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OME

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Everything posted by OME

  1. Really great Add-on! Meet the need for both aesthetics and utility. But I noticed there are two parts called Alkaline Fuel Cell and Elektron, which utilize O2, H2, electricity and water. I don't know the exact usage of them because it seems no other parts use such resources, just Alkaline Fuel Cell and Elektro. I suppose it's a alternative way for storing energy, in place of battery?
  2. I suppose the title could be updated in order not to arise misunderstanding.
  3. That's quite strange. I am indeed opening fwdixon/ETT(https://github.com/fwdixon/ETT), and entering Code, Release. But the lateset version is v20160603.
  4. Why the latest version on Github is v20160603? Is it compatible with KSP v1.4.5? Thanks
  5. So professional and kind of you! Thanks for your such a exhaustive explanation. I’m starting to get in touch with aeroplane and realize it’s really a unique and professional field. There is still a long way to go for me. I noticed there were much knowledge around the thread and I will definitely check them one day . Thanks for all of your tutorials and help.
  6. Thank you~ That makes sense much more and I think it's better to drop such a line before the tutorial too. But if it's so, is there any necessity for FAR mod the author recommended?
  7. Really wonderful work!! I recommend to add it to KSPedia! I just wonder whether the stock DRAG system is still not changed so far? Then what’s the meaning of the existence of those caps? Just for esthetics?
  8. Aha, without supplies, they will just be tourists with USI-LS.
  9. Sorry for my expression. I mean "take the others as reference". Because I think that goals you listed are what are already realized in other mods. Do I misunderstand something? I really know nothing about modding, please forgive.
  10. Really like the idea: Use only one new resource to simulate O2-Food-CO2 things. And would you refer to other LS mods? Because it seems that "Tracks life support use even when ships are not loaded into scene." and "Life support tracked and used on EVA." functions have already been achieved in other LS mods, like TAC LS and USI LS.
  11. Thank you so much! And I am confused for long whether empty tech tree nodes can be hiden through options in ETT or the recommended Yongetech Tree Plugin ?
  12. Yep, the latest versioin it support is 1.3.0. But I assume that it is only the VERSION thing and it is actually compatible with 1.3.1, isn't it ?
  13. Is ETT still not compatible to KSP1.3.1? I don't see it in CKAN.
  14. Never mind. It didn’t come to my mind before. But I just wondered why you never met with such problem and localization is actually the new characteristic in the latest version of CRP. So it may be the problem.
  15. I kept 'zh-cn.cfg' and substituted the content in 'en-us.cfg' for that in 'zh-cn.cfg'. The problem was also solved. So I think there is something wrong with 'zh-ch.cfg'. I have checked the file. Except for that one sentence ' #LOC_CRP_LeadBallast_DisplayName = ' seems not complete, I didn't notice anything strange enough. But even if I comleted that sentence, the game was still launched incorrectly. I am sorry I don't konw much about such code. If you have any confusion, just ask me.
  16. I then deleted 'zh-cn.cfg' in 'GameData\CommunityResourcePack\Localization', the problem was solved. So maybe it is the answer.
  17. I think I find the problem. I deleted all of the mods, except CRP, and changed the language to English, Russian and French. The game was launched perfectly. BUT once I chose Chinese, the game was stuck at 'Loading Asset Bundles'. If I removed CRP, there was no such problem. So I assume it may be the conflict between Chinese localization and CRP. Please help solve the problem, thank you. Because there was no error happening, just being stuck when loading, I didn't find any error log to share. I am so sorry. Or if you hope me to upload something helpful, please just tell me.
  18. That really confuses me. I tried lots of times for every other mods installed, not including CRP-dependent mods, and the KSP runs finely. And then I installed CRP, also without any CRP-dependent mods installed( just CRP), the loading stuck. And then, I uninstalled CRP, everything turned to be fine, too. If CRP isn't the cause, where the problem lies?
  19. Thanks for reply. Maybe I was misunderstood but I have edited my reply already. I have tried for many times. Once I installed CRP, KSP would always be stuck that way. And if I uninstalled it, it would run finely. So I assume it may be problem. Don't you meet with the problem in KSP 1.3.1?
  20. I could not launch KSP1.3.1 with CRP installed. What's wrong with it? The loading was stuck in the middle at ' Loading resources'.
  21. I have found this in the log: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.'' What does it mean? Does it make sense?
  22. Thank you very much! But according to the website,DirectX 11.3 and 12 are included with these Windows versions.Updates will be available through Windows Update. There is no stand-alone package for these versions of DirectX. So there seems to be no way to reinstall DirectX on Win10. Thank you very much! I have no such softwares and other kinds of games can be runned successfully on my pc. I really really want to solve the problem. Is there any methods to identify where the violation is ?
  23. Yep, I realized it and I did do that way then. I deleted everything (including saves and gamedata, everything) after I uninstalled it from Steam. And then I installed it again. But sadly, nothing has changed. There is still the same error.
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