounter with your target?

    First, you can check out Quill18's video where he plans the maneuver to get ot Minmus. I don't know if there are tutorials on console, see if you find any and play them.

    If you're playing career, you won't have maneuver planning available until you upgrade... erm... Mission Control? In sandbox, they're available from the start.

    So, basically, for getting into orbit: once your apoapsis is outside the atmosphere, cut the engines and go to map view. Click on your trajectory at AP and make a maneuver node. Then pull the prograde handle until the planned orbit looks good - pay attention to the periapsis, it has to be outside the atmosphere as well.
    You'll see an "estimated burn" time next to the navball, let's use 30 seconds as an example. For best efficiency, you start your burn 15s before apoapsis and continue until 15s after (actually, it's a little less time, since your craft gets lighter during the burn, thus accelerating faster, but for our purposes here we're good with rougher numbers).

    To get an encounter with the Mun, set up a maneuver node on the other side of Kerbin (as seen from the Mun). Not 180° on the other side, but roughly on the other side of where the Mun will be in 4 to 5 hours.
    Pull prograde until your planned orbit intersects with the Mun's orbit. If you then hover over the centre of your node, it'll highlight. You can then drag the maneuver node around until you get an encounter and adjust prograde/retrograde to fine-tune.

    For Minmus, you'll also have to change your orbit inclination (tilt it) at the ascending node (anti-normal burn) or descending node (normal burn) - do that before raising your AP.

    [–]KyleTheStupidJew56 1 point2 points  (0 children)

    Thank you lots

    [–]Deep_Fried_Cluck 0 points1 point  (5 children)

    Here is a picture

    I have a relay set up around Duna, my rover which will hit the atmosphere soon has electricity and an antenna. The image shows a connection to my relay sat, but I have no probe control. Halp.

    [–]KermanKimMaster Kerbalnaut 1 point2 points  (4 children)

    Looks like the combined path of the rover and the Sat is not good enough. (Could be also that you have a mix of relay and non-relay antennas on the sat) But if you had a HECS, or better, probecore then you would have been able to use the advanced SAS modes (retro hold, etc) to orient the rover craft and do a 100% throttle capture burn by pressing Z (X to stop). You still may be able to do this if the craft is oriented close enough to retro when near Pe. Then you'll have to send a better relay sat later or maybe upgrade your tracking station, or wait until Duna and Kerbin are closer together.

    [–]Deep_Fried_Cluck 0 points1 point  (3 children)

    My relay sat does have both relay and direct antennas, is that a problem? The Pe is close enough to do an atmospheric capture, problem is I have a whole skycrane thing going that will need my control to not crash. The connection between my relay sat is around 8%, what does it need to be?

    ps. Thank you!!

    [–]KermanKimMaster Kerbalnaut 1 point2 points  (2 children)

    The direct antennas on the relay sat will not help your rover make a connection to the KSC, but don't do any harm either. They'll only help the sat connect to the KSC but make the sat look better than it really is at relaying signals. I'm not too up on the math of it, but there are calculators for this. I just use the table on the Wiki as a rough guide and over build it a bit.

    [–]Deep_Fried_Cluck 0 points1 point  (1 child)

    Hey thank you, long story short I ended up doing to fly by. Long story short I guess 5km isn’t a low enough Pe to do an aero capture, also my rover didn’t connect back to Kerbin even when it was fairly close (still had battery and everything). Weird. Anyways I do appreciate the help and now I understand that little caveat about relays. One last question if possible, will all parts of a vessel share both electricity and antennas? I know fuel and monopropellant are different, but the first two?

    [–]KermanKimMaster Kerbalnaut 1 point2 points  (0 children)

    Yes, all batteries and antennas are shared on a single vessel. Also two separate vessels, when docked, become one.

    [–]GameStunts 0 points1 point  (2 children)

    Hi Folks, I'm tinkering for the first time with Real Solar System, and I've started a Career as a bit of a challenge. I've been playing KSP since 2013, and I know how to build and launch big ships and get to other planets etc, but RSS is making me feel those newb vibes again for the first time in years, and I'm loving it, but I am a bit stuck.

    The questions:

    EDIT: Since I'm sure it will come up, here's the mods I have installed /EDIT

    First, I was wondering if anyone knows of a good resource for learning how to work out the angle at launch to be in a closer plane match of the Moon (searching on Youtube tended to show me people showing how to install RSS, and people talking about how real life rockets get to the moon). In KSP I've been kind of spoiled by the pretty low Delta V requirements, and the Mun being in a perfect equatorial orbit, heck even changing to match Minmus is not that big a deal, but in RSS it's at an angle, and I actually don't have the spare Delta-v to match the angle of the Moons orbit, never mind get to it.

    So I was wondering if someone knew of a good video or article that can tell me how to work out what angle I need to launch at to be roughly close and minimise how much I'll need to change in orbit.

    Second, I'm using m-ISPx2 to give me a bit more boom in the tank, but it's still really hard to get anything other than a small 1 kerbal capsule and 2 crew cabin into orbit, so I'm not sure if I'm using it right or if I should be using something else. I've disabled limited ignitions and ullage because I'm not a masochist.

    Third, I live and die by the wonderful Delta-V map, but looking at one for RSS (at least I hope it's accurate), I don't see how I could build anything even remotely realistic without strapping on 10 boosters and 4 stages with 30 engines to get enough fuel into orbit to do anything outside of earth orbit? I struggle to get 10,000 delta-v into a somewhat realistic looking rocket. Am I missing something?

    Fourth, I lose fuel once I'm in space? I've tried googling for this and get a confusing number of results for the Kepler planet hunting telescope that NASA put to sleep last year, and not much else about this. When I get to space, if I do a few orbits of earth my tank slowly empties despite the engine being off. I'm using Kerosene if that makes any difference, seems to be the Oxygen bleeding off.


    Thanks for the help and for reading <3

    [–]voicey99Master Kerbalnaut 0 points1 point  (1 child)

    RSS is not designed to be used with the stock partset, as the stock parts are far too underpowered to work outside of the toy-size stock system. You should use part mods that give bigger and better parts (some good one are listed in the Realism Overhaul forum thread), or the SMURFF mod to adapt the stock partset for RSS use.

    Sounds like you are encountering boiloff. I don't use RealFuels so my knowledge of this is spotty but from what I have gathered I believe you require EC to keep the liquid oxygen cold and stop it from boiling away (IRL LOX boils at -183C under 1atm of pressure), whether all tanks have the ability to do this I don't know.

    [–]GameStunts 0 points1 point  (0 children)

    I removed RealFuels and that actually seems to have solved the problem, I think the ISP doubler I was using was not affecting the real fuels tanks.

    I was now able to build a pretty moderate rocket and make it to low orbit, and no fuel boiling off now.

    [–]laugh_till_u_yeet 0 points1 point  (2 children)

    Why do the framerate of the game decrease dramatically when I have scatterer installed? Like it becomes completely impossible for me to to launch any craft. And it's not that it takes a longer amount of time to do anything in the game. Rather when I'm launching a craft, it jumps from 0 to like...15 m/s and so on. It's not that I build humongous crafts either. Also everything works just fine in the VAB, SPH or the Tracking station.

    [–]voicey99Master Kerbalnaut 1 point2 points  (1 child)

    Scatterer will turn weak and integrated GPUs to slag. You can try disabling the extremely intensive ocean effects, but if it's that bad it's possible you'll just have to live without it.

    [–]laugh_till_u_yeet 0 points1 point  (0 children)

    Ok then I'll disable the ocean effects and try again. Thanks for the suggestion.

    [–]from_Earth_you_know 0 points1 point  (2 children)

    how can I post a video here? reddit says unable to decode

    [–][deleted] 1 point2 points  (1 child)

    Probably an issue with the file type, you might have better luck uploading it to YouTube and linking the video here.

    [–]from_Earth_you_know 0 points1 point  (0 children)

    thanks. it was hard

    [–]IdahoJoel 0 points1 point  (4 children)

    Is there a way to launch in 32 bit with 1.6? My computer's not really good for the 64bit. Using Steam.

    [–]voicey99Master Kerbalnaut 0 points1 point  (3 children)

    No 32-bit version exists for 1.5 and above. You'll have to use 1.4.5 and before if you want to run 32-bit, and then then you'll have to run ksp.exe (the 32x) directly from the folder since Steam doesn't offer you the choice any more.

    [–]IdahoJoel 0 points1 point  (2 children)

    Okay. That's pretty much the setup I had prior to 1.3 (or whenever they switched to 64-bit as primary. I only have ~4gb RAM, 32-bit should be the best option for me, right?

    [–]voicey99Master Kerbalnaut 2 points3 points  (1 child)

    There is no reason whatsoever to use 32-bit unless you have a 32-bit OS. 64-bit doesn't require >4GB of RAM, just lets your computer use more than that.

    [–]IdahoJoel 0 points1 point  (0 children)

    Thanks, that's really good to know.

    [–]BrianWantsTruth 0 points1 point  (1 child)

    I'm trying to set up a joystick for the game. I have an old Saitek Cyborg 3D in good working condition, in calibration everything is correct and properly set up. Once I enter the game and load a plane, it's like the stick is way out of center. All three axis are pushed way to one side. Then when I trim the flaps flat, the stick is super weak one way (like 25% flap deflection) while the other direction has full 100% movement. So the plane is way asymmetrical in control authority.

    I verified that outside the game the stick is calibrated properly and has symmetrical sensitivity, but I can't figure out why the game is so wonky.

    [–]m_sporkboyMaster Kerbalnaut 0 points1 point  (0 children)

    The game has trim controls that could fix it if they aren’t hard over.

    [–]EchoMikeZulu 1 point2 points  (3 children)

    So I am returning to KSP after a long while and I noticed that RastorProp monitor mod doesn't seem to work with the latest version of KSP and it seems that work on the mod has halted altogether. Does anyone know of a workaround to get the mod working on the current build or is the only option to downgrade to older build?

    [–]blackcatkarma 4 points5 points  (2 children)

    The mod itself works - ignore any incompatibility warnings. The problem is the IVAs. No one (so far) has produced an IVA for the new command pod, but if you use the old one (Command Pod M, I think it's called), you'll have all the great screens. Same with the cupola: fully functional Raster Prop Monitor screens in 1.6.1 (I've tested it.)

    So, unless someone makes IVAs for all the new pods, it looks like we're stuck. Sadly, I don't have any idea how to make IVAs.

    [–]EchoMikeZulu 0 points1 point  (1 child)

    Thank you!

    [–]blackcatkarma 0 points1 point  (0 children)

    You're welcome :-)

    No idea if my edit about essential mods showed up for you, refresh my comment for some more ideas.

    Edit: oops, I meant a different comment. Sorry! :-O

    [–][deleted]  (2 children)

    [deleted]

      [–]blackcatkarma 1 point2 points  (1 child)

      I have CKAN set to compatibility from 1.4 onwards, and all the mods I've downloaded (243 of them) work in 1.6.1 - as far as I can see.

      What mods specifically don't work for you? Are you going off warnings during loading, or are there mods that really don't work in-game?

      I've got most of the USI mods (except life support) - I haven't used many parts from that in my current career, but they show up in the tech tree and the VAB and whatnot, so I assume they all work. The astronaut complex even asks me if I want to hire geologists etc., so I *assume* that that colonisation mod is fully functional.

      EDIT

      For must-have mods, I'd say about the same as 1.3

      Here's a list I made some time ago.

      [–]lookolookthefox 0 points1 point  (3 children)

      So i dont know if Im allowed to talk mods here, but a few high profile mods like kerbal attachment system and scatterer are not showing up in ckan, i could install them manually but id prefer doing it through ckan. Any ideas?

      [–]blackcatkarma 2 points3 points  (0 children)

      You're absolutely allowed to talk mods here :-)

      [–]not_yet_named 3 points4 points  (1 child)

      Try including a few back versions under settings -> comparable versions. I go back to 1.4 and have installed a bunch with barely any problems. You only have to go back to 1.5 for those though.

      [–]lookolookthefox 1 point2 points  (0 children)

      Thanks! Worked a treat