Stratickus

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About Stratickus

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  1. This is likely due to the part name being slighty off. In the actual part config it is sspx-expandable-centrifuge-375-1 not 'extensible' There are a few other very minor errors like this. I have found a few others, but want to wait before submitting a PR. Cheers,
  2. I really like the idea of this patch. I did notice that this skill is not reflected in KER or the part action window. Is this skill referenced anywhere that is visible to the player? Is there a fundamental difference between fuel usage and Isp? I ask because Stragegia uses a similar mechanic that I think does the same thing that this patch trying to do, though the effects are visible in KER. It also manipulates Isp instead of fuel usage. Since there is no way to see the effects (that I have found) of this patch, do you know if it either stacks or interferes with the Strategia mechanic? Cheers,
  3. Doh! You are absolutely correct. I now remember having to do this when I originally came up with this patch long ago. Turns out I had correctly applied the patch, but completely forgot about how these settings work. Thanks guys. Cheers,
  4. I am having a similar issue, but I am trying to edit a node that does not have a discernible name or id. This worked before the update: @LIFE_SUPPORT_SETTINGS[*]:AFTER[USILifeSupport] { ... } I have tried: @LIFE_SUPPORT_SETTINGS:AFTER[USILifeSupport]{} // @LIFE_SUPPORT_SETTINGS,0:AFTER[USILifeSupport]{} // @LIFE_SUPPORT_SETTINGS,*:AFTER[USILifeSupport]{} But none appear to work. I'm afraid I have not been able to figure out the proper syntnax to target an unnamed node on my own using the GitHub wiki. The first key in the parent node is SupplyTime = 324000. Would this work? @LIFE_SUPPORT_SETTINGS:HAS[#SupplyTime[324000]]:AFTER[USILifeSupport] Cheers,
  5. Is there a way to increase the number of available/active survey contracts? Or the DMagic contracts in general? I looked through the config files and it looks like the DMagic uses the stock contract system and not Contract Configurator, but I could be wrong. For other contract packs I have been able to successfully add @CONTRACT_GROUP[xxxxxxxx]:AFTER[xxxxxx] { maxSimultaneous = 3 } But I haven't found a config file with CONTRACT_GROUP to edit. I just want to be able to have multiple RPWS/Magnetometer survey missions at Mun, Minums etc simultaneously. Cheers,
  6. I'm guessing you didn't read my original post that I linked. That or I did not explain it very well. I did not add/remove GPP_Secondary mid-game. My comment about removing GPP_Secondary was a follow up to my orginal post. I can see that reading the second post in isolation would be misleading. At the very beginning of a brand new 1.3.1 career save/game with OPM Galileo + GPP + GPP_Secondary, all of the KSC buildings were fully upgraded. When I removed the GPP_Secondary folder from the GameData folder and started another brand new career/save, everything was fine. I looked through the files included in GPP_Secondary and didn’t really see anything that would cause an issue, which leads me to believe it is some sort of conflict with another mod. In which case, I understand there really isn’t anything you can do. Cheers,
  7. Removing GPP_Secondary returned the KSC buildings back to level 1. Not sure why that is. A conflict with some other mod perhaps?
  8. I have a problem that I believe is installation related. I followed JadeOfMaar's instructions and have reinstalled multiple times, but I cannot figure out what I am doing wrong. I am using OPM Galileo + GPP + GPP_Secondary. I have deleted the OPM config file in GPP_Configs to put the OPM planets back in the Kerbol system. Other than that, I have not changed any of the GPP files. The problem is on a brand new career save all of the KSC buildings are fully upgraded. Removing GPP & GPP_Secondary puts the buildings back to lvl 1. Additionally, with GPP installed, the observatory that is added by Research Bodies is also missing. This is a snip from my GameData Folder. I have GPP v1.5.3 (manually installed) and Kopernicus 1.3.1-2 (CKAN installed). ..and this is what the GPP folder looks like I can't figure out what I've done wrong. I had this identical setup in 1.3 and it all worked fine. Any help would be appreciated. Cheers,
  9. Stratickus

    KSC buildings fully upgraded

    Removing GPP and GPP_Secondary solved the problem. Buildings start at Lvl 1 in a new career. I'll seek help over there. Cheers,
  10. When starting a brand new career game in 1.3.1 all of the buildings are fully upgraded. I found these former threads, but they are quite dated and it appears to have been a 32 vs 64 bit issue. I have a heavily modded install, but I have very few mods that I think would do anything at all with the KSC itself. The only mods that I can think of are Research Bodies which adds an observatory (not showing up) and GPP. Possibly Custom Barn Kit? I thought CBK was a mod tool to edit building paramaters, but did not in of itself change anything with the KSC. In my particular install, I have GPP_Secondary installed, so the KSC remains on Kerbin (essentially stock) and puts the Galileo system outside of the Kerbol system. I have reinstalled both RB and GPP to no avail. I'm not sure what other mod(s) could be causing a conflict. Of minor note, when I transitioned from 1.3 to 1.3.1 I did not add any new mods, and my mod setup worked fine in 1.3. Mod list exported from CKAN: Both RB and GPP are manually installed. I have a handful of other manually installed mods, but they are almost all exclusively part mods. Output Log: https://www.dropbox.com/s/ec8bou4xd2a0d66/output_log.txt?dl=0 Any help would be greatly appreciated. Cheers,
  11. Well I know the reverse was true before the last update. Previously I would add the cooling capability via MM to a select number of fuel tanks to give more diversity in building LH2 rockets. I assumed it was possible to do the reverse. The boiloff was present on any tank that had LH2, but the ability to cool/prevent boiloff was only on certain tanks, not all of them. I think it was the last patch, but the decision was made to just add the cooling capability to all the tanks. I'm not sure why, but I'm sure it was for simplicity and there were probably a lot of users asking questions about it. Essentially what I am trying to do is limit my choices somewhat in design by removing the ability to cool certain (not all of them) fuel tanks. Cheers, You'll probably get more traction on the CKAN thread, but as it has been pointed out, I think its just one less thing for modders to manage by not having to worry about CKAN support. I imagine this becomes more work when you have multiple mods, with multiple dependencies, like NFT. As far as mods that don't explicitly have CKAN support from the mod author but are still listed on CKAN, it is often times by another user that is a fan of the mod. Or sometimes one of the 'CKAN guys.' Linuxgurugamer does this a lot. I think blowfish manages the CKAN for NFT. Cheers,
  12. Does anyone have a Module Manager patch to remove Cryo cooling from individual fuel tanks? I tried this, but it did not work: @PART[fuelTankSmallFlat]:AFTER[zzz_CryoTanks] { @MODULE[ModuleCryoTank] { !CoolingCost{} } } Cheers,
  13. Yes, it did. I thought I stopped it in time, but I didn't. Done and done. Fortunately I was aware of this Steam 'feature' and it did work as advertised. Coincidentally, the watermark is gone, as expected. Cheers,
  14. This happened to me. I had not realized that 1.3.1 came out, and Steam tried to updated, but I stopped it from doing so. Apparently Steam deleted the buildID64.txt file. Does anyone have the last 1.3 txt file prior to 1.3.1? Cheers,