LeLeon

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Everything posted by LeLeon

  1. Same for me. I can jump around, climb and jump on seat, no board possible. I have 104 mods. Perhaps i do check, what mod causes this or i don't do that and take another rover. Haven't noticed this issue in the last longer game i played around KSP 1.2-1.3 with 90% of the same mods i use now. Seems for me the external seat is broken too. Soooo...
  2. 1. Yes, now i have more options. But why do these options include ressources i've never seen in one of my mods. Where do he takes these ressources from? 2. What do i have to change to just see normal fuels like lfo, lf, xenon, mono. Or argon for my NF-engines. Do you have somewhere LiterVolume presets, that can be easily interchanged for wrapper tanks? I only want to use these fine parts. 3. In this picture the part description give me mono/ xenon option, but none of the tanks with this option can be switched to mono, xenon. B9 part switch conflict? And can these volume numbers set in global relation like VolumeLiter to be useful for Xenon, what is much more compressed? Normally i try to do small .cfg-changes myself, but IFS is out of my range. Dozens configs, some related to not existing .cfg-files. That confuses me. (folder patch manger->lfopatch.cfg leads to same folder/plugindata/-> not existing .cfg) Some hints are welcome to solve this myself.
  3. delete the sounding rockets.cfg in real plume-stock config folder. i prefer stock plumes over missing sound and custom plumes.
  4. Same here. I forgot to say, i'm running on SVE, SVT, EVE, PlanetShine and Distant Objects Enhancement.
  5. 105 mods running with my Riva Tuner locked 60 FPS on launchpad. Audio Muffler Redux hits FPS to 38 in same scenario. If helpful, i can provide you with all logs you want.
  6. That's so bad... I thought something were from with my mod list, but i see, i'm not alone. These jet sounds are ugly ass hell and disturb my gaming experience. Reducing engine volume turns normal rockets in super silent engines. Bad step from Squad.
  7. For me Wrapper Tanks are not switchable in editor. Used latest IFS with whole archive content in a stock 1.4.2 game. Any ideas?
  8. urgs, after these updates, i have to disable other mods, otherwise my game will explode with all the parts in there. The quality of Nertea mods is so good.
  9. CX-Series is not optimal controllable. The control surfaces are without function modeled and you can't add control surfaces there very good, it's suboptimal to use. Would be cool to see the control surfaces cut off and separated into 5 parts. wing control left & right, winglet left & right and main body. Or just cut them off to use stock alternative control surfaces from other mods/ stock. Should be the same for all CX-models, Hermes...
  10. 1. The Localization Tool relocate part files lines on export part files option. I don't think, it should do that. 2. It also delete empty lines between MODULE or RESSOURCE. These lines are used to keep part files sections better readable. Or it adds lines as you see on screenshot at mach curve 3. The exported strings file sorting could be improved to keep the part files logic, not alphabetical sort order. title -> manufacturer -> description -> tags NOT: description -> manufacturer -> tags -> title High part count mods need much time to translate the strings itself. It would be fine to reduce the manual work with sorting lines to keep original structure of part files, if the tool just touches lines, where #LOC will be added. So i can copy+paste the complete file content without any relocating of lines. Reduces Github changelog chaos and helps to find errors there more easy. 4. A option for the #LOC name would be cool. I always kill the "_Part" of the LOCstrings and give it a #LOC.ModShortName_-Prefix manually. But i don't know if #LOCstrings in mods have to be uniqe across all mods. I try to prevent string errors with that step. 5. Thanks for your helpful tool! Edit: 6. Actually i'm working on SXT mod localization. Here i found two parts where no modified part .cfg were created. In strings file these parts and strings exist. Common problem? Any idea why they have modified no .cfg? KE-111 and Goose were involved. Both are cockpits. 7. This tool cannot handle more than one part in a original .cfg file. In my case it created two correct part named configs, but both contains the same = only the first parts strings were generated. Same situation in strings file = both parts are listed, but with same string content of the first part.
  11. in keam-experiments.cfg can be found for EXPERIMENT_DEFINITION phrase 4 times: scienceVap = but it should be scienceCap = i think Thanks for your hard work on this awesome mod!
  12. hatches have "obstructed" error, can't be used to leave a ship.
  13. oh and perhaps a SM Armory part name, what is missing/ causing problem with a LLL part while using. Makes it easier to find something about.
  14. So LLL 1.0.2-beta for 1.2 is working with SM Armory and 1.0.2.5-beta causes errors? Can you give me info about SM Armory version/ link and a log file of the LLL 1.0.2.5-beta with your armory version activated? I will have a look into it. I'm sorry for that, but i never used SM Armory, so i couldn't notice problems with that. I tried LLL with 100+ mods in my game folder , but SM Armory was not in my view.
  15. First time i noticed this on your named cockpits there was a wrong line in the cockpit config: module = Game (or something like that) after changing them to module = Part they were ingame. These cockpits were parts of LLL-Extra, before i reorganized them to LLL. Your log show me the path LLL-Extra/Parts/Command/MkIIDroopy/ . Seems to be a older version. Version 1.0.2.5-beta on Github https://github.com/linuxgurugamer/LLL-Continued/releases has newer (latest) file structure. Please try that version. All LLL parts in this release are updated, organized, tagged, renamed and rebalanced. LLL-Extra parts missing rebalance = parts who don't really fit with extra sizes or imo simply doesnt make much sense. https://github.com/linuxgurugamer/LLL-Continued contains a broken parts list with description, what is not working. Like the cargo bays or rover parts with a cylindric invisible border around the center, what only can be handled with blender & unity. With lack of skill i could not fix them.
  16. fsfuelswitch is used in several parts. But to get it handled by another plugin is an option, after fsfuelswitch work not that well with advanced scaling. There are other parts with equal collision problems. And no, as i know it @linuxgurugamer has no .blend files, same for me. I checked the LLL thread, but had no luck to find them somewhere.
  17. Yeah, thats what i've seen too. But no, no idea how to fix that. I'm just not experienced enough in Blender or Unity to fix it there. English is not my mothers language and all the tutorials i checked just take place around Blenders animation of the start cube. Not helpful.
  18. i doubt, dashing the head on a brick wall would help... You are welcome, mate. i noticed the superspin, when you start the centrifuge in editor and then launch the vessel. When i built a ship with centrifuge without activation in editor it spinned on normal speed in flight scene on activation there. You checked both?
  19. No need to thank. It isn't a impossible problem, so with a bit of time your problem will be gone. Linuxgurugamer named the version file days after my pulled changes to github, So i still have an old version number, but with all the files of 1.0.2.5. It's not easy to track errors with the amount of different mods and versions. Always a trial and error thing. I know that problem from past. Short time after 1.2 release i had to track two different problems within few days with 50-70 mods installed. Means, remove one after one mod until the problem is solved. Or other way start with fresh clean GameData and install one mod after one to check, when problem starts. So, if nothing helps, best is to clean the GameData folder to stock (just Squad folder) and rebuild the mods with actual release versions. (Yeah i know, boring.) The new update doesn't help with my advise to use CKAN. Now it takes again several weeks until all modders feed CKAN with new version numbers. I checked the changelog of the new update, but i havn't seen a LLL relevant change. Hope i missed nothing here. I still use the old version on a backup folder, until new versions of mods will be released.
  20. my first bet is KSP Interstellar Extended - 1.11.3 . Almost all of your other mods on the list are running at my system, too. Can you try it without this one. Your ksp.log give a lot of "MissingFieldException: Field '.MapView.MapIsEnabled' not found" what says, you are using an outdated mod, not compiled for 1.2 . Short compared with my mod list, i see these differences: B9 Animation Modules - 1.0.4 B9 Part Switch - 1.5.2 B9 Aerospace - 6.2 Firespitter - 7.4.2 Kerbal Inventory System - 1.4 RasterPropMonitor - 0.28 Kerbal Inventory System - 1.4 LLL-Continued - 1.1 Kerbal Planetary Base Systems - 1.3.6 SCANsat - 1.1.6.11 TextureReplacer - 2.4.13 <- your version from May 2016 -> new Version https://github.com/RangeMachine/TextureReplacer/releases My running and working mods with ModuleManager.2.7.5.dll: I use CKAN for this big list of 90 mods to handle updates. Sometimes you have to browse the latest sites on a thread to find latest releases or user updates, if you want to do it manually. And always delete a folder, not just copy new content over old. And check, that only one modulemanager.dll is in gamedata.
  21. Hi, can you provide your ksp.log and your modlist? Thx. Generally i would say firespitter missing or fuel mod conflict.
  22. @linuxgurugamer I was busy last day. BrokenParts 2016-11-18.txt on your LLL Github provides a list of problematic parts. Additionally the LLL-Extra folder with it's 3x1 and 4x1 parts is not updated yet. CKAN splited LLL and LLL-Extra.
  23. this is the working version and all you need. this is optional from me, with few changes listed in spoiler. Useful if you want to use the small helper drones:
  24. Hi @ArkaelDren. I think, Deimos released a stable version and i played with a setting for "more realism" with the helper drones. I'm not a casual guy, i always look for the harder/ complicated way. What do you want/ need/ mean with "getting interesting"?
  25. @Bonus Eventus What do you think, is mother status in different categories: 1. basic release part number 2. outer models 3. interior 4. animations 4. finished part cfgs And what is planned generally? Own engines? Own energy products? Decoration like attachable windows? Own communication antennas?