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About Apaseall

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  1. Hacienda, Manage Op, Convertor, Prospector turned on, yes. (200%) 260% load. Re OmniStorage in ChuckWagon, Solved, I edited MODULE[WBIResourceDistributor] to include DISTRIBUTION{resourceName = Slag mode = 1} Oddly enough this node was right after the Water node, which caused a problem else where that I solved by editing. Seems like Water messes up stuff. I like the 'is it turned on' ?
  2. I have a resource production chain question. Can someone give me a hand please. I want to make Konkrete. I have a Hacienda configured as a Brew Works. It says I need a bunch of input resources, one of which is Slag. The remaining input resources I have plenty of. I have another Hacienda configured as a Claim Jumper Strip Miner. It says it takes as an input resource Ore and output a whole heap of resources. Slag appears as one of those outputs. However I do not seem to be accumulating any Slag. When I Manage Operations I see the Hacienda is configured as a Claim Jumper, but Slag output is
  3. I would like to build a certain part. The part is not listed in game. Can someone point me in the right direction to enable me to work out why the part is not listed and thus enable the part to be listed? Many thanks.
  4. Nice to see you posting I completely forgot that during certain stages of flight a SSTO can get very hot. I should have remembered since some of my flawed builds had stuff blowing up!
  5. I had a problem with OmniStorage: The popup which allows us to pick the resources stored appeared as the expected grey box but all the writing was scrunched up along the top of the box. I encountered this problem when I: converted a chuckwagon to OmniStorage. My situation: I have two bases side by side, the first base has one chuckwagon set for OmniStorage which is working fine. When I tried to change a chuckwagon to OmniStorage in the second base the problem occurred. I solved my problem by: editing a save game. I compared the PART nodes for the working chuckwagon with the pr
  6. Sorry to hear my suggestion was not helpful to you. I think those parts are not PathFinder parts, so yup I think you are in a spot of bother there. On a side note, I do not recall using strike through in my post, in fact I am pretty sure I have never used it. Looks like you are not the only one with odd things happening! I do seem to be having joy with my install now, fingers crossed.
  7. @Sresk I would suggest that the mass of the tank may be due to it being an OPT part. To clarify, OPT parts are space plane parts not mere containers. Thus the mass may come from a combination of; the shape required to fit with other parts of the same frame type, structural strength to ensure craft does not rip apart during flight and the need to provide lift. The amount of gas being stored may be worth investigating. However that again may be due to it being an OPT part. AFAIK space plane parts are not designed to be high pressure storage containers. Do you happen to know under
  8. This is my understanding. The PathFinder download is set for playing in Classic Mode. The download does not presently contain a WBIPlayMode.cfg file which you would find in your /GameData folder. PathFinder uses filename extension renaming of files found in the template folders (i.e. in both PathFinder and WBITools? directories) to leverage ModuleManager to control how PathFinder behaves in different Play Modes. For those of you experiencing behavior that feels odd [KSP ver1.4.5] I would suggest that you ensure that the filename extensions match those expected for the Play Mode found
  9. I like to avoid using :FINAL if I can help it. With some thought, or trial and error I can usually find out a suitable :AFTER[]. Saves the 'race to the end' thing.
  10. Hi everyone, got a new question: I would replace :FINAL with a suitable :AFTER[]
  11. I believe that the state of the template files as downloaded is for Classic Stock Play Mode. If user was playing in another mode before updating their WIB folder, then the Play Modes will not be synced properly. I suggest adding a valid Play Mode to the download, set to Classic would ease many problems that users might have experienced during recent updates.
  12. Fantastic! I think it is a tech lock, which I guess would not show up in the logs. Time to carefully examine the tech tree to see if I can spot a part I have or an upgrade. edit. Doh! Yes it does tell me when I try to launch it.
  13. I think it might be a mod that changed the tech unlock for a part. Problem is nothing appears on screen. The output log is spewing stuff as I was debugging something else. I was hoping that since a message from this mod was displayed, that this mod had a little something up its sleeve. Thanks for the reply.
  14. Just installed this mod. Looks good. I see a notice against a certain craft. It say "This craft has locked parts". Is there an option I can use that will let me know the names of these 'locked parts'?
  15. Erm. I think you might have who wrote what a bit mixed up. My example was merely to show how to make a variable, how to use it as a multiplier and delete it. I did advise examining example parts to determine in which nodes the pieces you wanted to amend are located.
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