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dronkit

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  1. @Geonovast@linuxgurugamer Thanks for your responses and sorry for the mess. I think I figured it out. I forgot to install ToadicusToolsContinued and now the game starts ok altough ToadicusTools isn't compiled against 1.9.1. Play testing is pending. CKAN doesn't install TweakableEverything because the dependecy ToadicusTools isn't listed as compatible with 1.9.1. Weird that TE throws exceptions ad locks when TT is missing instead of giving a message.
  2. Hi @linuxgurugamer and everyone. I have this issues in 1.9.1.2788, with Making History 1.9.1 and Breaking Ground 1.4.1. First of all I don't know why in CKAN, TweakableEverything Continued appears as max version 1.9.1 but still it appears as not compatible with my installation and it's not possible to install via CKAN. I don't know if it's something on your side. Sencond and most importantly, now I downloaded and extracted tweakable everything 0.2.0.1 to GameData and the game gets stuck loading while saying "Verifying expansion: Breaking Ground SquadExpansion/Serenity", but above that bar it says "Mod(s) DLL that are not compatible with this version of KSP: TweakableDeployablePanels 0.2.0.1 GameData\TweakableEverything\Plugins\TweakableDeployablePanels.dll" Pasting a part of ksp.log i think relevant: <snip> Anyone else has it? Is it a known issue? Thanks!
  3. This mod is all I ever wanted! nice work! Only one question. I understand and read the discussion about density, how units of different propellents are equivalent to different volumes and it's only fair to guide by those models. Bout I and many players are used to the "units" of fuel, lox, monopropellant, xenon. Is it possible to have the interface to show in units, but still respecting the volume rule? I really don't care about mixing monoprop or Xe with fuel, I mostly want to tweak the fuel/lox ratio for spaceplanes or nuclear ships. Maybe in the mod interface have a slider or volume/volume percentage display while also showing the final number of "units" of each propellent in the tank? Most annoyingly, the VAB interface has changed and even for stock tanks, when picking parts, units are not shown anymore, only a bunch of strange numbers I don't know what they are. It would be great to have the normal displaying of tank information back. That's my suggestion. Thank you very much!
  4. @IgorZ So since Feb 1 the Legacy parts are not supported, meaning future versions will not have them, right? But KAS will still be active? Will there be a 1.6.1 compatible version on CKAN? Will the latest one work now on 1.6.1 if I installed it manually? thanks for your work!
  5. Thanks! Indeed, the contract was accepted before PBS was intalled.
  6. Also, I use the mod XenonISRU for having my ISRU converters produce Xenon, and here I share a CFG to add that capability to Planetary Base System's converter, too. Requires ModuleManager. I have a contract that requires my base to have a Cupola. Can anyone help me determine what module/text to add to PlanetaryBase's Cupola so that my contract recognizes it?
  7. Hi! I'm a noob to Planetary Base Systems and to KIS. Can anyone give me some advice / instructions on flying and building a base? I built a nice base in my VAB. I tried using KIS to store all parts, but when I test the construction procedure once on the launchpad, my engineer is unable to remove a habitat module from a storage container. His own inventory cannot hold it. Is there a way to remove the habitat module directly to the ground? And once I get it in the ground, will he be able to move it around? Or the way to go is to attach the base modules more or less in a rocket-y fashion, land, then detach and reattach in a base-y fashion? Will my engineer be able to move them around? Also, even if I fly my central hub (not stored) and land it, how can I then attach it to a cement pylon? Thanks!
  8. Oh I'm so sorry! It works just fine! I figured this mod allowed me to do other things such as changing the fuel type and amount of tanks, part size and so on! I was mistaken. Cheers!
  9. Hi @linuxgurugamer! I see that TweakableEverything Continued version 0.1.20 is available in CKAN and in Spacedock and it claims to work in KSP 1.3.0. I have it installed via CKAN but it doesn't seem to work at all. No new buttons in the toolbar or new options right-clicking on parts in the VAB appear. Is it just me? I have 1.3.0 x64 in windows 7. Thanks!
  10. Reporting that CPAS is working in 1.3.0, but I haven't got to Jool yet. The problem is I have SCANSat 17.7 but i'm getting all the anomaly contracts without having found it via SCANSat. Is that the expected behavior? Thanks!
  11. Yay! Success! You have to edit the .sfs file, find the part and replace "stagingenabled = false" for "stagingenabled=true".
  12. Hi! I'm reporting the CKAN version 0.0.5 working fine in KSP 1.3.0 Now a question for @Xyphos: is there any way I can re-enable staging once i'm flying? Like, editing the SFS file or something? I'm flying a mission in which I have a contract to test a decoupler and now I realize it says "must be activated by staging sequence". Not working by right-clicking and selecting "decouple".
  13. Any chance MJ will work on 1.2.99? It seems MJ crashes the game on the loading screen. I can send you a crash log if you want. Thanks!
  14. You're my hero! You should start a new post with your "revisited" mod
  15. Hi guys! Suppose I build a ground base with ground pylons underneath and land it. Can I EVA my engineer and attach the base to the ground? If so, how? Thanks!
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