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rakol

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Everything posted by rakol

  1. I tried getting this to work a while ago. The only workaround I came up with is to drop the "Needs" CATEGORY { name = Coatl Aerospace icon = coatl colour = #FFF0F0F0 all = true FILTER { CHECK { type = folder value = Coatl Aerospace } } SUBCATEGORIES { list = 0,Pods list = 1,Fuel Tanks list = 2,Engines list = 3,Command and Control list = 4,Structural list = 5,Coupling list = 6,Payload list = 7,Aerodynamics list = 8,Ground list = 9,Thermal list = 10,Electrical list = 11,Communications list = 12,Science list = 13,Utility list = 14,Undefined } }
  2. A continuation of my problem regarding USI supplies/mulch showing up on Lander, CM's, SM's and station parts: Lander parts seemed to be affected by a name change. I just had to put in the correct part name in the patch to get it to show up (but still doesn't show up in part menu)... Everything else I am at a loss for as it is way over my head. Your patches for Lander vs CM/SM vs Station parts handle things differently. Lander parts and station part patches use volume container, one works one doesn't. The Command modules and service modules use just "Resource". I don't want to mess around with it for fear of breaking stuff, so currently I am just adding the supplies via their respective parts in USI for CM's etc.
  3. LC2 pod: No Supplies listed in part menu, but supplies when selected. LC3 and LC5 no supplies in part menu or when selected. All the Command Modules. Supplies listed in part menu but no supplies when selected. Service Modules (Orion and Apollo) Supplies listed in part menu but no supplies when selected. Shuttles no supplies listed or loaded. Station parts: no supplies listed or loaded. So basically everything is impacted either partially or fully.
  4. Hey. Using KSP 1.4.5 and latest released SSTU ( 0.8.43.155? ) Currently noticed a odditity with regards to USI-LS and the command/lander pods and the Service modules. In the VAB the Command modules all state (in part Menu info RMB) that they have supplies/mulch but when the part is used no USI-LS resources show. Same with Service modules. With the lander core parts, I get supplies shown for the LC2 after part is selected but not shown in the part menu info. LC3 shows no USI-LS info in part menu or after its been selected for use. I understand you're getting SSTU ready for 1.5 so there may not be a fix in a release for my version of ksp, but if someone could help me out I would much appreciate it. Should be able to do upload a log tomorrow if its needed (sorry I can't do it now).
  5. Hey first and foremost, great mods. I stumbled upon them and made a switch from KER as I loved the style as well as being a fan of your other mods. Secondly, having searched the topic and read the first post, am I correct in saying that TWR in basicDV is the maximum value? If so would there be a possibility in having a secondary based on thrust? It is the only thing I miss from KER. So for example TWR: CurrentThrustSettings TWR (Max TWR currently possible). Don't know if I explained that right (if it makes sense) or I am just missing something out.
  6. Quick question as I seem to be having a "idiot brain day" If I wish to install the KSPRC textures do I also install the AVP Textures linked in the git? or are the AVP ones then redundant?
  7. Heya. Running into a bit of a problem and tried to troubleshoot my way out of it but to no avail. First and foremost here is relevant logs etc KSP Log Output Log Fresh install via steam of 1.4.5, no other mods other than Orbital Decay and dependencies (MM, Solar Cycle). https://imgur.com/a/OzHSoHZ Let me know if anything else could be of use. Basically the problem is no orbital decay. I checked the settings file and made sure the orbital drift is "False". I am not sure if this is a big prior to 1.4.5, as I haven't played KSP in over a year and just came back this week. I've let warp run at full speed for about 10 mins in one of my tests but got no changes. As you can see in the Screenshot, it hows 1000 years till decay, no matter what I do, how I adjust orbits or distances from the body, it never changes. If anyone has suggestions or a fix it would be most welcome as I loved this mod back when I played before and feel like my game is missing something without it.
  8. Ah Sorry for not updating the RT configs on my end, totally forgot about them when the stock commnet came out.
  9. Had a look with the latest updates. Nothing with KER, RCS and using multiple tanks as test parts. @toric5 did you "clone/download" the github or download from the releases section? Oh... is it me or does 1 of the arms of the new High-Res Radar System move at a different speed? Wondering if its a bug, intentional or I need to go to the eye doctor
  10. Sorry. Tired english there. Was just the fuel switch on your tanks. Don't need engine switching at all as NF engines are fine to use and the like.
  11. Had a nose around your latest changes and all look great Wanted to ask if there is a chance of a fuel switch options? currently looking at switching mono thrusters over to Ion but feel its a waste of parts if I do. Obviously your mod and your choice but wanted to ask
  12. Awesome stuff. Thank you for looking into and sorting it.
  13. Yup just log spam, its fine but once it starts "leaking" it was causing a bit of a spike in ram usage and GC so was hoping it could be a simple issue. NRAP is the unofficial one and I guessed it wouldn't be supported but was worth throwing it out there. I did note the nullrefs but that only happens when exiting the VAB so thought it wasn't really linked to the log spam in the VAB.
  14. Hey having a bit of a problem between Dangit mod and another (or 2). Currently using Kerbal Construction Time and Dangit but while in VAB I get a message in debug saying "Adding Leak: [None]". I am guessing that leaks are more to do with Dangit over KCT (hence my post here first) but if I remove either the issue goes away. It would also seem its to do with KCT's "build time" option because if I just switch that off in the mod settings IG the issue also goes away. This is where the 3rd mod comes in. The line only creeps in at every time I add a part of make a save and generally stays to 1-2 lines at a time but if I use the part from the NRAP mod to test a rocket design for a set payload it ticks in every second until I remove the part. Here is my output log , ksp log and picture of my gamedata folder hope that helps in at least pointing me in the right direction and a quick thanks for carrying on this mod... I love it and hate it.
  15. @Diazo Came across a problem with AGX throwing errors at me and not showing any action groups I had assigned. After a bit of searching led me to this Is this still a problem with SSTU/AGX/Procedural Fairings? Logs just incase KSP Log and Output Log Edit: With a little bit of searching I found its isolated down to the SSTU Fairing Base when using Procedural Fairings. The PF base works fine. Pinging @Shadowmage instead of cross posting
  16. I like, the others, tend to mix and match a little more with your parts that align with my own playthrough (this one is less science per probe and requiring most launches). Regarding new parts: Surveyor was something I was looking for as I really wanted a frame for a ground probe. But I add my own science to it depending on the mission. On Venera I haven't had much need to use it yet but got some plans that I have already tinkered with in the VAB. I think I used the main parts then filled it out more with some of your other stuff. All in all I like the flexibility I get but do not mind that some parts have a set purpose (like the surveyor main body).
  17. Module manager was updated to .24 and works with 1.1.2. Download the latest from the page. See if that fixes your problem
  18. @Synthesis may also be batteries. I just forgot to add some in one my tests. @RoverDude Found the problem with my duplicate science Def's. Came from surface experiment pack so maybe @CobaltWolf can take a looksie. USI mods installed nothing else (other than squad folder) science modules work just fine from sounding rockets. Add in DMagic orbital.. works fine, Add in SEP mods and DmagicAnimate. Debug warning from dmagic about duplicates. Add Sounding rocket experiment to confirm and same warnings as in previous post. So cleared out SEP but not DmagicAnimate and problem has gone again.
  19. This sounds like what I am getting. Check the debug to see if your getting warning lines for "No Experiment Definition found". Will be poking my mod load today to see if I can come up with something.
  20. Figured at much but tiredness and noobness dictates that I explore my own idiocy But ty for confirming but now puts me back to square one hehe
  21. Nope no worky still. I didn't think to get a full log by going into flight scene, so here is a second output log which might have info. Debug bar was spamming nullrefs soon as it loaded up. New Output Log If you don't see anything I will start removing mods tomorrow to figure out some conflicts.
  22. There you go. Sorry its not sorted too well edit:Did a search on this topic saw it was a issue back in 2015 for one guy with duplicate science defs, so am currently hunting to see if I got anything there from other mods. Further Edit, I checked all sciencedef files and found nothing, But then went on a little trip with google.. some people had problems with crowd sourced science mod (which I haven't got), but it did get me thinking about contracts and stuff.. Contract Configurator has a USI file which has the following: Not sure if that has a impact with them being "ignored" ... only thing I could think of though.
  23. Having a bit of a weird issue that I haven't seen mentioned since 1.1 update. The science modules are not working for me. I can see that they have science when I expand the part info in VAB, can attached and fly.. just not use. Getting a Warning of no science defs... info below. Spoiler Image of the Debug bar in VAB. and output log here Fresh install of KSP as I finally got time for 1.1, so a batch of mods installed along with nearly all the USI stuff so could be a conflict somewhere I am just not knowledgeable enough to figure out what.
  24. your LC5 also 404'd. Looking at rest now though.
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