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Rodger

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    Bottle Rocketeer
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    Canberra, Australia

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  1. Ah yeah as I said on GH it’s a community maintained patch, if you get it to a state that works well I can merge it in. Those packet fields look like they’re based on the stock antenna modules, the values of them should probably be set to the same as is on the stock part - interval .6 size 2, cost 1.5
  2. Best bet will be to report the error to KGEX, with the KSP.log file.
  3. It should be compatible as there are patches that require B9PS, it'll just be an error on More Hitchhikers side. Going to guess it mentions some missing resource definition for a tank type? And do you have SimpleConstruction installed?
  4. It's hard to help diagnose anything without a log. Upload your KSP.log file (found in the same folder as KSP, zipped if it's big) to google drive or something, and I can have a look. If you aren't using at least 1.11, the minimum supported version, it may be the cause. Also make sure you have ModuleManager installed.
  5. 1.11 up to current versions should be fine. None of that is happening for me, maybe try a clean download and install of the mod? It should run without any dependencies. Your KSP.log would be needed to diagnose anything if it persists.
  6. If you right-click save-link-as this: https://raw.githubusercontent.com/CobaltWolf/Bluedog-Design-Bureau/master/Gamedata/Bluedog_DB/Compatibility/TAC-LS/Command.cfg and replace the one in your GameData/Bluedog_DB/Compatibility/TAC-LS/ it should fix it
  7. Does that module only do stuff if activated? Ie, won't do anything unexpected if a craft happens to have it, without activating it? If so, and you're happy with it being used, I can probably include it in the default patches or optional extras. Edit: I've had a play, and have yet to get it to work well lol. Any examples of how to use it so it works correctly?
  8. If you can post your KSP.log (from the main KSP folder, post the whole thing to google drive or something, zip it to make it much smaller), I'll take a look. It's probably another mod changing the "ModuleResourceConverter" on the part though, causing the B9PS module to not find it and throw the error.
  9. Replace the config file in Bella_TU/AgenaUnlimited with this file, should fix it: https://drive.google.com/file/d/1--AR6JqLVU1xZATKRuTJrO12Ww08WjTR/view?usp=sharing
  10. Hi, thanks for the report! It's an issue with MiniSampleReturnCapsule, at least in older versions of it. Make sure you have the latest version of that mod and see if it persists.
  11. Looks like there's a small bug where the patch "AngleCanMods/SIMPLEXTechTree/SIMPLEXTechTree-KerbalismConfig/@PART[FuelCell]:NEEDS[ProfileDefault]:FOR[KerbalismDefault]" is using FOR instead of NEEDS, causing other mods to trigger kerbalism patches. Just need to change it to NEEDS[ProfileDefault,KerbalismDefault], if that's the intended behavior at least
  12. Hmm well if you and @Falcon Aerospace can zip your ksp.log (from main install directory) and modulemanager.configcache (from gamedata) and post them here https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/1378 (you can just drag the zip file into a github post), might be able to find some clues
  13. Running the current version in 1.12.5 is not a problem. Those kind of B9PS errors will be more to do with the part mods those parts are from, or some incompatibility between those part mods and some other mod trying to edit them. Not B9PS itself. So I'd probably try posting those errors in the relevant mod's thread, or their github issues page if they have one. The main log people will ask for for support will be the KSP.log in the main install folder, the same folder as the KSP exe. Zip it and upload it to a file sharing service like google drive to share it (it's way to big to just post it on the forum).
  14. Not really, all I can suggest is what I already posted above. I can't reproduce it at all, and the only clue is it's happened to someone else who also had very low fps. That person @Blufor878 also posted about how apparently they had some luck with assigning those engines to an action group for manual activation, so I'd say it's worth a try.
  15. If “SWE” in your gamedata is Solid Waterfall Effects, that’s likely the cause of the ullage motor plumes being bugged. As for the J2 issue, all I can say is the low fps is the only thing that seems likely to have broken the deployment and activation. The dev for the deployable engines mod has retired from ksp1 as well, so your best bet is fist trying the action group workaround posted above, or maybe removing graphical mods like scatterer and EVE/upgrading your PC to get a more stable frame rate.
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