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nightstalker101s

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Everything posted by nightstalker101s

  1. https://github.com/NightStalker101s/ksp-techtree-edit/releases The issue wasn't actually fixed. It is fixed now and works wonderfully! I really appreciate the effort the original creator put in and I'm super excited to create my own tree finally! The changes forced me to learn C# (I have a small C++ background) and really improve my programming skills. I still couldn't follow his code though.
  2. I need to repost this link for Kerbal Techtree Editor. I posted about 2 weeks ago that I had fixed the problem and wanted to the editor included in the mod list for 1.2 and 1.3 library, but I did not fix the issue. I have spent the last 5 days really brushing up on my programing skills and eventually decided upon an easy edit that really fixed the issue. The link is below and Squad parts names and descriptions now show correctly. Sorry about last release. I have taken it down completely. The "Published" file is the correct download and I have tested it myself without issues. https://github.com/NightStalker101s/ksp-techtree-edit/releases
  3. This is a thread for all working 1.3 Mods and the tech tree editor was not working because of the issue I fixed. I figured it would be nice to post it here now that it is working so that the list manager on this board can update it or add it. Also because I really wanted a more customized tech tree and see a lot of posts requesting the ability to create their own tree which applies to the purpose of this board.
  4. I have fixed an error in Techtree Editor which has been updated to use Yongetech where the editor would pull the wrong name for the parts. The editor now pulls the actual part name which makes it useable again. Warno, I am not a programmer, but I have dabbled in C++ and C#. I figured it was something simple and it was simple. According to the previous creater of the techtree editor on the original forum anyone may pull the code and rework it. If I have done something I am not suppose to, please go easy on me and just let me know. The link is below. https://github.com/NightStalker101s/ksp-techtree-edit/releases/tag/V0.4
  5. https://github.com/NightStalker101s/ksp-techtree-edit/releases/tag/V0.4 I have fixed an issue where Squad stock parts were being listed as weird conjunctions of LOC and random numbers. It now correctly pulls the part name! I am not programmer, but I figured it would be simple and it was simple.
  6. Question, I have Houston installed and Telemachus up and running correctly. I can't pull up Houston in the web browser. I copy and pasted the above link and verified IP/port were correct, but still nothing. Any help would be appreciated. I'm not tech savvy. Let me know what you need if you need anything to help me. Thanks in advance. Edit: I figured it out. I installed Houston incorrectly in the folder.
  7. I have a great number of mods installed. When I complete a recent mission in career mode I suddenly have 2million in funds. I'm having a hard time identifying which MOD is causing this issue. How do I identify through debug menu or output log or some other means where the Funds are being awarded from? Any help is appreciated. I've figured it out. I'm not sure how to delete this now.
  8. I did and it made my life easier because I decided to switch to TAC-LS. (I just like the 3D models for the resources better. Petty, I know.) Thanks for the suggestion.
  9. I posited this question in Kerbalism, but I wanted to ask here as well. The new Kerbalism that works with 1.2 was updated sometime in the last 2 days and makes a lot of changes. [X] Science will note that an experiment is completed after the mission is complete, but during mission will report the same experiment as incomplete causing me to record the experiment twice. Is there a way that [X] Science could be adjusted to track Kerbalism's use of data recording for science experiments? Btw, I have been using [X] Science since I started Kerbal and found my first set of mods. This is absolutely the most functional mod to have installed on Kerbal. Thanks for making/maintaining it!
  10. So far no actual issues with Kerbalism! I do have one odd issue which is ruining the game for me, but Im not sure it is kerbalism, but it did not happen before kerbalism. I have Strategia and SEP(maybe some more) which adjust or change some science. I will select Local Science from Strategia, escape the atmosphere, collect some science, and come back to 2,000 science 5 minutes after starting the game. I dont know how to figure out which mod is doing what. I was hoping you might know how to find out which mod is interacting eith kerbalism and doing whatever triggers that action. Also I have the gameplay settings on career mode and hard. Side note, is it possible to report to [X]Science that research has already been completed? It will track next mission that X, Y, and Z are complete, but on the same mission it doesnt register. I end up clicking a few experiments multiple times due to uncertainty. [I just realized this question was already posed, but not sure what the proper etiquette is for questions so Im deciding to leave it here] Kerbalism is outstanding! Thanks for taking the time to create the mod for the rest of us.
  11. Thank you ShotgunNinja for the quick response to the issues listed by everyone. My confidence has comoletely been restored before the end of my work day. My plan is to start a new career mode though to avoid adaptation issues. Thanks for all the hard work! (I suck at C# and realize the long hour spent making fine tuned adjustments to make your concepts a reality.)
  12. I had the same issue, but after taking real plume out the issue vanished.
  13. ShotgunNinja, I really love the layout of this mod (from reading about it) and it is the last mod on my list left to install. Im really excites about the work youve done and are doing and wanted to say thanks in advance! I get more excited everyday because everyday without this mod is one day closer to having it XD! Btw, I am assuming this doesnt support S.N.A.C.K.S. I am right, correct?
  14. I've never used this mod before, but I am so excited about it! i never use the strategies in stock because they are... well they are I guess. XD Really like what I see and very excited!
  15. Thanks so much! I didn't have RangeMachines installed correctly. I copy pasted over the files believing everything important would be replaced (I had realized I downloaded the wrong version a few days ago and then got mad when it wasn't work which led me to post to this forum), but unfortunately I didn't catch that my anti-virus was blocking the .dll file. SO,.. I had the old .dll file with the RangeMachine other files. Thanks again (I used the output.log to find the info and wouldn't have known to do that).
  16. Pictures Maybe? I'm not sure how to upload pictures, but hopefully that link works. Also, weirdly the other mods that use texture replacer seem to have an effect, but perhaps I'm just crazy. I have SVE and a few other mods that listed texture replacer as a dependency and the changes they make show up in game. The only thing missing is the kerbal customizer icon.
  17. Does anyone have a clue as to what would cause the icon to be missing in game? I understand that you need to be in the Kerbal Space Center screen staring at all of the buildings. The icon is missing for me though and I can't use super cool suits that I have found or the kustomkerbal heads.
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