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lookolookthefox

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Everything posted by lookolookthefox

  1. Turns out, Principia is very serious about it's versions, version 1.12.3 won't work with the current build. That being said, if anyone can find a fix to my sound issue, that would be hugely appreciated too
  2. Title, the game loads completely fine, but as soon as the starting screen shows up, the little news popup and our 3 kerbals out front show up, and the game crashes. No music plays. I suspect the issue might be because I'm running a heavily modded build, including principia, and outer planets with some patch I found somewhere, hoping someone has a fix. When principia wasn't installed the game was running fine, albeit with a bug that massively decreased sound quality. Logs: https://drive.google.com/file/d/1fu6IxL2HXY8JmbwWxjS_dJ53y_8MmSgp/view?usp=sharing
  3. Is there any way to add the meditation and R&R modules for the new 1.875 en 5 m cupolas of SSPX? I've been able to do it for the 1.25 and 3.75 meter once, since those get mentioned in the SSPX patch, but adding in the other cupola's doesn't work for me.
  4. For whatever reason, i can't use any in flight menu controls. I can't revert flights, quit to main menu, save/load or even return to the space center, i can only resume game, log posted below. https://drive.google.com/file/d/1fu6IxL2HXY8JmbwWxjS_dJ53y_8MmSgp/view?usp=sharing Edit: removing Flight manager for reusable stages seems to have done the trick
  5. Wow! That was incredibly fast! Thanks very much. One little question, is there a way for me to make it so that the shielding is living space specific too? It seems logical that the shielding gets installed on specific parts to me, though I may also just not understand the design philosophy behind the mechanic .
  6. Does anyone know of a way to interface CLS with KerbalHealth?
  7. Is there any way to integrate this mod with connected livingspaces? for example, don't count radiation shielding or living space for non-connected parts?
  8. @Lisias If you insist . Basically, I've built this great modpack, but it involves USI life support and MKS, but also a bunch of Nertea's stuff, specifically SystemHeat. The problem arises with how both MKS and SystemHeat work. MKS has a bunch of drills which use a different harvester module due to their resource swapping system, something about requiring materialkits yada yada. Point is that SystemHeat, to implement its changes to the heat system of KSP, replaces the standard harvester modules entirely with a module of its own. This module does exactly the same as the regular harvester other than having a different thermal mechanic. In the end, i can't figure out how to integrate two different resource harvesting modules into a single file. I though about splitting the difference, somehow having both modules in communicating, the systemheat one not mining but doing heat and efficiency calculations, and the USI one not producing heat, but I'm not sure if that is possible at all. Even if it were, I've got no clue how.
  9. @blowfish @Lisias Thanks for your help! tried both of your suggestions but I've discover that the thing I'm trying to do is pretty much impossible, it involves incompatible modules and i do not have the knowhow to rewrite that kind of stuff.
  10. @Stone Blue I've taken that bit directly from the syntax Wiki, at the bottom it says something about variables and using that @ to look in different parent nodes, which is what I'm trying to do. The #, from what I've gathered at least, is meant to indicate that I'm looking for the Ratio variable and/or signifying that the systemPower is a variable itself. Again very similar to the way it is done in the base generic code. Your suggestion from earlier has however gotten rid of my errors, now on to seeing if my improvised patch works. It's all down to trial and error sadly, I don't grasp this stuff well at all. Edit: Patch don't work, will have to find this ModuleManager cache thing to see if it did anything even
  11. @Stone Blue I did not write this entire cfg myself, it's from a standard template included in the systemheat mod. The final has a comment mentioning that the final is needed, and the first line works well enough in other scenarios. I'm fairly certain most of the issues come from later lines, since the logs reference those specifically. Will give your solution a shot though.
  12. Thanks for the help! the fix doesn't work for me though, probably due to the sheer amount of mods i have installed. But thanks anyways Edit: On a second try, after resolving some completely unrelated errors, it does actually work! Huzzah
  13. I've run into a very peculiar bug, when I use the storage parts for MKS resources, specifically Raremetals and Exoticminerals. I empty these out in the VAB since i want them to be storage for these specific parts. The idea is to then do some offworld mining and bring the full containers back, recover them and get all the cash from the resources. The problem is that when i recover a full storage container with these resources, the cost of the container becomes -500000-ish funds, very close to the exact amount the resources are worth, so I don't make any money. Even worse, if I recover these parts empty, I lose money out of my bank account. I've attached the logs here. There's a few errors about USI that are entirely my own fault and probably unrelated.
  14. Hi all, I'm trying to make a patch that integrates MKS drills into SystemHeat, but I'm running into some coding issues with Modulemanager. The MKS mod chooses its resources based on a module "USI_HarvesterSwapOption", while most general info is stored in a different "USI_Harvester". I've been trying to integrate the systempower variable from systemheat into each HarvesterSwapOption but it requires the Ratio variable only found in the USI_Harvester. The following code is what I'm trying to use: @PART[*]:HAS[@MODULE[USI_Harvester]:HAS[@INPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]]]]:FINAL{ //really need final. !MODULE[ModuleCoreHeat] {} %MODULE[ModuleSystemHeat] { %name = ModuleSystemHeat // Cubic metres %volume = #$/mass$ //1 ton equals 1 cubic meter of cooling. it *very roughly* approximates the balance of squads ISRU %moduleID = harvester %iconName = Icon_Drill } !MODULE[ModuleOverheatDisplay]{} @MODULE[USI_Harvester]:HAS[@INPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]]]{ //Ive seen some converters that dont use electric charge, those things need thier own patch, as we calculate produced heat based on EC consumption. @name = ModuleSystemHeatHarvester moduleID = Converter1 //this should be the localization string or the actual name, either way, unique. systemHeatModuleID = harvester shutdownTemperature = 750 systemOutletTemperature = 400 systemEfficiency { key = 0 1.0 key = 400 1.0 key = 650 0.0 } !Thermalefficiency {} !TemperatureModifier {} @generatesHeat = false //disable stock heating } @MODULE[USI_HarvesterSwapOption]:HAS[#ResourceName[Dirt]]{ systemPower = #$@MODULE[USI_Harvester]/Ratio$ @systemPower *= #$Efficiency$ //set the heat ouput as proportional to the EC usage. // I *think* that all the energy goes into heat. } @MODULE[USI_HarvesterSwapOption]:HAS[#ResourceName[Gypsum]]{ systemPower = #$@MODULE[USI_Harvester]/Ratio$ @systemPower *= #$Efficiency$ //set the heat ouput as proportional to the EC usage. // I *think* that all the energy goes into heat. And repeat this for all 13 or so resources. I get a set of very strange errors in my log, and i haven't the foggiest of what they mean and what I'm doing wrong: [LOG 11:18:23.565] Applying update SystemHeatHarvesters/genericHarvestersUSI/@PART[*]:HAS[@MODULE[USI_Harvester]:HAS[@INPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]]]]:FINAL to UmbraSpaceIndustries/MKS/Parts/MKS_Drill_01.cfg/PART[MKS_Drill_01] [WRN 11:18:23.572] Can't find nodeType:MODULE [ERR 11:18:23.572] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.575] Can't find nodeType:MODULE [ERR 11:18:23.575] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.576] Can't find nodeType:MODULE [ERR 11:18:23.576] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.577] Can't find nodeType:MODULE [ERR 11:18:23.577] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.581] Can't find nodeType:MODULE [ERR 11:18:23.581] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.587] Can't find nodeType:MODULE [ERR 11:18:23.587] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.589] Can't find nodeType:MODULE [ERR 11:18:23.589] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.591] Can't find nodeType:MODULE [ERR 11:18:23.591] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.592] Can't find nodeType:MODULE [ERR 11:18:23.592] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.593] Can't find nodeType:MODULE [ERR 11:18:23.594] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.597] Can't find nodeType:MODULE [ERR 11:18:23.597] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.605] Can't find nodeType:MODULE [ERR 11:18:23.605] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [WRN 11:18:23.608] Can't find nodeType:MODULE [ERR 11:18:23.608] Error - Cannot parse variable search when inserting new key systemPower = #$@MODULE[USI_Harvester]/Ratio$ [\code] This then repeats for all MKS drills. I'm not even sure if the fix i'm trying to use will work, MKS and Systemheat don't interface that well, so if anyone happens to have an idea on that it'd be greatly appreciated too.
  15. Is there any way to patch MKS into systemheat? When i use the genericHarvesters for the drills, it only allows me to mine dirt. I'm not very good at writing code for stuff like this, but i'd guess that the harvesterswapoption module throws off the genericharvesters config? I wouldn't know how to fix it though.
  16. I'm running into the issue of not being able to deploy any of the MKS parts, in the VAB they come pre-deployed and there is no way, either in VAB or outside, to undo that. Log: https://drive.google.com/file/d/1fu6IxL2HXY8JmbwWxjS_dJ53y_8MmSgp/view?usp=sharing If anybody knows a fix or has the time to look at it, that'd be greatly appreciated!
  17. I'm running a heavily modded install, will post the full modpack below. For whatever reason, I've been running into heat problems without any parts actually producing heat, primarily in timewarp. This has caused me to lose a fair few vessels and kerbals already, and i have no idea how to fix it. Some crafts are currently only playable with the maximum heat temperature ignore cheat, while nothing should feasibly be producing all this heat. I think it might have something to do with background resources or system heat, but these are both dependencies which i really wouldn't want to get rid of. Anyone know of a fix? Log: https://drive.google.com/file/d/1fu6IxL2HXY8JmbwWxjS_dJ53y_8MmSgp/view?usp=sharing Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.1) [x] Science! Continued (xScienceContinued 5.26) AirlockPlus (AirlockPlus v0.0.11) AmpYear (AmpYearPowerManager 1:V1.5.9.0) Astrogator (Astrogator v0.10.2) AT Utils (AT-Utils v1.9.6) B9 Part Switch (B9PartSwitch v2.17.0) Background Resources (BackgroundResources 1:V0.17.0.0) Beyond Home (BeyondHome 1.5.2) Breaking Ground (BreakingGround-DLC 1.6.0) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.3) Community Trait Icons (CommunityTraitIcons v1.1.1) Connected Living Space (ConnectedLivingSpace 2.0.0.6) Cryo Tanks (CryoTanks 1.6.0) Cryo Tanks Core (CryoTanks-Core 1.6.0) Cryogenic Engines (CryoEngines 1:2.0.0) DeepFreeze Continued... (DeepFreeze V0.30.0.0) Deployable Engines Plugin (DeployableEngines 1.3.0) Distant Object Enhancement Continued (DistantObject v2.0.2.0) Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.2.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.2) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.2.1) Far Future Technologies (FarFutureTechnologies 1.1.0) Firespitter Core (FirespitterCore v7.17) Global Construction (GroundConstruction 2.6.4.1) Global Construction Core (GroundConstruction-Core 2.6.4.1) Heat Control (HeatControl 0.6.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Atomics (KerbalAtomics 1:1.2.1) Kerbal Atomics - NFE Integration (KerbalAtomics-NFECompatibility 1.2.1) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.2.1) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.2) Kerbal Reusability Expansion (SpaceXLegs 2.9.1) Konstruction (Konstruction 1.4.0) Kopernicus Bleeding Edge Beta - DEV RELEASE (Kopernicus-BE UBEE_1111_80) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.1.4) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.1) Near Future Electrical Core (NearFutureElectrical-Core 1.2.1) Near Future Exploration (NearFutureExploration 1.1.1) Near Future IVA Props (NearFutureProps 1:0.6.4) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.1.2) Near Future Propulsion (NearFuturePropulsion 1.3.1) Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.3.1) Near Future Solar (NearFutureSolar 1.3.1) Near Future Solar Core (NearFutureSolar-Core 1.3.1) Near Future Spacecraft (NearFutureSpacecraft 1.4.1) Parallax (Parallax 1.0.1) Persistent Thrust (PersistentThrust 1:1.7.5) RecoveryController (RecoveryController 0.0.4) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.9.0) ReStock (ReStock 1.3.1) ReStock+ (ReStockPlus 1.3.1) Scatterer Sunflare (Scatterer-sunflare 3:v0.0723) Ship Manifest (ShipManifest 6.0.2.0) Space Dust (SpaceDust 0.3.3) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.4.0) Stockalike Station Parts Expansion Redux - Metal Surfaces (StationPartsExpansionRedux-Metal 1.4.0) System Heat (SystemHeat 0.3.7) System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.3.7) System Heat - Resource Converter Configuration (SystemHeat-Converters 0.3.7) System Heat - Resource Harvester Configuration (SystemHeat-Harvesters 0.3.7) Throttle Controlled Avionics (ThrottleControlledAvionics v3.7.2) Toolbar Controller (ToolbarController 1:0.1.9.4) TriggerAu Flags (TriggerAu-Flags v2.10.0.0) TRP-Hire (TRPHire 0.6.10.2) USI Core (USI-Core 1.4.0) USI Exploration Pack (USI-EXP 1.4.0) USI Kolonization Systems (MKS/OKS) (UKS 1:1.4.1) USI Life Support (USI-LS 1.4.0) USI Tools (USITools 1.4.0) Waterfall Core (Waterfall 0.5.0) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
  18. Hello to anyone reading! I've got a big modpack installed that includes a bunch of USI stuff, specifically the USI Kontainers and the Cryo engines/tanks mods. USI Kontainer includes Fuel switching support for Liquid Hydrogen but not for the newer Liquid Methane. In the Kontainer's code, switching fuels is handled by FSfuelSwitch and FStextureSwitch2. In the former, fuels are declared with their costs, amounts and weights whereas the latter handles the actual switching. The fuel tank setups are numbered 0 to 9. I have been able to add Liquid Methane in by substituting for an unused resource, but I'd like a separate Liquid Methane + Oxidizer configuration. I can't however keep number the fuel tanks after 9 by going either to 10 or using the hexadecimal system. Is there any way to add more fuel configurations, or is 10 a maximum?
  19. I'm back with yet another question! does this mod support surface features in the Breaking Ground DLC?
  20. Is there any way to get beyond home working with the collisions at this moment?
  21. Thanks for the response! I figured it wasn't a bug as I was really scratching my head on what could've caused it.
  22. The tangerine module does not have an IVA for me, is this on purpose or a known bug? or should i check my install. I don't have making history installed and i do have breaking ground. I'm playing on a heavily modified 1.11 save
  23. Thanks for your help! I don't know if it is nearfuture for certain, though it isn't a problem really, theres an easy workaround for the bug i've got. Things could be a lot worse with the amount of mods I've got.
  24. Yes sorry for being vague here, in the part window in my VAB, none of the tanks show exactly how much Ec/s they need in cooling. It just says -Ec/s per 1000 units. I think it might be a mod issue, as any Nearfuture mods seem to mess with my aspect ratio.
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