Omnipius

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About Omnipius

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    Spacecraft Designer IRL

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  1. I realize from your past posts that English is probably not your first language, but you really should review this pinned post at the top of the Addons board: The community does want to help. There's just not enough information in any of your posts to be able to help in a meaningful way. We need a screenshot of the issue in action, a copy of your KSP log file, a copy of your ModuleManager cache file, and a detailed description of how to reproduce your issue. Folks aren't on the forums often enough to ask a bunch of questions to get to the bottom of the problem. Take it from someone that has 4200+ hours of KSP under their belt. For example: Did you do the reinstall that @hypervelocityinstructed you to? Judging from your GameData folder, you really should be using CKAN and nothing else when it comes to installing and updating mods. That includes AVC. Which probe core are you using? A lot of early probe cores only have thrust and staging control, not attitude control. Sputnick was just a metal ball with a battery and a transmitter that said "BEEP". Do you have an active comm connection to a ground station? Probe cores can only do a command if they have an active comm connection to receive it or are executing a kOS script that was commanded when it did. It's also possible to be out of range if your comms aren't good enough, or you could be out of EC, or bunch of other things...
  2. I'm getting a strange issue with AmpYear in KSP 1.7.3, running RO / RP-1 along with TAC-LS and USI-MKS: The KSP loading sequence gets stuck when it tries to compile the USI-MKS Tundra PDU part. KSP doesn't crash or even become unresponsive. The loading screen continues to turn over, but it doesn't progress. No warnings, errors, or exceptions are thrown in the KSP log. Removing AmpYear allows the game to load normally. Thoughts? Suggestions? EDIT: SOLUTION FOUND It turned out to be an issue with the AmpyYear MM config file. The definition for integration with RO is incorrect. Why this causes it to choke on this particular part? I have no idea. However, the fix is simple because you change one line: @RESOURCE should be @RESOURCE[ReservePower] Happy to submit an issue on github or just upload my fixed version if you'd like.
  3. So this is an RO issue? What would need to be changed about the RO patches to correct the issue? I'll happily implement the fix if I can understand how to clear the issue for any one part.
  4. On KSP 1.7.3, running the latest versions of RO/RSS/RP-1, along with latest versions of B9PartSwitch and BDB, I get this set of serious warnings on BDB engines: Any thoughts on what's broken here and how to fix it?
  5. I'm seeing some strange behavior out of my city lights. Namely, the "dark" texture that actually has the lights is rendering during the day when in flight. Any thoughts? I'm running KSP 1.7.3 with RO, RP-1, and RSSVE. All of those have been heavily customized to implement detailed environments across a number of different star systems. I can provide cfg copies if needed.
  6. This is correct. I can add an AvGas tank to the parts, but the KCT fill tanks option doesn't fill them. Possibly because the original parts don't have any fuel capacity? It worked in the previous version of KCT, but that was the only version that it ever worked in. For now, I've worked around the issue by upping my realism by implementing fuel tanks in the wings and ballast in the tail.
  7. Indeed. RO_SXT_Bonanza.cfg changes the parts to have fuel capacity. Maybe it's the late addition that's the issue? Here's the current ModuleManager.ConfigCache
  8. Oh, It's labeled in the SXT files as "Bonny", specifically "625mBonny" as the internal name. I think RO relabels it as a Beechcraft Bonanza since that's what it is.
  9. I'm running into a strange problem with the newest version for 1.7.3: The fill tanks function isn't working for the Bonanza Cabin and Bonanza Tail in RP-1. It works jut fine for procedural parts though. Any thoughts on how to fix?
  10. I'm getting strange behavior from kOS on a simple sounding rocket script for use in RO/RP-1: LOCK THROTTLE TO 1.0. STAGE. WAIT 1.0. STAGE. WAIT 0.7. STAGE. What's weird is that the throttle appears to unlock and drop back to zero every time the rocket stages. So, the rocket stops flying after the first stage. If I comment out the lock and set the throttle manually, everything works out just fine. Any thoughts on what could be causing this and how to fix it? Could it be a bug?
  11. I think I've narrowed my matching issues down to how RealFuels implements multiple tank configurations. So, I want to block ModuleFuelTanks from being stored but still let the part be stored. SY_FORBIDDEN_TEMPLATE blocks the module, but also the entire part. Is there a way to define a module template that shouldn't be stored without preventing the entire part from being stored?
  12. Well, that would be lovely. Thanks! I'm actually more than happy to modify configs if that's all that it takes and there is sufficient documentation. Is it just a matter of adding the offending module names to ModuleTemplates.cfg? Or does it take more than that? I'm perplexed as to what, if any, specially processing could possibly be needed for cockpit parts.
  13. Is this something that can customized in a cfg or does it need to be done in the plugin code that is KSP version specific? RO is only recently up to 1.3.1, so updates that are only available in 1.4.x aren't terribly useful for RO players right now.