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Critter79606

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Everything posted by Critter79606

  1. Yea, I use the liquid fuel only patch as I get tired of so many fuel types to keep up with. @JadeOfMaar I also found in OPT_CryoEngine.cfg and OPT_IntakeAtm.cfg, this needs statement :NEEDS[CryoEngines|KerbalAtomics] To be compatible with the LFO patch of KerbalAtomics, I think it should be... :NEEDS[CryoEngines|KerbalAtomics,!KerbalAtomicsNTRsUseLF] I made the changes on my system and it looks like all the parts are liquid fuel now.
  2. I'm installing a fresh ksp 1.10.1 and I'm getting a config error when I got to installing the OPT packages. Log is here. https://drive.google.com/file/d/1LPmnICBHUOoc-51yf7mRhxH7dkHMJPNg/view?usp=sharing I don't have CryoTanks installed, so it's not including it... B9_TANK_TYPE:NEEDS[CryoTanks,!ModularFuelTanks,!RealFuels] { name = OPTLH2 I added the needs to the subtype in opt_b9ps_cryo.cfg and the error went away SUBTYPE:NEEDS[CryoTanks,!ModularFuelTanks,!RealFuels] { name = LH2 tankType = OPTLH2 title = OPT LH2 }
  3. This is a ksp problem. I've noticed it too with scansat and others. Just trigger a different tooltip and it will go way. Does anyone know why this mod won't trigger for telemetry reports?
  4. Spawning vessels hasn't worked for KACP since 1.6 or 1.7. When it would spawn the engineering can, it would spawn under ground and blow up or get ejected into space. I don't think it has worked reliably since 1.4 or so.
  5. Works fine for me too in 1.9.1. In fact, I use a ton of the parts.
  6. Is spaceDock down? Was in the middle of updating some mods, and everything stopped. Never mind, it's back up
  7. @taniwha I added the following patch to mine. If you have Umbra Space Industries tools, it adds the Toggle Ground Tether to the stake, which if you set it, keeps it from moving (other than jumping up a little after a warp). @PART[ELSurveyStake]:FOR[Launchpad]:NEEDS[USITools] { MODULE { name = USI_InertialDampener } } I've yet to figure out the multiple stake thing, as whatever I build is always pointed in the same direction no matter what I do to the stakes. I've read the docs, but not had any luck. Using the least number of stakes, how do I point something in a particular direction? I know it is supposed to point toward the door of the vab/sph, but I just can't figure it out.
  8. Actually, it's more of trying to salvage being able to resize unique parts. I didn't care which (B9 or MTF) I kept, just so long as I got my TS back on several parts.
  9. ModularFuelTanks doesn't use the B9 plugin, but competes with it when it comes to resource switching. Before the B9 author put in the disabling code, I would get tank selection both from B9 (pre-configured selections), and MFT menu (custom configurable tanks). When I accidentally used both on a part, I had to remove the part and put on a new copy, as the tanks would go crazy on the resource side. I'd get multiple copies of resources that never went away... it was a mess. Only the 2 combinations I created work, as I have a lot more #12 issue that have different combinations that I've not been able to resolve without some side affect (that you described). Since the B9 is already disabling it's side, and I can't favor it over the MFT due to the way MFT changes the config, I figured I'd at least be able to restore the TS on some of my parts, especially unique ones I don't have multiple sizes of. It's not removing variants, but the competing fuel type switch, which is covered by MFT. B9 considers the heatshield ablator a resource, so that's why there are 2 separate #moduleID masks. It in no way disables variants that aren't resource related that MFT isn't handling. This would be a lot better (especially on Lisias) if mods would only use these types of resource switches on their own parts, instead of making broad changes across the board that are almost impossible to find.
  10. @Lisias Since I've been getting this error about ModuleB9PartSwitch and ModuleFuelTanks from B9 on several parts... and knew that tweakscale disabled it's support too, I thought I'd try to chase some of these down and disable B9PartSwitch before getting this error, and restore TS support to some of these parts. I had 80 parts that TS withdrew support for, now I have 55. This is what I came up with and thought I'd share in case anyone else wanted some of the TS on parts restored. Feel free to use it! @PART[*]:HAS[@MODULE[ModuleFuelTanks],@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[Heatshield]]]:Final { // clean up B9partswitch Heatshield conflict w/ ModularFuelTanks !MODULE[ModuleB9PartSwitch]:HAS[#moduleID[Heatshield]]{} } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch]]]:Final { // clean up B9partswitch fuelSwitch conflict w/ ModularFuelTanks !MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch]]{} !MODULE[ModuleB9PartSwitch]:HAS[#moduleID[meshSwitch]]{} } This favors ModuleFuelTanks over B9, but that is what B9 is doing anyway. Hope this helps someone.
  11. Not a problem. Thanks for getting it so quick!
  12. @SuicidalInsanity Just wanted to report that the Mk2 tricoupler pictured below is missing the center attachment point. Thanks!
  13. Can confirm everything working fine now, including wheels and attachment points on truck beds. Thanks!
  14. @linuxgurugamer I updated the package, and when I loaded my truck it looked like this. So I rebuilt it, and then launched it on the runway, but the wheels wouldn't move the truck. They just spun in place. I futzed with it, and it looks like they are 90 degrees off from where the bottom of the tire should be. This makes it when you turn, the wheels turn up and down, not left and right. The connection points did work correctly though on the parts I tried. I think reverting whatever you changed on the wheel parts would fix it. Thanks!
  15. @linuxgurugamer Just noticed why I've never been able to attach anything to the nodes on the truck beds and wheel beds of the trucks. I've always just surface attached stuff. The node is pointed the wrong way. 1st pic, probe won't attach on any of those nodes until I lay it over on it's side like in the 2nd pic. The nodes to put the truck together work fine. Just thought I'd let you know. Thanks for maintaining this. It's nice to have a real ground vehicle for tooling around KSP.
  16. I there a way to get Modular fuel tanks updated? It was updated to 5.13.1 on 4/4/2020, but CKAN still has 5.13.0 Thanks!
  17. @SuicidalInsanity Thanks for fixing it so quickly. No more crash on loading.
  18. I'm having the same issue. Updated the mod, and it crashes. [LOG 09:27:29.501] Load(Model): MiningExpansion/FX/DriverPlume [LOG 09:27:29.505] Load(Model): MiningExpansion/FX/MDCSPlume [LOG 09:27:29.509] Load(Model): MiningExpansion/Parts/Assets/Mk2Drill [LOG 09:27:29.517] Load(Model): MiningExpansion/Parts/Assets/Size0SDrill [ERR 09:27:29.518] Triggers on concave MeshColliders are not supported Luckily, I zipped up the old directory before updating via ckan, and it is loading again.
  19. Just to clarify, only 1 of the 5 you support... Not sure which of the following 2 (or both) aren't 1.9 compatible, but it did really freaky things graphics wise...so I removed both. 1) Astronomer's visual Pack & textures 2) Environmental visual enhancements (EVE) 3) mk2.5 spaceplane parts 4) planet wiki (original author not able to work on anymore - one more for the Great LGG to pick up?) 5) realchute (which is version bound) A quick scan of CKAN, and 55 of your mods are so far working fine on my system, though I've not tried every part. I didn't realize I used so may that you support... I feel like I at least owe you dinner or something for all your hard work.
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