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About Critter79606

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  1. It's no big deal when you get to it. I just wanted to report it when I came across it. Thanks again!
  2. It didn't have that, but even if it had, the other check boxes should have filled when I reached altitude/speed. Having the one qualification not filled would have not allowed it to complete. I couldn't get it to register any of the values. I forced it complete via the debug, as I met everything. Funny thing is, I didn't have any issues with the break Mach 2 with the same aircraft.
  3. I recently upgraded from 1.7.1 to 1.7.3 and it stopped working for me as well. No longer stops time warp on deploy of chute nor just before landing. I'm wondering if either EVA Parachutes & Ejection Seats or RealChute is conflicting. Or maybe even, Bob's Panic Box.
  4. Thanks. I just found this mod, so it's the first time using this engine. You posted a list of mods you maintain somewhere, and I must have picked up 20+ more mods! I am running Real Plume 11.2.0, and was wondering if there was a conflict.
  5. Hey @linuxgurugamer (yes it's me again) Is this engine supposed to be so bright? It's the Basic Bertha Mini Quad (1.25m) I love the specs on the engine, but was about blinded by it lol. Here is a movie of it in action... log is here Thanks
  6. Hi, I'm having an issue with a single contract in this mod. Break the sound barrier doesn't recognize any of the settings for some reason. I've not had issues with any of the other contracts in this mod. Love being able to do things with aircraft! Log is here Thanks.
  7. Grabbed it from github this morning, and tested it. Was able to load from cache again. It also fixed the buttons not remembering the settings on load. Thanks much!
  8. @Alexander of Polaris I actually got this working with EL by writing this patch (fixes any others that have never been updated too) @PART[*]:HAS[@MODULE[ExTarget]]:NEEDS[Launchpad]:Final { @MODULE[ExTarget] { @name = ELTarget } } @PART[*]:HAS[@MODULE[ExWorkshop]]:NEEDS[Launchpad]:Final { @MODULE[ExWorkshop] { @name = ELWorkshop } } @PART[*]:HAS[@MODULE[ExLaunchPad]]:NEEDS[Launchpad]:Final { @MODULE[ExLaunchPad] { @name = ELLaunchpad } } @PART[*]:HAS[@MODULE[ExRecycler]]:NEEDS[Launchpad]:Final { @MODULE[ExRecycler] { @name = ELRecycler } } @PART[*]:HAS[@MODULE[ExSurveyStation]]:NEEDS[Launchpad]:Final { @MODULE[ExSurveyStation] { @name = ELSurveyStation } } There is still the issue with the missing bulkprofies with 1.7.x, but Linuxgurugamer has a mod which takes care of it(though I don't remember which one)
  9. Sorry, I thought because it wasn't in the plugindata folder, the config is getting caught by MM. Here is my log I thought you had said that before in another mod you took over and fixed. I have 1.7.3 ksp, and 0.5.5 of Haystack. Thanks!
  10. Thanks Lisias, I can live without these parts being supported. I just wanted to make sure it wasn't going to cause any issues. I've got a ton of other parts that will scale if needed
  11. @linuxgurugamer I wanted to report a weird bug I found today. While messing around with Haystack continued, I was changing button settings, and it went and clicked through to the warp to next morning button, and warped me to the next day on the main KSP screen. At the time it was positioned over the warp settings. I then went and tried a couple other of your mods that require this mod, and it did it too. I then went into the tracking station to try it, and all the buttons across the top can be activated through windows covering the buttons. I then tried some mods that doesn't use this, and most have the same issue, however the ScanSat mod's window can not be clicked though at all, even on KSP buttons. (I wanted to see if it was a limitation of KSP). After some more investigation, it appears to be limited to actual KSP buttons on all different screens but not icons like the warp arrows, CommNet path etc, or the Toolbar mod you have. This includes the buttons in staging, in the window below staging etc. You can tell which will click through by mousing over it while covered half way by a window. If it highlights, it will click. I'm not sure how big an issue it is for anyone, but I did want to at least report it. Thanks!
  12. @Lisias Bad news. Just put the latest tweakscale ( and Modular Fuel Tank Expansion Rebuilt ( with the patch you gave LGG) on my system, and it blew up. Log is here I'm going to try to roll back to the versions I had yesterday. Edit: @Lisias It looks like (part of) it was a CKAN issue. I grabbed the prior version from github, went to compare them, and the entire layout was screwed up. Obviously there is an issue upgrading between these versions via CKAN. I uninstalled (which left files there), deleted the directory, reinstalled, and now everything came up without error. Edit again: @LisiasWhen switching screens it gave me this warning (at least it's not errors) Looks like parts from the following: B9, Firespitter, Mk3Expansion, NearFuture*, MakingHistory(squad), SXT, TundraExploration New logs here Is this mainly due to using wildcards in the tweakscale modifications?
  13. @linuxgurugamer Is there anyway you could fix this? [LOG 2019-07-29 18:29:33.679] Checking Cache [LOG 2019-07-29 18:29:40.763] SHA generated in 7.096s [LOG 2019-07-29 18:29:40.763] SHA = F7-09-4F-29-FF-E7-73-20-3A-98-93-B2-AA-E8-62-C8-30-02-0E-8A-FF-FC-81-40-FB-D9-E7-E6-3D-DB-C0-83 [LOG 2019-07-29 18:29:44.239] Changes : Changed : HaystackContinued/Plugins/settings.cfg [LOG 2019-07-29 18:29:44.239] Cache SHA = 7B-A0-C3-22-A0-E7-75-83-7B-73-63-E6-34-4D-B5-DB-EF-D9-17-7D-0A-4F-26-B7-2C-2B-56-90-85-0F-AF-8E [LOG 2019-07-29 18:29:44.239] useCache = False [LOG 2019-07-29 18:29:44.239] Pre patch init [LOG 2019-07-29 18:29:45.498] compiling list of loaded mods... It's constantly changing something in settings.cfg even though I've not changed anything in the settings. This is causing all 220 mods to reload at startup every time. Full log here There's an error just before the Checking Cache, but I don't know if it's related to the cache, but I do remember you fixing another mod to use the plugindata folder for settings where it was loading constantly. Thanks!
  14. @Lisias Grabbed that file, and it appears to fix it. I went from 31811 patches applied to 31807, so it obviously eliminated some dupe entries Thanks for the quick turn around!