Jump to content

NomenNescio

Members
  • Posts

    162
  • Joined

  • Last visited

Posts posted by NomenNescio

  1. I'm having an issue with QuickHide having way too many entries in the menu, as in the mods I have appear on the list again and again. Another issue (which is possibly related) is that when I unset a mod to "Can be hidden", i.e. leaving it on the list when one clicks the "Hide" button, it doesn't seem to save the setting at all. Once I switch from the craft to the Space Center, or revert the flight, or even go from Space Center to VAB, every button go back to being hidden. When I then look in the menu (assuming I've unset every instance of the same mod on the list) and check, the instances of the mods lover down are still not set to "Can be hidden" but the ones at the top of the list have reset themselves.

    EDIT: I have discovered that after installing the mod it has only the mods for the space center on the list. As you go through the VAB, the SPH, the launch pad, and the tracking station it adds the buttons for those four to the list even if they're already there. Which does explain the multiple instances, but not the resetting settings.

    2nd EDIT: I've discovered that every single time it loads up a scenario with the toolbar present, the mod re-adds the elements of the toolbar to the list. I can keep changing settings all I want, but because it keeps assigning new ID's to every toolbar button the settings will never be applied.

  2. My issue is this.

    I don't know what's causing the prop to be out of place, but it's been happening for me for years. I even recently did a completely clean reinstall, with all redownloaded mods (some of which has been updated and adopted since I was here last). I remember fighting to solve this issue back in the day as well but gave up on the game because I couldn't. Does anyone know of a specific mod that causes this to happen? Or even just a 'kind' of mod, so I can narrow it down some (my mod list is kind of extensive)?

  3. So here's my problem. I finish the early contracts for exploring Kerbin. I escape the atmosphere, I get into orbit and all that, and then the next missions that appear are all about exploring Minmus. Why? Why can't I explore the Mun first? Usually I just fast forward a few days to get the next contract to appear, but I never get an "Explore the Mun" contract until I explore Minmus, and that just seems backwards to me.

  4. On 2/5/2018 at 5:09 PM, NomenNescio said:

    Hey there, so here's the thing. My game crashes every time I try to land on Eve. I'd like to fix that by applying the clouds from Laythe to Eve as well. But I can't for the life of me figure out how it's done. Any chance there's an expert out there who can help me?

    Seriously do anyone know how to replace the clouds on eve with the clouds from laythe?

  5. When I try to load up this mod with SSPXr and only those two mods I get this error: 

    GilWPb9.png

    And the game won't start.

    I can load up the game with just SSPXr installed no problem. It's only once I install Kerbalism-continued, that the error occurs.

  6. 1 minute ago, HaullyGames said:

    I will be home in 1 hour.

    This mean I can test the code.

    Did you test these files that I shared to you?

    Not yet. I assume I place them in Kerbal Space Program\GameData\Kerbalism\Support, what am I looking for when I fire up the game?

  7. 6 minutes ago, HaullyGames said:

    You are my official tester!:D

    Any issue about Kerbalism-Continue, you will be responsible. :sticktongue:

    Your title is Tester/Quality Control.:)

    Every time that you test and find issue, this mean that when I play, I won't have issue! :cool:

    Let's start with the code to get these containers working properly xD

  8. 6 minutes ago, HaullyGames said:

    I don't know if it is right, I cannot test because I don't have KSP in this laptop.

    The more I try the less I understand. I really want this to work, but I'm afraid it's beyond me. I'll be happy to continue to test for you, if you wouldn't mind writing it up?

  9. 5 minutes ago, HaullyGames said:

    Now when you add a container and select Life Support you will see Ammonia.

    Okay I think I understand. 

    But since adding your .cfg file, when you go into the game and choose resources, the only one you get from kerbalism is one saying "life support". It looks like this:

    mjwRFIm.png

    There are no individual taps for Food or Oxygen or Waste. That's what I meant when I asked for taps with all of these; one tap only with food, one tap only with water, and so on.

    Also if I'm to add these on my own, how do I find the unitsPerVolume number for nitrogen for example.

  10. 7 minutes ago, HaullyGames said:

    You need to add the resource in StationPartsExpansionRedux\Patches\SSPXR-B9TankTypes.cfgthis will affect only if you are using CRP.

    So here's a twist. Those lines are already in the StationPartsExpansionRedux\Patches\SSPXR-B9TankTypes.cfg file. Sooo... What now?

  11. 1 hour ago, HaullyGames said:

    Just add the resource that you want.

    So if I add those lines to my .cfg file, that should do it?

    EDIT: Or do I have to add them to StationPartsExpansionRedux\Patches\SSPXR-B9TankTypes.cfg

  12. It kind of works. The gravity rings have an option to "inflate" and to "start rotation". But it's not until you hit the button marked "deploy" that the bonuses take effect. Even if the thing is spinning, it doesn't take up power or give the "firm ground" bonus.

    Like I said, it kind of works, but you might want to take another pass at it.

    PS: The Mercury Extensible Centrifuge, contains exercise equipment, but it doesn't count towards giving exercise to your kerbals. It also doesn't appear they add any "living space" to the craft. Now, the other parts, such as the Hostel Deep-Space Habitation Module, does add "Living Space" to the craft so I'd wager the numbers are in there somewhere, but that's just a guess.

  13. 1 minute ago, HaullyGames said:

    Could you send me the partname for them?

    CTD-5 ' Doughnut' Compact Inflatable Centrifuge Module
    CTD-10 'Bagel' Inflatable Centrifuge Module
    PFD-C 'Coriolis' Inflatable Centrifuge Module
    PXL-F 'Pilgrim' Extensible Centrifuge
    PXL-E 'Mercury' Extensible Centrifuge

  14. 1 minute ago, HaullyGames said:

    Thanks a lot.

    Bad news to you.

    This mean that I have to create a new module to process inflate and it takes hours or days to do.

    I wont disable the inflate module! I love those modules!

    If you want to disable, just go ahead and use VSR.cfg as template.

    It's cool bro, I'll wait. I'm pretty early in my new career mode save anyway. I don't actually have any inflatable modules right now. To me the gravity rings are the more important parts tbh.

×
×
  • Create New...