Jump to content

Yorick1234

Members
  • Posts

    6
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Curious George

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thank you for your answer, that did help me in my understanding of the experiments.
  2. Thank you for your answer. I am also using RemoteTech, but I will go into the other errors, as you mentioned. I am a big fan of KerbalGPS, and have used the mod in previous builds quite a lot, each of my vessels carrying a working receiver and would really like my GNSS network to work this time again.
  3. I'm sorry to bother, but I'm having issues with the Kemini experiment parts, as I'm not able to load any of those experiments into any part in VAB or SPH build-modes. I cannot mountain or input Kemini experiment parts into any Command Pod that I tried, Squad's Mk1-2 Command Pod included. I have this mod correctly installed, the KEES and the MPL experiments work fine for me and I'm thankful to the creators and maintainers of this wonderful mod. I also have KIS, KAS and Modular Fuel Tanks installed among others, as they might play along in my issue, but there isn't any option available to a command pod in VAB to load any experiment nor any of the other trunks aside KIS-capable modules. Using KIS, the first Kemini part I tried is 1680 Liters to put in a third parties trunk, which is, considering it's mass of only 5 kilograms, quite ridiculous. Aside towing around massive 1.5 ton 18KL KIS-containers allowing for 9 Kemini experiments, which I haven't even tested into properly loading and experimenting, is there any other way into Kemini? Edit: I fixed this by adding a module manager patch to each of the Kemini parts to overwrite their volume to something like 120 liters, and adding the Kemini lab module to one of the parts of my build (I altered the K2 command pod module manager patch to work for the KSP Interstellar Science Laboratory - which is fine for me as a place to experiment with Kemini). It now works for me and is at acceptable towing volume.
  4. Hi, I'm using KerbalGPS with the package from xaMP in KSP 1.3.0 but however I haven't seen the dialog screen so far ingame (I do have the parts and full 'functional' GPS constellations with transmitters) and just now am also getting erros during startup of the game. It reads as: Would there be any fix to both the dialog screen missing problem and the error log message? Thanks for any help in advance!
  5. Is there a premade Connected Living Space patch for Tantares? Because I'm now in the process of adding the parts myself that I see missing CLS metadata like docking ports, docking parachutes and unmanned station modules, but that takes a lot of time and game restarts.
  6. After being completely fed up after two years of manually installing tons of mods, I believe this tool came out of heaven (despite being atheïst) and helps me from taking ages previously to only mere minutes nowadays when it comes to installing and keep track of long lists of mods, their updates, etc.! Tripled the pleasure playing modded KSP. Thank you so much for CKAN! Now that I'm using CKAN for over a month and have had some thorough uses with it, we do sometimes have our disputes, all spireling on this one simple thing: the "Changeset" tab disappears. While I want it there... Like always. Maybe this is a bug, maybe this was on purpose (as a programmed functionlock or something), but why would I lose the insight CKAN spits out in that screen over what it just installed the moment it's finished? Also, while I make unspecific alterations in the "Manage mods" tab, the "Changeset" disappears as well, meaning CKAN (or I myself, or maybe us both, I'm in doubt...) entirely lost track of my choices, then I need to restart CKAN, and begin all over. Maybe you could make the "Changeset" tab be visible all the time whilst showing the last update info? If it helps, you could make the button "Apply" unclickable, until changes are made in tab "Manage mods". As for future update tips: When mods are installing/updating, CKAN provides info "Deleted". Could this be maybe more detailed as to name what mods it deleted (as happens in the latter part)? Also, it would help logging any changes made by CKAN - deletions / updates / installments of mods and maybe even their folders. If the info provided in the "Changeset" tab about install info, somehow tethered to a date and time mark, could be put into a log file, txt or built-in, that would really help! Especially what it (or better say I) deleted in, say, last session... Like that tiny plug-in among other mod-changes I did earlier today that I have no specific recollection off but broke the game (and the fun) by not allowing me to go into the VAB anymore or any other screen worthwhile looking at. After going through all possible causes and suggestions and help and folders and CKAN-logs I couldn't find and other things I tried with an older but not old enough backup, I eventually deleted the entire game, along with any backup (how smart am I) and am now re-installing it all in view of again having to completely begin a viable space program from scratch (I had such advanced yet monstrous KerbalKages flying around). I found out it was BahamutoD animations plugin. Off course it was... (I didn't want the weapons anymore - the other BahamutoD - no clue nor brains this plugin was a dependencie of whatever other mod) But it does not really kill the fun. I love the game, I love the mods and I love CKAN for bringing those two nicely together. CKAN does the job, yes it KCAN! Keep it up!
×
×
  • Create New...