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eightiesboi

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Everything posted by eightiesboi

  1. That was the entire error, in a dialog box. However, I have just now tried again and no error. Minor connectivity problem? *Shrug* If there are logs, tell me where they are and I will happily post them in the future.
  2. Just installed 1.5.2, receiving the following error when clicking "Refresh" in the GUI: "Failed to connect to repository. Exception: Exception of type 'CKAN.InconsistentKraken' was thrown." This means nothing to me, but is especially alarming, as I prefer my Kraken's to be consistent. Seriously, reproducible at will. Let me know how / if I can help chase down the bug.
  3. Hey Roverdude! First, Happy New Year! Second, thank you for this and your many other mods. I've read through this entire thread looking for an answer to a question I have, and thus far I've been unable to find it. Hoping you or someone else can help me. (BTW - I have indeed read the *entire* thread. Do you know how many times you've explained why there isn't food in the DERP? Neither do I, as I stopped counting! Your level of patience is legendary!) When right clicking on the DERP in the VAB, I get a menu with various options. However, the only two I can add are the Communotron 16 and the Mk-2-R Radial-Mount Parachute. What is the purpose of this menu? Am I missing something here (well, clearly I am!)? Is the menu correct and I can add a DERP Lifeboat Module to my DERP Lifeboat Module? If I can, can I also add at DERP Lifeboat Module to the DERP Lifeboat Module inside my DERP Lifeboat Module? Does this mean it is bigger on the inside than the outside? If so, can I rename it to TARDIS? If you (or anyone) wouldn't mind answering the first two questions (and maybe the third), I'd appreciate it. Thanks! Screenshot here: http://1drv.ms/1BpjHlz
  4. Ippo - Thank you so much! Bug report made (I made an account on Github entirely because you were so nice!) and repped!
  5. Howdy! I second what Akinesis said, both in that I love this mod, and I have experienced the mass issue for the launch pad, exactly as Akinesis explains it. Since I mainly use this for payload planning, it's not that big a deal for me, but I *do* see the same behavior. One question: Do you have any intention of indexing this on CKAN? And Happy New Year!
  6. Hey all, I recently (mostly) switched from KSP-Mod Admin to CKAN, and me likey. I have a couple of questions / oddities that I am hoping someone will clear up for me. 1. What does "Incompatible" mean in the filters. I see, for example, TAC LS is listed there. Since TAC LS is used on the forum page as an example of a mod in CKAN, it makes me believe that it is not that it is incompatible with CKAN. I don't think it means that it is incompatible with my other mods, as it was listed as "Incompatible" when I was vanilla. Could it mean incompatible with the current version? I don't think so, as TAC LS has been updated for .90. So I am at a loss on this one. 2. Why are some items included and others not, when apparently CKAN includes parent / child / sibling items? For example, Universal Storage is present, as is US KAS, but US TAC isn't. 3. What does "Mark All Updated" do? 4. I just noticed when I came here to post that CKAN has an update. Is there an updater for CKAN within CKAN, and I just missed it? It seems strange to me that CKAN would tell me when my mods have been updated, but not when it itself has been. 5. When I first switched over to CKAN form KSP Mod Admin, I noticed it confused itself while installing my mods. First, I removed my mods from my Gamedata directory using KSP Mod Admin. Then I attempted to re-add them. My first run through, I missed a .pdf file, and CKAN errored out of the install, informing me as it did so that it was reverting to my previous gamedata, but it didn't. During its attempt to install, it installed Community Resource Pack and Firespitter core, neither of which I had selected but were installed as dependencies. Having installed them on its own, CKAN did not revert to the previous state when it errored out. Further, although I had never selected CRP or Firespitter core for install (they were added by CKAN automagically) CKAN ticked the checkboxes when it errorred out. When I fixed the issue of the .pdf and tried to install my mods again, CKAN saw that CRP and Firespitter were already installed (by it) and errored out again. It took me a while (okay, I was tired) to figure out what was going on. Let me say that I really like CKAN. I would like to use one mod manager, and having tried both CKAN and KSP Mod Admin, I prefer CKAN. Unfortunately, it looks like a few things (TAC LS, US TAC, and NRAP) aren't available with CKAN (the last two aren't even listed in the repository). Is there any intent to add the ability to manually install and maintain a mod that isn't "supported", or am I *doomed* to having to use both CKAN and KSP Mod Admin? (Please note the melodrama in the use of the word *doomed*. Also, please say it in a really deep voice when reading aloud.) Thanks! Scott - - - Updated - - - It shows up in mine... B9 Aerospace Pack by author bac9 and B9 Style Shuttle Wings by gilbr0ther.
  7. EDIT: I already sent RoverDude a pull request for the optional "shutdown if everything full even if the output resources would all allow overflow" feature. I will also send TaranisElsu a PM suggesting that he includes it into the TAC converter as well. So hopefully the next releases of USI and TAC-LS will make the workaround of having at least one non-overflow output resource unnecessary. Hey all, Been playing around with KSP for a while right now and truly love it. I'm in the process of playing a career and it's still early in my game. I'm trying to set up a satellite communications network (I use Remote Tech, among other mods), and I don't have access to a battery bigger than 400 units, nor anything to feed my hungry dish antennae other than solar panels and (wait for it!) fuel cells. I built a workable prototype sat, but in testing I noticed that even though my batteries are fully charged and my solar panels are deployed on the sunniest of days at the KSC, my fuel cell keeps producing electricity (and eating resources) whether or not there is any drain and whether or not there are any other power sources. What I would like is to have a system in which the fuel cell is only active when the solar panels are not, either by detecting activity at a given flow rate or detecting that battery levels are below a certain percentage. I suspect that neither of these are possible, but I'd like to be told I'm completely wrong in my suspicions. Or if anyone has any suggestions, please let me know. (BTW - The quote above is what gave me the idea to ask about this, so credit / blame marce for making me register here!) Pauk Kingtiger and anyone else who has helped to develop this mod: thank you. KSP and the various mods that make it so delicious has taken the place that no game since Civ 4 has held in my heart. And mind. And fevered dreams.
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