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NubNibble

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    Bottle Rocketeer
  1. Found the following in \GameData\KerbalismSimplex\System\SIMPLEXProfile-Harvesters.cfg -- lines 11-35 Disclosure, I am not a modder or programmer. However, it looks to me like the !MODULE is disabling all of the stock modules of the mini and radial drill unit, and then the newly introduced module "Harvester" brings back planetary mining functionality. However, this module does not bring back asteroid or comet mining. Additionally, this is the only new module added to the part in the config. The stock drill config in the squad folder of course has many modules, including asteroid and comet mining, which are separate from the planetary harvester. A similar thing occurs with the SIMPLEXResources modification in the same file, lines 37-140; and all subsequent configs from there onward within that file. My guess is that the drills need to have a specific module implemented for each harvest type; similar to how the stock config does it. As a temporary solution I simply removed the '!' from the asteroid and comet modules. This does bring back stock functionality, including the stock thermal management system; but given that the normal resource harvester was modified by simplex, I imagine that so too should the other modules. I know that kerbalism does not use the stock thermal system, so this Band-Aid solution of mine does not really work out for more than a few seconds as the drill temperature rises.
  2. I'm having what seems to be a unique issue that I have found no solutions for online. With SIMPLEX Kerbalism installed, I am having an issue where the stock drill module "moduleasteroiddrill" and "modulecometdrill" do not show up on both the small and large mining drill. The modules I am referring to in vanilla are on the part Squad\Parts\Resources\MiniDril\MiniDrill.cfg and Squad\Parts\Resources\RadialDrill\RadialDrill.cfg. Again, these are disabled with the simplex kerbalism config installed, but enabled in vanilla play. As a result, I cannot mine asteroids or comets, but can mine on planets because "moduleresourceharvester" remains intact. These modules of course exist on the parts in the squad folder, as they are not modified by simplex, yet they are not expressed in game. A normal vanilla installation shows these modules on both drills respectively, but with kerbalism+simplex, they do not show up. The only option for the drill is to extend/retract, and to enable the resource harvester. No option to enable the asteroid of comet drill. When attached to an asteroid, an extended drill gives the error "no surface contact", which causes me to believe this is not an intentional feature of simplex. I have spent hours going through the configs looking for a toggle, an explanation, or anything to justify this, but have found nothing. However, I do know that when I simply delete the simplex config from GameData, the module appears again both on the drill's tooltip and in scene. This has been verified to allow for off-world mining of asteroids and comets. I am hoping someone has run into this issue and sought a solution to it. It is rather disappointing because asteroid mining is an important part of the game with the way I play, yet it cannot be done.
  3. I'm having an issue with a decoupler in Kerbal Space Program 1.12.5.3190 (modded) where I'm unable to enable crossfeed for resources that are behind the decoupler. I'm able to transfer resources across a docking port to a craft on the other side of the decoupler, but not from one part of my craft to another through the decoupler itself. When I right-click on the decoupler, I can see the "Enable Crossfeed" button, but clicking on it doesn't do anything. There's no change in state, and the button doesn't switch to "Disable Crossfeed" either. I've checked that both parts on either side of the decoupler have fuel tanks that are not empty, and that the decoupler is properly attached. I've also tried restarting the game and reloading my save, but the issue persists. Has anyone else encountered this issue, or does anyone have any suggestions on how to fix it? Any help would be greatly appreciated!
  4. Seems that CKAN is installing 1.34.0.1. Manually upgrading to 1.34.0.2 does the trick, but now CKAN keeps trying to downgrade it to 1.34.0.1 every time I launch.
  5. Having the same 2d square issue. Does this log work? Running KSP 1.11.2.3077 through CKAN with VVCR 1.34.0.1
  6. I'm having a similar issue to the one above; having installed this mod and all dependencies through ckan. Playing with kerbalism, scansat, docking port indicator installed as well. Buttons inside of the IVA work well, but if I press the resources button or the graphs button on the raster monitor, everything freezes in the IVA. Freezes are isolated to a single pod; a vessel with two pods will see one completely frozen in IVA while the other IVA works fine (until that cursed button is pressed). Sometimes the switches continue to work, but the monitor is frozen. Where will I find the log file you are going to ask me for when you see this post? Thanks!
  7. Great work you've been doing keeping this up to date! By chance will you be porting this to 1.8.1 for those of us who are on it due with mods that haven't updated from the previous version? I would really appreciate it if it's possible to do.
  8. I was playing KSP for the first time in a year or two tonight, and I've run into a bit of annoyance dealing with the fact that there are duplicate parts with different skins. This would seem to be a minor issue, but when fulfilling part-based contracts, it doesn't specify which part version (v1 or v2) it wants me to use. This results in a 50/50 chance that I hauled the wrong part to the location, and the entire launch was for nothing. Is there any way to get rid of this, or to make the v1/v2 parts respond the same for contracts? Should I just go through the parts list and manually kill off all of the duplicates (non _v2 pairs)? I'm running a new save, so this would not corrupt any flights.
  9. Sorry! New to using the forums and I forgot about that. I took this from LocalLow/Squad/Output.txt- hoping this is what you meant. (I put it in a discord chat and took the link- the paste was too big for pastebin) https://cdn.discordapp.com/attachments/118785973420163073/478994069583036439/output_log.txt I installed the mod by copy pasting it into gamedata, since thats how I usually install mods and the description said to 'install mod'.
  10. Running into an issue on 1.4.5: Not a single mod is showing up, unsure if I did something wrong
  11. The icon for the mod doesnt show up for me on the right side toolbar, nor in the 000 toolbar. Positive I installed correctly though. Any ideas?
  12. This is my test ship. It has panels, KSP electric charge, a reactor, generator, air vent(just incase) and a radiator. Still nothing. Atilla is on with my thrust on of course right now
  13. For some reason, when I attempt to run either the atilla or other plasma thrusters, they simply dont function at all. (Not just having incredibly low thrust, as ive tried connecting it to a hundred nuclear reactors to make sure it had enough power to produce 1kn). It was connected to a liquid fuel tank, on a controlled ship with a ton of batteries and radiators as well. Am I missing a step?
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