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Redleg1

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  1. I'm getting the following error when loading the game with SSS: Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Fatal exception while loading fields on module ModuleB9PartSwitch on part ---> System.Exception: Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch ---> System.Exception: Exception while loading fields on subtype PartSubtype H2O2 ---> System.Exception: Exception while loading field tankType on type B9PartSwitch.PartSubtype ---> System.Collections.Generic.KeyNotFoundException: No tank type named 'SSS_H2O2' exists I downloaded from the Master Branch on GitHub. Has anyone had the same error recently?
  2. I have similar thoughts when it comes to part placement. I really like what @CessnaSkyhawk is doing with this mod, and I can't wait to see how the science update turns out. However, as I think I mentioned in the past, if I could make one change it would be to group the nodes in terms of launch systems. I.E. a Saturn node. Basically it would be nice to be able to unlock a whole system, even if the node were more expensive. And as @bigyihsuan said, have the ETS parts and iterations of Apollo era stuff come in subsequent nodes.
  3. @Beccab Your builds are absolutely fantastic! I also really enjoy the narratives and information included in your posts. Looking forward to seeing more of your amazing work.
  4. I'm using KSRSS with Sigma Dimensions for the 2.5x scale along with the latest version of Scatterer, EVE, Kopernicus, Planetshine, DOE, and Parallax and I'm getting a flat pink texture on the moon when Parallax is installed. I have seen some past posts in this thread and in the Parallax thread with no real resolution to the issue. Has anyone experienced this lately and if so could you point out steps to resolve the issue. I suspect it has something to do with the textures bundled withe KSRSS but I'm not sure.
  5. I have the pink moon issue well. @HiggusPiggus were you able to resolve the issue?
  6. I'm not sure if it is the case here, but in other techtrees I have used like Kiwi Techtree and an edited version of the tree from Less Than Real Realism (LRTR), nothing seemed to be able to change the technode unlocks for Mechjeb. I even tried editing the technode unlock in the Mechjeb CFG and it still did not change where the mechjeb modules were in the tree.
  7. I wonder if serious Mun/Minmus (Apollo) might be a little too far into the tree at 400 points? One thing I was wondering or would like to see though is for the BDB parts to be arranged in the tree so that you get all the parts you need to build the LM for example in one node. For example, in the stock, and in other trees (CTT, KTT) you end up having to unlock way more nodes than seems necessary just to get one little part to make a complete Apollo mission or a complete Gemini mission.
  8. @Coyote21Thanks for the ideas. I tried the :FINAL hack earlier as well, guess I should have mentioned that. It did not work however. I tried removing the "Mechjeb and Engineer for All" mod as well and that did not seem to have an effect either. Also tried it on a new save just to be sure, no effect. I am not sure what the problem is because I have done my own edits to part placement for other mods and they seem to work fine. Would be curious to know if anyone else that is currently playing with KTT has the same problem.
  9. I thought that the above patch that is now integrated into KTT fixed the problem with the control modes being overridden by MJ2 and not using the tech nodes in the KTT patch. But for me it seems that the MJ2 main config still overrides KTT. For example I still end up with the Ascent Guidance module in the Unmanned Tech node instead of the Flight Control node. Does anyone have a solution to this? I tried removing the Mechjeb and Engineer for all mod but that doesn't change anything either.
  10. I really appreciate that you are building this tech tree! Been waiting on a BDB focused tree for a long time and have even tried working on my own one. I'm curious if you plan to have life support mods as part of the tree at some point or, do you have any recommendations for a life support mod that best compliments BDB?
  11. Hey Pehvbot, I saw your post in the KSRSS thread and I would definitely be interested in a version designed for that especially if it would work at 2.5 scale. On that note, if it were possible for it to work with JNSQ that would be even more awesome!
  12. @NicolaSix Thanks! I noticed the node in the config that you are referring to the other day. However I am going to copy your config so that I don't have to use the open cockpit mod.
  13. I am curious if anyone else is using the Grounded mod and has noticed that there is no "Ground Vehicle" node in the tech tree? There is a folder for Grounded in the configurations folder and the Grounded_ktt.cfg file points to a "Ground Vehicle" node for most of the parts. Additionally there is an icon for the node in the icons folder, but I do not see that node showing up in game. Any thoughts? Great mod overall by the way, amazing work!
  14. Dang I can't believe i just found this thread! I have been working on a personnel version of the RP1 tech tree and was literally considering starting something along these lines. I was planning to make clusters of tech based on certain launchers or space vehicles, mostly from BDB but also the X-20 Moroz mod, the new X-33 mod from Angel125 and a few others. Please let me know you are still interested in working on this and if I can be of assistance. I literally have nothing else to do for the next 10 days so it would be a great way to fill my time.
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