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Wolfschadowe

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    Bottle Rocketeer
  1. I tend to use a standard setup for all ships, for example "Solar Panels" are always 1, Jettison Fairings is always 50, etc... Is there any way to universally pre-label the action groups and set the Vis state and show: 1,2,3,4,5. My thought is to create a new ship, and then in the editor, click the "1: Solar Panels" button and assign appropriately, then click "2: Communications" button and assign parts appropriately, etc... This would be a great time saver any time a create a new ship. Thanks Diazo, for all the work that you put into this mod! It's a must-have for me.
  2. An easy scenario that creates the "Ghost Beep" is if, for example, a fuel tank springs a leak during launch and is jettisoned. Forevermore, that ship will have a warning beep when switching to it. Any jettisoned part that is malfunctioning doesn't seem to clear. Another thing that may cause this, but it's more a mod compatibility issue is if the ReservePower Battery fails (from AmpYear) there is no way to repair it, unless I'm missing something obvious. A huge kudo's to linuxgurugamer for picking this up and maintaining it! Thanks!!
  3. Hey! FF can wait! Go spoil your girlfriend for a while.
  4. Hi Nereid, Having an issue with the latest build. Just updated with CKAN to 0.7.8-969, and now from the Main Menu, when choosing Resume Saved Game, there is no response. Checking the debug file, I see an error that seems related to Final Frontier (Linked below). I did the following. 1. Removed Final Frontier via CKAN. 2. Launched game and was able to Resume Saved Game successfully. 3. Reinstalled Final Frontier 0.7.8-969 via CKAN 4. Launched game and reproduced the Resume Saved Game error. Also, this may or may not be related, but on the last build, every time I tried to recover Valentina from a sub-orbital mission (new career) the game would crash. (crash log included.) I had assumed it was typical memory related crash, but I have some doubts now. I included the crash log from the most recent attempt to recover Valentina just in case. On previous crashes that seem related in hindsight, if I recovered the module containing Valentina from the space center, I never received a ribbon pop-up, but I don't know if that's expected behavior or not. If you need more information, I'm happy to provide it, but hopefully I've given enough info below to help track it down. Included in link: * Current Output Log * Previous Crash Log * Affected Savegame Folder Action Groups Extended Active Texture Management - X86 - Aggressive Alcubierre Warp Drive (Stand-alone) Alternate Resource Panel Community Resource Pack Contract Configurator contract Pack: Kerbin Space Station Contract Pack: Tourism Plus Contract Window + Crownd Sourced Science DMagic Orbital Science Editor Extensions Environmental Visual Enhancements (High Res) EVA Parachutes by Default Field Experience Final Frontier Graphic Memory Monitor Haystack Continued Infernal Robotics Model Rework Kerbal Alarm Clock Kerbal Engineer Redux Kerbal Inventory System KSP AVC Magic Smoke Infernal Robotics MechJeb2 Dev Module Manager Near Future construction Near Future Props Near Future Solar Near Future Spacecraft Parts RasterPropMonitor Core RealChute ScienceAlert Ship Manifest SmartStage SmokeScreen StageRecovery Stockalike Station Parts Expansion TAC Fuel Balancer Blizzy Toolbar TweakScale USI Tools Universal Storage USI Life Support Everything Else USI Vanguard Tech Core Waypoint Manager Debug and Save Files Thanks for all the work you put into this mod! Wolfschadowe
  5. More information, I restarted KSP to load the new version of KAS. Created a new ship in VAB, and all the KeySet1 bindings were gone. I reapplied them, switched between KeySet1 and KeySet 2 a couple times to make sure they stayed, (they did) and then launched. upon launch, all the KeySet1 bindings were gone again. with KSP running in the background, i opened the cfg and found: ActiveKeySet = 1 KeySet1 = KeySet2 = ‣001Alpha3‣002Alpha2‣003Alpha3‣004Alpha4‣005Alpha5‣006Alpha6‣007Alpha7‣008Alpha8‣009Alpha9‣010Alpha0 KeySet3 = ‣001Alpha3‣002Alpha2‣003Alpha3‣004Alpha4‣005Alpha5‣006Alpha6‣007Alpha7‣008Alpha8‣009Alpha9‣010Alpha0 KeySet4 = ‣001Alpha5‣002Alpha2‣003Alpha3‣004Alpha4‣005Alpha5‣006Alpha6‣007Alpha7‣008Alpha8‣009Alpha9‣010Alpha0 KeySet5 = ‣001Alpha5‣002Alpha2‣003Alpha3‣004Alpha4‣005Alpha5‣006Alpha6‣007Alpha7‣008Alpha8‣009Alpha9‣010Alpha0 KeySetName1 = KeySet1 KeySetName2 = KeySet1 KeySetName3 = KeySet3 KeySetName4 = KeySet4 KeySetName5 = KeySet5 I did NOT rename KeySet2. At least, on purpose...take that with a grain of salt. So sometime between closing KSP, loading KAS, and restarting KSP, the KeySet 1 line changed from my last post to this one...automagically.
  6. Looks the same. I have: KeySet1 = ‣001Alpha1‣002Alpha2‣003Alpha3‣004Alpha4‣005Alpha5‣006Alpha6‣007Alpha7‣008Alpha8‣009Alpha9‣010Alpha0 It does seem to save at the ship level. If I make the changes to Keyset 1, which shows NONE in the gui for everything, it will stay with that ship. Jumping to another ship and there are no keybindings in Keyset 1. Jump back to the first ship, and the keybindings are present for keyset 1. Build a new ship in editor...no keybindings for keyset 1 for the first ship I made. I manually set Keyset 1 bindings, now a new ship also has keyset 1 bindings properly, but existing ships do not. Weird. Pre-Update ship. No Keymaps. I can select keyset 2 and those keybindings appear, select keyset 1, they are all none. EDIT - Copy Link to image and paste to browser if it doesn't appear. Trying to think of more information: When I upgraded, I just overwrote what was present. I haven't done a clean load of AGX. Checking the KSP settings, Alpha 1-0 keys are bound to custom actions.
  7. I like this. Left click the toolbar icon to toggle visibility, right click for configuration. A few other mods that I use do this and it seems to work well.
  8. Enablement by jumping from ship to ship is probably pilot error on my part to cause it. I tend to hit escape to pause a lot and was probably thinking the connection was causal by the ship jumps when it's really coincidental to me pressing escape before a ship jumps. I tend to use Kerbal Alarm Clock a lot to bounce between ships. Thanks for looking into it!
  9. Hi Diazo, I'm having a bit of a problem with the new version after an upgrade though. Keyset 1 has no keys bound to 1-10. I have to go through manually for every ship and add the hotkeys Alpha1 to Alpha0 to 1-10. Is this expected, or am I missing something obvious? Thanks for your help, and for the awesome mod!
  10. I love it. A possible bug (or pilot error on my part) is that it doesn't seem to retain the disabled state for the overlay between screen changes. For example, Jumping between ships, or even sitting on the launchpad to launch a new ship it will enable. I can press disable, tap ESC and it automagically re-enables.) ScanSat and Tooltip retain state.
  11. I can confirm the wobbly wockets pwoblem in 305. I also confirm that force roll is awesome! I back-revved and the earlier version is fine.
  12. Yup. Been there...done that... and as much as I hate to admit it, will likely be there, and do that again. Wolfschadowe
  13. I am having the exact problem. The game crashed for unrelated reasons. restarting I had the notice to update AVC to 1.1.3. I hit the download button, installed AVC and restarted KSP. At the point where the Version check usually runs, the loading hangs requiring an end-task. I let it set for about 10 minutes once. Normaly the full load cycle takes about 1.5 minutes. I removed the AVC folder from GameData and the game started normally, including firing off a miniAVC notice for one of the plugins. Dropped AVC1.1.3 back in, no joy. Deleted AVC folder, again a good loading. Nothing conclusive in the Output_log. AVC 1.1.1 and 1.1.2 work fine. EDIT - KSP 32 bit. v0.24.2.559 and about a million and 3 mods. heh. Wolfschadowe
  14. I am having what seems to be a compatibility problem between this mod "ScienceAlert" and Universal Containers. It's mainly just an annoyance at this point, but if you're working on a new version anyway, a fix would be great! The issue occurs when using the Universal Containers' version of Goo, Materials, Too Hot, etc.. For example and context, using the Squad goo container, if I have 2 or 3 loaded on a ship, getting a Goo notification from Science Alert, I can do science on the first from the notification. later in the flight, a second notification lets me key off the second goo, and a third also let's me key off the third goo. No problems. using the UC version of goo, the first goo fires off just fine. Later in the flight when I get a second notification from Science Alert, when pressing the alert button I get a message saying something similar to "There are no materials available" (Sorry, i didn't write it down and am not in a position to test it at the moment.) I can do the experiment directly from the available UC goo Canister normally though. The same thing happens with the UC Materials and other experiments. Also the UC Version of the TooHot thermometer also behaves similarly, but also seems to trigger notifications even if all the thermometers have been used. For goo and Materials, if all the canisters have been used then I don't receive science available notifications as normal. I'll also post a link here in the UC thread in case the issue is more on the UC side. Thanks for the mod! It's one of my favorites. Wolfschadowe
  15. I'm having a problem with MechJeb v. 2.3.1.286-286. I had a similar problem on the release version of v. 2.3.1 which led me to upgrade to the latest dev build. KSP is v. 0.24.2.559(x64) Output Log can be found here. There are a couple of different symptoms that I encounter, both go away if I delete MechJeb from the add-on's. Symptom 1. When loading a ship, either in VAB or directly on the launchpad, KSP crashes as the ship loads. Symptom 2. When a ship is loaded in the VAB, removing a part, such as a booster rocket causes KSP to crash. More Information on the last 5 crashes I've had in the form of crash logs. Also included is the CFG file I use to add MechJeb to all capsules and two ship configurations where I've confirmed the error occurs. Non-Squad parts are RealChutes, Universal Storage and Orbital Science on the science ship, and just RealChutes on the Test Bed that I use to haul junk for the "flying" contracts. Errors occur in Career mode. Finally, the problem seems to go away for a while if I BOTH delete MechJeb AND verify files through Steam, then reload MechJeb. I haven't determined what causes the problem to reappear. I can't fly worth crap, but love the build and explore aspects of the game, especially with things like EL/Kethane/karbonite and UKS. I use MechJeb for the "Monkey pushes the button" aspect of getting things around, so would really appreciate any help in resolving this! I'm happy to try any troubleshooting ideas to help narrow this down. Wolfshchadowe
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