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leatherneck6017

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Everything posted by leatherneck6017

  1. @linuxgurugamer I can confirm this bug, it's present in 0.3 and 0.4. 0.2 does not have this issue. Player.log
  2. People, you need to tag @linuxgurugamer in these posts. He doesn't have time to monitor each of his 300 mods' forum pages manually. Also, log file.
  3. Best to tag @linuxgurugamer so that he sees this. It does appear that the dependencies are missing from the OP. BTW, you should just assume that both of those are required for any LGG mod.
  4. I had a similar issue with a class B not too long ago. I totally forgot about it. I was never able to grapple it.
  5. As long as it has enough chutes and/or some sort of controllable propulsion.
  6. I use this part pack and I have no such issue. You'll need to provide a log file for support.
  7. I've also been using this mod since, well, forever and really enjoy it. It was in this thread that I found out about another one of @Well's mods that doesn't show up on CKAN:
  8. It's working fine for me. Copy that on the atmo height. In JNSQ it's set to 65 which *usually* works out OK.
  9. It does for me in my JNSQ game. Would be nice to have a config patch to set the default deploy height. I didn't see anything in the part files, figured it was hardcoded into the mod. edit: default deploy height, not segments
  10. If patches don't already exist (they may, I'm not sure) you could create one that would add the MKS modules to the part config(s).
  11. Got it. I did see his posts but for some reason didn't connect the dots to my case. Thanks working on a fix!
  12. The KAS pylon already has ModuleCommand and I see that SimpleLogistics is patching it in MM log. I'm fine with manually enabling it through the SL GUI.
  13. How did I not know this part was included in KAS?!?! So printed one of these with GC at my Min base. In the PAW there's an entry for "Plugged In?" but no toggle. Thoughts?
  14. @zer0Kerbal Loving this mod at my Minmus ISRU base. Question though, would this module work on spotlights? I was thinking of adding some lighting around my base, but connected to ground pads instead of the base itself. It'd be awesome if I could have them plug in to the network for power.
  15. @TaxiService [KSP 1.8.1] So I ran into an odd thing today. I started using the mobile workshop from Ground Construction and couldn't get a signal from the Commnet. Upon returning to the space center scene, there were NRE's being spammed to the log indefinitely: I did a ton of troubleshooting on a clean 1.8.1 install and it turned out that the NRE's and lack of connection were being caused by the internal antenna of the mobile workshop being set in its config to type RELAY. Changing this to DIRECT clears up the NRE spam and gets the signal going to the vessel. Further testing showed that if I removed CNC and left the antenna type to Relay the signal worked just fine and there were no NRE's. From the part config, the category is Pods and the vessel type is Rover. Is there some sort of conflict between CNC and a relay antenna on this category or vessel type? Player.log in case it helps: https://www.dropbox.com/s/bdbcrhfz3f5zti6/Player.log?dl=0
  16. No response from the author yet. I figure I should wait a week before starting a new thread. That would be Wednesday at the earliest.
  17. Aha, I guess I don't have a good understanding of which parts are already physics-less. I don't use many stock parts. Most everything is either a Nertea part or SSTU. Most of these parts have custom modules that I guess I'll need to whitelist manually in order to prune their physics, correct?
  18. I'm not worried, I'm trying to figure out how it works. So I did a test. I created a HECS probe with a single Communotron 16 antenna on it. Per the .ppwl file, both modules for the antenna are whitelisted. While in the VAB, the PAW entry is visible but I did not activate. Video in spoiler. Log: https://www.dropbox.com/s/lrd6wtmn7b3iwiu/1.8.1 prunephys Player.log?dl=0
  19. I'm referring to the solar panel that I had switched to physics-less prior to the bug fix release. Shouldn't I be able to undo that change from the PAW?
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