LatiMacciato

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About LatiMacciato

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  1. LatiMacciato

    [1.3] - Modular Kolonization System (MKS)

    check out this one: Issue 1401
  2. LatiMacciato

    [1.4.0-1.4.2] Extraplanetary Launchpads v6.0.0

    If that is so then something is not always working. Sometimes I undock a vessel where the docking port *should* become the new root, then it enters the bin and doesn't seem to be root because parts remain after the recycling process. Otherwise if I undock, then save a quicksave, load it again then recycle it, everything works splendid!
  3. LatiMacciato

    [1.4.3] Kerbal Academy Contract Pack [v1.2.x]

    Totally ok to me, real life always priors! If there is something I can help I can try my best too.
  4. LatiMacciato

    [1.4.3] Ground Construction 2

    Please read your quote again, and yes I confirm it's working completely for 1.4.3
  5. LatiMacciato

    [1.3] - Modular Kolonization System (MKS)

    there we go, thanks!
  6. LatiMacciato

    [1.3] - Modular Kolonization System (MKS)

    Dang I quoted the false section sorry .. it's not "ScenarioDiscoverableObjects" it is this section: SCENARIO { name = ScenarioOrbitalLogistics scene = 5, 7, 8 } It did not add another "ScenarioOrbitalLogistics". Ill re-add this section (without transfers) to see if it clears up and the GUI working again. EDIT: can't use KML (using the "bad" Linux here) .. all right .. after *SOME* motivation re-adding the above described empty scenario module the GUI started working again!!! it seems either failed transfers causing issues OR vessel-IDs. EDIT (again ): @RoverDude Is there a chance to add a "remove empty resource entries" from the global warehouse listing? (either automaticly or manual, both works) .. empty resources seem to clutter up the GWH overview. I'M usually spending more time searching and find it very cool it's listed alphabeticly.
  7. LatiMacciato

    [1.3] - Modular Kolonization System (MKS)

    I just have this section: SCENARIO { name = ScenarioDiscoverableObjects scene = 7, 8, 5 } No active transfers etc. GUI is still borked as described in my previous posts and in my video.
  8. LatiMacciato

    [1.3] - Modular Kolonization System (MKS)

    I cleared the whole transfers since it said Status = Failed (can't be reversed and the transfer mats sort of don't matter much). What really bugs me is that even after I removed the whole section ScenarioOrbitalLogistics (from "SCENARIO" to "}") it did not load correctly and did not went away when it should after the scenario is not present. Just for protocol: it seems failed transfers break the GUI! I'll try adding an empty scenario again when I find some time to tinker, maybe I just should have removed the transfer only sub-section. is what I had left in my savefile. I removed this section, then it should re-add the whole section if I'm not wrong.
  9. LatiMacciato

    [1.3] - Modular Kolonization System (MKS)

    I did that, saved again and no active transfers were there. same GUI issue happens, but glad to see I'm not alone. I made a video to illustrate the issue. When I find my motivation to play and inspect I try that again. Thanks!
  10. HOLY CRAP! That's a real list of changes, I hope that doesn't break too much in my save BTW: love the Krushenator™ !!
  11. LatiMacciato

    [1.4.0-1.4.2] Extraplanetary Launchpads v6.0.0

    I managed to figure that. Try to enter the recycler with the root part of that vessel. example: You undock a vessel, try to move with that docking port what was docked to enter the bin. If that also fails, do a quicksave right in a a save spot before entering the bin then load this save and try to enter the bin with that docking port. This always worked for me.
  12. LatiMacciato

    [1.3] - Modular Kolonization System (MKS)

    @DoktorKrogg I deleted the transfer since it's a failed one and the only one i found. no change
  13. LatiMacciato

    [1.4.3] Kerbal Academy Contract Pack [v1.2.x]

    Well stupidity and courage are factors in MKS too, also EL. I'd love to see and use such upcoming feature, looking forward to it since it is legal cheating instead of editing the savefile !
  14. LatiMacciato

    [1.3] - Modular Kolonization System (MKS)

    Using latest versions (KSP 1.4.3 and latest release from GH manually installed) here, I could provide the whole log but it might not show more informations about the issue. If you want it anyways, I'll provide it tho! Playing with lots of mods can cause issues but also bring fun, I'm using a heavy modded game but It does appear to work in a new game of course. Then at some point the gui breaks maybe. Do you think it is wise to "destroy" all PLM modules to see how that behaves if there is no module part but might should show nothing without that issue I'm running in? Also I could send you my persistant savegame and the list of mods I have .. I just want to help a problem or issue I''m running into. Thanks. EDIT: installed mods I noticed MKS provides older versions than newer releases: installed AT_Utils v1.5.2, MKS provides v1.5.0 installed GroundConstruction v1.3.0, MKS provides v1.2.1 installed MM v3.0.7, MKS provides v3.0.4 also the PatchManager contains depreciated EL definitions in the latest stable Any of these possibly cause this issue, or as side effect .. just trying to figure if there are inconsistencies, but how many things I might miss in this list? ... I might just make made a small video (log is included, check the link!) to show off what's the issue, still trying to figure WTH is interfering with the GUI, or the OL functions. Any help is appreciated. This issue is none of my imaginary nightmares nor something I made up! I hope this goes along with KSP's license while just showing off how this issue behaves because my intention is just to help making a sense to this issue. Coming up blank is something I experience here too while tinkering with mod installs/uninstalls etc but at some point starting a game over and over again is very exhausting to me, because I might loose the will to play it. That's just my 2 cents. EDIT (again): does this possibly have to do with it? (found that in the logs)
  15. LatiMacciato

    [1.4.3] Kerbal Academy Contract Pack [v1.2.x]

    I haz a question! Is there any chance to add some features/contracts for improving stupidity/courage like making a Kerbal less stupid/more couragued? I think since an academy is also something where people (and Kerbals are virtual cute people, little green men!) can actually improve social skills for not just learn a profession, but also decrease stupidity and might just be couragued more in the profession. Thanks!