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deepfield

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Everything posted by deepfield

  1. Right on. Moving it did solve the problem. For years I've stored 2-3 games that I heavily mod and access the folder of frequently and never once had an issue until now with UAC. What is MM doing that UAC is blocking it? I've never heard of storing large files on your desktop causing windows to slow down. Nothing is "stored on a desktop" It's just in a folder on your hard drive. The only thing I can think of that would have an effect on that would be search indexer?
  2. Using anything above 2.6.6 is freezing displaying nothing but "Module Manager" in the loading bar. The random quotes do continue changing though. Tested versions 2.6.7-2.6.10 All with the same results. output_log.txt: https://www.dropbox.com/s/ijpxabowgn9tq4i/output_log.txt?dl=0 ksp.log: https://www.dropbox.com/s/bxyt1rj9v61zs0c/KSP.log?dl=0 Mods: KSP: 1.0.4 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 2.4.1 Advanced Jet Engine - 2.4.1 B9 Aerospace Procedural Parts - 0.40 Community Resource Pack - 0.4.4 Connected Living Space - 1.1.3.1 Deadly Reentry - 7.2.2 Ferram Aerospace Research - 0.15.5.1 Firespitter - 7.1.4 Kerbal Attachment System - 0.5.4 Kerbal Joint Reinforcement - 3.1.4 Kerbal Inventory System - 1.2.2 KSP-AVC Plugin - 1.1.5 ModularFlightIntegrator - 1.1.1 Procedural Parts - 1.1.7 RealChute - 1.3.2.3 RealismOverhaul - 10.3.1 RealSolarSystem - 10.2 RemoteTech - 1.6.8 Saturatable RW - 1.10.2 SolverEngines - 1.11 TestFlight - 1.3.1.1 TextureReplacer - 2.4.8 TAC Life Support - 0.11.1.20 TweakScale - 2.2.1
  3. Might I suggest you add a git repo for this? I would like to start helping by balancing Chaka Monkey for 0.90 career mode and fixing a few bugs.
  4. Yup it worked. Although im not sure why but I had to add storedStrings in there also. Was throwing out errors without it
  5. Seems to be a long standing bug with the ModuleAlternator. You can see an example of it here. http://steamcommunity.com/app/220200/discussions/0/810939350994004560/?l=hungarian If you place the pod on the launch pad you will see it in action. The charge will drop down to 0.03. Removing the ModuleAlternator will correct the issue as anything but a pure engine with the alternator module will not work. I don't see this being a problem as the pod has a ModuleGenerator that will compensate for most charge drains. If it does you could just up the rate to balance it out. The double RESOURCE on lines 251 and 110 is a bit confusing. Also a stray bracket at the end of the config.
  6. Weird... That would throw me off so much making these pods lol...
  7. I fixed it It was a missing module in the pods. Adding this to any pods that are using ASET internals will solve it. *Note* Also you will have to rename the internals config from ALCOR_Monley_Internals to ALCOR_Monkey_Internals as i've replaced all of the internals with the correct spelling. Or just keep the original internals as ALCOR_Monley_Internals and add the additional RPM module. I'm not entirely sure why storedStrings is required but it throws out errors when you don't have that included along with the module. PS: I really don't know a lot about modding and just compared CHAKA's pods to the ALCOR pods configs. I could be making some mistakes but with this fix the error messages are gone and the ALCOR internals are working 100% Now im on to trying to figure out why the altairPod is a electricity black hole. It refuses to charge and will gobble up any electricity that is sent to it at an alarming rate. Makes accents very difficult with no juice XD
  8. Sorry should have posted more. If there is anymore you need please ask. KSP: 0.90 JSI: 0.18.3 (With your patched .dll's) Log http://puu.sh/e0rlB/e69c07a500.log
  9. Part NP_CHAKAEMLVENGINE (CHAKA / EMLV ENGINE MOUNT) is missing config entries: Edit: Also I am getting log spam with the following line when the Orion Command Pod is active. KSP: 0.90 Chaka Monkey: 0.27.1 EFT-1 JSI: 0.18.3 (With MOARdv's patch) Log: http://puu.sh/e0rlB/e69c07a500.log Edit 2: I think its because some of the pods are missing this
  10. Seem to be having issues with picking up spare parts. It keeps telling me "You need 1 spares to maintain this.". I have done the "Take spares" and get the confirmation "Joe Kermin has taken 1 spares" but for some reason it won't take them. When I check the Kerbals resource menu it always says "Spare Parts 0.00/1.00" EDIT: I took a look at the github issue tracker and saw it also being reported there so I won't repost. Don't see a resolution though Possible conflicting mods: -MKS/OKS -Kerbal EVA Resource Transfer -Mission Controller 2 Snip from the log during the actions:
  11. Anyone know of a contract mission pack that would go along with this?
  12. Wondering if this works with 0.90 and also if the docking ports work with the Chaka Monkey ports. Would fit perfectly into my program if so Edit: Sadly they do not work in 0.90. At least in career mode. The configs must be wonky because its reading a mass of n/a
  13. Me again Have a little bug. Nothing game breaking but its there.
  14. Any way to have settings changed within this mod stay? I get a horrible log flood with the below message about 8 times per second if I have any kind of flares on. I solved it by just turning them all off which is fine because I only want the darkened sky function. The only thing is, when i turn them off as soon as I reload KSP they are back on.
  15. Ah I see! I could not for the life of me find a cross section of any Saturn launchers without the lander inside.
  16. Having some problems trying to figure out how to make theSA-206 for the first manned crew mission to Skylab. Do i just tear off the lander module from SA-204 and replace it with the Apollo CSM? Edit: Better idea oh whats happening. That gap between the fairing base and the CSM is what im talking about. Is there a way to move the CSM down or do I have to just leave the gap?
  17. Very awesome stuff. This will fit in great with the Mission Control mod. Will be watching this for when you do some career balance updates.
  18. Ugh. Those phase II parts... so so smexy I like your style a lot man. It's got that 90's space sci fi that I fell in love with as a kid.
  19. I do love this mod and I think you did an amazing job. Have a question though. Any reason You get massive fuel tanks and engines so early in the tech tree? With the way the new career mode is, it seems like its just not balanced anymore with them. Most of the parts are unusable for a long while until you upgrade your launchpad and VAB.
  20. Pretty soon we are going to have FMC's in Kerbal and AIRAC to go along with it!
  21. I'm surprised this hasn't got more attention. It's a must in my list.
  22. Right. I tend to forget about fullscreen. I haven't used it in years lol
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