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About tjsnh

  • Rank
    VAB Cleanup Crew.

Profile Information

  • Location Stranded on Eve
  • Interests Boosters, orbital skydiving, snacks, more boosters, creative methods of passing safety inspections, struts, asteroid grappling.

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  1. I always use autostrut on almost everything. Seriously, at least 80% of parts in a craft. I usually autostrut to "root part" , and almost never have problems. Rigid attach, however, almost always turns my stuff into kraken food. :-(
  2. You have no idea how much I am looking forward to this.
  3. I usually put an extra decoupler below the fairing, and have abort just activate that decoupler, and the LES. From that point, the staging takes care of itself and you can just spacebar into a normal-ish recovery.
  4. Thankyouthankyouthankyouthankyouthankyouthankyou!
  5. I absolutely love this. I've tried, using a similar 2.5m part from another mod, to make a closable "docking bay module" like this that a Tantares soyuz could fit inside, but haven't had a lot of luck.
  6. You can make a pretty convincing TMK out of existing parts, dedicated parts would mostly be close duplicates of existing stuff in the Tantares pack. The only tricky bit is balancing the weight to keep the center of thrust aligned with the center of mass.
  7. Its listed in the tantares resources.cfg I think, but I believe I removed it as a troubleshooting step. I couldnt find it either. @Beale ??
  8. Whatever that update did, it seems to have fixed the problem. Window came right up with normal behavior. Logs just for good measure ;
  9. Can-do.
  10. Still can't get the window to pop up when clicking the menu button. **shrugs** Not sure what to troubleshoot.
  11. I strongly suspect this had more to do with how difficult those particular parts are to model, with the engine fairings and such, rather than how they're intended to be used in-game.
  12. I'm having the same problem as the others, with the window not popping up. What exactly is causing that? Should I just add every "agent" in any mods to the excludedmanufactureres.cfg? I think this (below) is the error from my ksp.log. I've added the Tantares manufacturer to the exluded list, and added this experiment to the excluded list. Same error in ksp.log each tim e [LOG 17:12:50.371] [UIMasterController]: ShowUI [WRN 17:12:51.645] [R&D]: No Experiment definition found with id tantaresTelemetryReport [EXC 17:12:51.654] NullReferenceException: Object reference not set to an instance of an object KEI.KEI.<GainScience>m__8 (.ScienceExperiment x) System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[ScienceExperiment].MoveNext () KEI.KEI.GainScience (System.Collections.Generic.List`1 experiments, Boolean analyze) KEI.KEI.ShowMainWindow () ToolbarControl_NS.ToolbarControl.SetButtonActive () ToolbarControl_NS.ToolbarControl.doOnTrue () KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, CallType callType) UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData args0, CallType args1) UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1) KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup) KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data) KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() [LOG 17:12:55.504] ocean node ondestroy Also in ksp.log: [LOG 17:23:29.303] [UIMasterController]: ShowUI [ERR 17:23:29.724] ToolbarControl: WARNING: RegisterMod, LoadedScene: MAINMENU, called too late for: KEI_NS, Kerbin Environmental Institute, button may not be registered properly
  13. I've played around with this on my own for .. quite a while now .. and read, and re-read, the documentation (though I may be blind). I'm trying to remove some requirements from a tech node and can't figure out how. Specifically, I want to remove the requirements from generalConstruction and replace them with only needing "start" tech. Here is the stock code out of the tech tree: RDNode { id = generalConstruction title = #autoLOC_501040 //#autoLOC_501040 = General Construction description = #autoLOC_501041 //#autoLOC_501041 = New equipment to help out in keeping things stable, especially useful when the size of the spacecraft defies the current bounds of sanity. cost = 45 hideEmpty = False nodeName = node3_generalConstruction anyToUnlock = True icon = RDicon_construction-general pos = -1946,1355,0 scale = 0.6 Parent { parentID = stability lineFrom = RIGHT lineTo = LEFT } Parent { parentID = generalRocketry lineFrom = RIGHT lineTo = LEFT } } I've been able to ADD a requirement no problem, but I can't figure out how to REMOVE those existing "parents". Using the same syntax to remove modules from a part didn't work. Before anyone suggests it, I can't just leave them in and leave "anyToUnlock = True" because it won't show up correctly on the tech tree and breaks other things since I've removed stability and generalRocketry from the tree with another patch. So rather than go through the 50 things I tried and how they all didn't work, I'll just ask straight up - what is the normal syntax to remove those parents from generalconstruction?
  14. I have regular struts unlocked with "start" , still nothing.
  15. My own, all the stock techs except for "start" are replaced. I need to know which one to restore back in.