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Crossman

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Everything posted by Crossman

  1. Kopernicus introduced a Module KopernicusSolarPanelFixer temporarily for multi star solar panels but has since gone back to KopernicusSolarPanel, however the new version of BackgroundResources now only checks for KopernicusSolarPanelFixer but not KopernicusSolarPanel so the "FIX" is essentially what broke it again. As a workaround just use the version of REPoSoftTech/BackgroundResources bundled with TacLS v0.16.0 and solar pannels will work again.
  2. The CLS-config is and was a hot mess. There is a line with @PART[] causing a warning and beeing treated as @PART[*] adding CLS to all Parts in the game. Also the renaming of Parts broke a lot of configs. Since I play with CLS and LLL at the moment, I am trying to fix the and sort CLS-Configs (There are Parts in the LLLExtra CLS-Config that are added by LLL and vice versa, also sorting by category to make maintainance easier) and could submit them as a Pull-Request once im done. (Note: I don't have any real modding experience but i have done a fair bit of tinkering with configs, mostly tweaks and fixes for personal use including CLS) I will probably also make a more restrictive version more in line with the CLS-configs for the stock parts since in the original config almost all parts are completly passable even if this doesn't make sence i.E. parts with interiors that allow passable surface attachments Im only seeing configs for IFS or am I missing something? Anyway great to see this mod live on
  3. Thanks for the quick response. It works perfectly now
  4. The Solar-Panel are somewhat broken they immeditely deploy after placing. I messed around with the config a bit but could not figure out what was broken or replicate the behavior by modifying the config of the stock solar panels Maybe the play on awake was still checked inside the unity-editor?
  5. Hi i hit a weird issue and narrowed it down to this mod. With it installed the decoupler on the KV[X]-Pods (Making History russian pods) will no longer work. I tested this on a clean copy of 1.10.1 with only RMM [+ Dependencies] Log here Test Craft File I also verified that the issue did in fact already exist on my heavily modded copy of 1.9.1 Log here and that in all three cases (Including my main modded copy of 1.10.1) the issue went away after uninstalling RMM
  6. They work fine for me too even with ~190 Mods installed. 000_AT_Utils 000_ClickThroughBlocker 000_Toolbar 000_USITools 001_ToolbarControl 0Harmony.1.2.0.1.dll 666_ModuleManagerWatchDog.dll 999_KSP-Recall Ablative-Airbrake AECS_Motion_Suppressor AirlockPlus AirplanePlus AnimatedDecouplers AntennaHelper AntennaSleep AquilaEnterprises ASET AtmosphereAutopilot AviationLights B9PartSwitch BahaSP barge Benjee10_sharedAssets Benjee10_X-37B BetterBurnTime BetterCrewAssignment BonVoyage Bumblebee CanadarmContinued Chatterer ComfortableLanding CommNetAntennasConsumptor CommNetAntennasExtension CommNetAntennasInfo CommNetConstellation CommunityCategoryKit CommunityResourcePack CommunityTraitIcons ConformalDecals ConnectedLivingSpace ContractConfigurator ContractPacks Cormorant Aeronology CrowdSourcedScience CryoEngines CryoTanks CTN CustomPreLaunchChecks DatedQuickSaves Delivery DeployableEngines Diazo DistantObject DMagicScienceAnimate DMagicUtilities DockSafe DodoLabs DynamicBatteryStorage EasyBoard EasyVesselSwitch EnbyKerbs EnvironmentalVisualEnhancements EvaFollower Extras-Consumptor FairingFix FASA Firespitter FlagRotate FMRS Grounded HafCo HeatControl HGR HullCameraVDS IDFlags Interkosmos JanitorsCloset KAS KeR-7 KerbalAtomics KerbalizedDecals KerbalizedFlagpack KerbalJointReinforcement KerbalKonstructs KerbalKonstructs-WaterLaunchSites KerbalReusabilityExpansion KerbalTubes KerbetrotterLtd KerbinSideRemastered Kerbonov KermangeddonIndustries KGEx KipEng KIS KronalVesselViewer KSCExtended KSCFloodlight KSCHarbor KSP-AVC KspCraftOrganizer KSPDev KSPModFileLocalizer.dll KSPRescuePodFix KSPUpgradeScriptFix.dll KWRocketry LaunchNumbering LightsOut ManeuverNodeEvolved MarkIVSystem MissingHistory MK1CabinHatch MOARdV Modlist.txt ModRocketSys ModuleAnimateGenericEffects ModuleManager.4.1.4.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree ModuleManagerWatchDog MyStuff NavBallDockingAlignmentIndicatorCE NavyFish NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NEBULA notes Omega's_Spacex_Style_Landingpads OpenCockpit OSSNTR PartWizard PersistentRotation PhoenixIndustries PlanetaryBaseInc PlanetaryDomes PlanetShine PlanetWiki_v4.1.ksp PortraitStats QuizTechAeroContinued RaginCaucasian RCSBuildAid RealChute RealPlume RealPlume-Stock ReentryParticleEffectRenewed RemoteTechRedev REPOSoftTech ResonantOrbitCalculator ReStock ReStockPlus RetractableLiftingSurface RoutineMissionManager SafeChute SCANsat scatterer SDHI Shabby SHED ShipEffectsContinued ShipManifest SimpleAdjustableFairings SimpleAdjustableFairings-KWRocketry SmartParts SmokeScreen SoundtrackEditorForked spacetux SpaceTuxLibrary Squad SquadExpansion StationPartsExpansionRedux StockVisualEnhancements SurfaceLights TarsierSpaceTech TextureReplacer ThrottleControlledAvionics ThrottleLimitExtended ThunderAerospace TM4KSP toolbar-settings.dat TrackingStationEvolved Trajectories TriggerTech TrimIndicators TundraExploration TundraSpaceCenter TundraTechnologies TurboNisuReloaded UmbraSpaceIndustries WaypointManager WildBlueIndustries WindTunnel WorldStabilizer Wwwwwwwww [x] Science! XyphosAerospace
  7. @maja Would it be easily possible to extend this so you could use this for Kerbals on EVA? I found myself in a Situation where Bob needed to hike ~5km on the Surface of Mun because he ran out of EVA-Propellant and while Wwwwwwwww does help it is hardly ideal as the Kerbal has to be selected the whole time, so an approach like this seem much more convenient
  8. @blackheart612 I noticed this too. There are 2 strange things in the config file: The Black Variant uses groundedpacktex while the other two variants use groundedpacktex2 The MaterialName for the Yellow Variant has a 4 in it: materialName = groundedpack4ao By Changing the Black Variant to VARIANT { name = DeluxeBlack displayName = Deluxe Black themeName = DeluxeBlack primaryColor = #242524 secondaryColor = #242524 TEXTURE { materialName = groundedpack4ao mainTextureURL = Grounded/Parts/Shared/groundedpacktex2black _BumpMap = Grounded/Parts/Shared/groundedpacknrm2 } } I got the Black Variant to work as well. But this Solution does not seem very clean to me
  9. The issue seems to be a simple missing "!" in the Extra_ResourceDefaults.cfg here before B9PartSwitch // Gojira II BFS-3800 Tanker Pod @PART[TE_18_BFS_TANKER]:NEEDS[B9PartSwitch,!Pathfinder] { RESOURCE { name = LiquidFuel amount = 6142.5 maxAmount = 6142.5 } RESOURCE { name = Oxidizer amount = 7507.5 maxAmount = 7507.5 } } This causes these Resources to be added even when B9PartSwitch is present and if you have CryoTanks etc installed it tries to add another PartSwitch for those causing the conflict.
  10. The Path to the Stock texture is wrong: it says Squad/Parts/FuelTank/X200-16/model but should be Squad/Parts/FuelTank/fuelTankX200-16/model this fixes the issue
  11. It could be that the rocket is attached to the topFDown node wich is not decoupled. You could test it by adding a preferably stock fueltank on top (not inside!) of the adapter and see if it decouples then thats it. You could then either somehow attach the rocket to the top node (Both are indeed in the same place but with diferent orientation) or edit the .cfg so that topFDown is decoupled as well by adding the line "explosiveNodeID = topFDown" (no Quotes!) below "explosiveNodeID = top". I did it myself and it seems to work fine but don't blame me if something breaks by doing so.
  12. I don't know if it helps but the new Update of AnimatedDecouplers has support for fairings and stock aero. The new SDHI Service Module System uses it. -
  13. The Solution to the partial black screen in fullscreen is super simple. Just minimize the game with [Win] + M then maximize again by clicking the icon. It worked for me at least. Seems to be an issue with the current unity version.
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