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Vaga

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Everything posted by Vaga

  1. Hate to say it. But I still have the same issue when I select a play mode. (Have been through all modes trying to get it to change.) If I look in the folders. Common and classic stock both have CFG files in them no matter what I select all other folders have txt files. I looked in Pathfinder, Buffalo, MOLE DSEV, Heisenberg, and Wildblue tools in the templates folder. Not one file is getting changed with any mode selected.
  2. I use DIRT and just rename the files to the original default names. Works fine for me.
  3. The zip file for this on spacedock has the Russian parts not probe parts.
  4. @JadeOfMaar @Angel-125 I tried the changes and think I got everything correct but it still the same. No files are being changed. I know it was working back when I was in 1.4.4 however that has been a few versions ago for your tools.
  5. Not sure I got all the files correctly changed but so far its still the same and none of the files are getting changed. I saw a couple errors where under buffalo it don't have the same folder structure that it has under 000WildBlue Tools. I'll have to work on it a little more later tonight and see if I can get all the paths correct. (Errors from my changes)
  6. Not yet. I am running KSP 1.4.5 and have a huge list of mods installed. I am just now getting to the point I noticed the files are not being changed from txt files to CFG files. Under the pathfinder and 000WildBlue Folder they do match inside the templates folder ClassicStock and Common both have the files showing as CFG files Even though it says I selected CRP. The CRP folder and Pristine Folder both are txt files. Should the files change to CFG before I restart KSP or After I restart KSP? I have tried to look and never seen any change before or after. Going to try pulling up the KSP menu see if anything shows in the log next boot.
  7. Did this ever get resolved? I find the exact same thing going on in my game. I have it set to CRP but its ignoring the setting.
  8. You have to do those 4 times or get a mod that lets you collect all the science from 1 experiment.
  9. CSA Core and CSA NBS Both seem to have the same KHI-P714_PA.CFG file. This was causing a duplicate chute in my tech tree I could not purchase. I removed the CFG file from the NBS part pack since it was also part of the core pack and my tech tree seems fixed now.
  10. Are you using the Animated Attachment mod? I seem am seeing stuff get attached and it seems to distort the height and width using drag cube values or something. If I disable the animated attachment then attach a part it does seem to work correctly most of the time. (Not fully tested)
  11. Did you check the settings menu and make sure completed science is disabled from showing?
  12. Trying it in my game also. Now if only you made a new workshop-Internal.
  13. Looks like I might have been wrong. I was looking through another mod " M.O.L.E. " by Angle125 and found this and it seems like it might be the one making the contract. EXPERIMENT_DEFINITION { id = WBIEmptyExperiment title = Slot available for an experiment
  14. If I know the proper class to tell it to ignore for name = NehemiahInc Then it should be a simple fix. Contracts configurator is where I am excluding it.
  15. Speaking of other mods and conflicts the Field Research contracts is adding contracts for the empty "ExperimentStorage" slot. I tried to make a cfg file to have it ignore those contracts but I don't know much about doing it. Here is my code but I don't know the name to put into the first part. Its only the Kemini experiment doing it. CC_EXPERIMENT_DEFINITIONS { name = NehemiahInc EXPERIMENT { name = ExperimentStorage ignored = true } }
  16. I removed that mod also after reading your post suspecting the same thing. If you need me to install it and test let me know.
  17. Here is another mod that can help make an early rover to get KSC Science. https://forum.kerbalspaceprogram.com/index.php?/topic/171377-14x-grounded-modular-vehicles-r20-mobile-stairs-ksc-service-vehicles-more-car-parts-mar-18-2018/
  18. I don't think these errors are anything to do with your mod. KAS, Pathfinder and other mods have had the same problem and it all has to do the Physics loading and the parts being pushed under ground or making them bounce off into space. This seems to be a limitation of Unity engine or KSP and not your great mod. I know Pathfinder is adding a way to build base platforms. This might be what is needed to solve the issues with physics load and stuff sinking into the ground or bouncing. Another idea might be to Do something like the old BoxSat mod. Make a container that you can insert the experiments into like a server that can have lander legs and attachment points instead of using KAS and all the wire connections. This will give it a smaller profile and be less prone to the physics load problems. This would be allot more work for you with all the new models though.
  19. For some reason these contracts seem to have returned in my game KSP 1.4.4 .2215 Is there some new way to exclude the contracts or is it because of 1.4.4 breaking something? Also I am getting contracts that can not be done from this part. @PART[mk1pod] { MODULE { name = Kemini_Module abbreviation = Kemini Science Experiment minimumCrew = 1 NE_LabEquipmentSlot { type = KEMINI } } MODULE { name = ExperimentStorage identifier = Kemini 1 chanceTexture = false type = KEMINI } MODULE { name = ExperimentStorage identifier = Kemini 2 chanceTexture = false type = KEMINI } }
  20. I just renamed the textures and use them with the DiRT mod. https://forum.kerbalspaceprogram.com/index.php?/topic/172055-143-drop-in-replacement-textures-v1430/
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