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zeineizoku

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Everything posted by zeineizoku

  1. I had a Post in there, just figured I would check here as well and see if I might have posted in the wrong place. I am going to try and do the whole, Half and Half then Narrow it down from there
  2. That was my next path to take if one could not assist me in finding said issue with a glace at the logs and Data Folder haha, thank you for the advice <3
  3. So I will not fill this with much of the details yet, just in case this is not the place to leave it. If this is the case then Mods just delete the topic and let me know in a message so I know better in the future. It is just a simple crash log review haha. I am not positive where the issue is stemming from. I have installed the mods all by hand and I feel that I have followed the ReadMe.txt as I should have. I did post a topic in (Modded KSP Support) thread but I have not caught as simple as a whisper in there. Should there be somewhere else I need to place the assistance ask? Any help is welcomed on this topic, thanks everyone.
  4. Out Put Log .txt on Scribed The Logs also in downloadable format from Google Drive ;) I have done my best to trouble shoot this, I cannot find out what I have done wrong... sadly. So I have come here to seek wisdom and assistance. It keeps seeming to Crash on the K2 Command Pod, but the game looks to crash in the loader on the KSP Interstellar Fuel Switch Wrapper. So I am slightly lost... this most recent one was the loading after removing KSP-IFS.
  5. I figured this would be a best place if any to ask this question, I am coming from Kurrikane thread @linuxgurugamer. I was wondering; If I would like to keep kerbal's inside say, a Processing lab and let them research for science and be able to return to the KSC and not have them "MIA" on roster or "Recovered" once out of render distance by Stage Recovery. Would this work, FMRS? Or should I build additional Pylons? (Seek Answers Elsewhere.) Thanks for the time and much love on all the mods you upkeep, update, create, and manage <3 I will try to catch you on stream
  6. @blowfish no issues or complaints or anything in this post, just stopping by to give you a thank you high 5. I am off now to get this charity stream rolling <3 stay awesome mate
  7. I think that right there is my biggest problem, I need a better processor but I am gated and stuck with the AMD that is in it for now... -__-
  8. @allista I love this mod... I just wish I was not too stupid to run it hahaha. An example of that would be me trying to get the 'ToOrbit' function to work properly, now I did get it to work... but I would not say I did it 'Correctly'. For whatever reason when I enable smart engines and I let it launch, the engines will just 'Flame Out' after a second. It is even more hilarious if I have the 'SmartEngines' (##Smart Engines-This mode of operation is dedicated to orbital flight, so it is not recommended to enable it while flying on a planet, especially in VTOL-type ship.) on with 'AutoStage' with a 6 Booster 1 Core Asparagus... it is a magnificent staging lotus flower that immolates itself, in a quite beautiful manner if I do say so myself. Now if I disable the 'AutoStaging' and the 'SmartEngines' I am able to get the "ToOrbit' to work. Now when I am 70K the 'SE' functions as needed. Brings me to my next bit of, 'Why I need to read a full user manual on TCA', when I am in orbit, it is all peachy, it goes to achieve the maneuver for circularize. However, the vessel lacking a suitable Reaction Wheel makes it spin slowly. So I am a genius and I try to add Omni-directional RCS Mono-propellant thrusters, this should do the trick and help it maneuver a little more gracefully. Which I was correct, It moves gracefully... right back into the ground :') because TCA for some reason degrades the orbit with the RCS. Which now I move to my finally problem I have, which I can only assume is my own fault as well. When I activate the Retrograde T-SAS to re-enter orbit... It will not point the vessel Retro... it points in a very strange, almost perpendicular to the ground. Like it thinks the Radial is the Retrograde. I have not figured that out as to why it does that yet, however I bet I did something wrong haha. All in all, I am totally in love with TCA, keep up the amazing work, I love all of your mods. If I could suggest one thing, I would love a link to or for someone who is far more skilled then I am with this mod to make some... 'In Extreme Detail' Tutorial videos on all the features and what it can do, what it cannot do, and what some small trouble shooting solutions could be. Like setting up engine profiles and understanding why something might be acting the way it is so you can improve on it. Now as I saw on a Youtube Comment, Tut Vids are time consuming and difficult and I agree with you and I respect that you have a life and are busy <3 that is why I ask for others to help out if possible. Either way 10/10 will TCA again, love it, you're awesome, everyone here not being a jerk is awesome, Love everyone Ciao, Necro EDIT: !!Stream Footage, warning MATURE LANGUAGE!! TCA Staging Really Funny.... I am not sure why?
  9. I will be honest I was lazy and I did not read through the 11+ pages to see if this question has been asked, I tried a General Topic Search and I found 0 results...so with that said I will proceed to my question. I love the Idea of this mod, I downloaded it and I have yet to use it because I have yet to get a space-station in my stream series, but I honestly downloaded it to record missions that would Satisfy Contract Parameters. Those contracts were specifically, 'Tourism' contracts. However, it seems I cannot do what I was hopping I could do, either I cannot or user error means I am too dumb to find a solution. Hence why I have come here to the community and to @PrivateFlip to seek guidance or a simple 'Nope it will never do that' so I know to not hold out on hope haha. See for me, I hate to do Tourism missions on stream and I am a little to busy with editing and life to try and accomplish them off stream, but when you make a vessel and name it the 'SkyBus' and you can ferry 1 Pilot and 19 Tourists, to a Mun Orbit and back safely... it nets a small fortune. (about a 1.8M Kerbucks for those interested.) so it is hard to say no to it. However, when I watched the mod in action with Thrimm Aerospace, I became elated and jumped for joy... until I came to realize that I can not either, use it for what I want, or I am just too incompetent to discover a way to make it work. Outside of putting a Space Station in Orbit around the Mun and using it as a Proxy Location... Has anyone else attempted this and succeeded. Great Master Flip have you thought about this before or ever considered it? Any insight or some direction will help immensely I thank you all for your time. -Necro
  10. Mine, just like my Username, is my Streaming personality Icon that I use across all of my social media accounts.
  11. Here be the Streamer and Youtuber that no one knows, this will be the only place where people can see his face. Special Occurrence Indeed.
  12. Landing on the Mun is making me beat my head against the wall... I am exhausted from my long Motorcycle ride today... Monday Nights KSP Modded Stream will probably be a Dumpster Fire.... hahaha Sigh
  13. okay so the simple fix to the Wild Blue Industries 'Research' on body/orbit 'X' would be to just install M.O.L.E. which I am A-Okay with thank @Angel-125
  14. So silly question, I am about knee deep into my career game one my stream and I have had a few people help me. I have the Buffalo installed as a mod because I love it. Sadly I never caught the M.O.L.E. to install and I am not against putting it into the game I am playing however, I am here about the Contracts that seem to be added by WBI. The research ones, it seems to point me to the M.O.L.E. but I was wondering if the BUFFALO was capable of doing them as well? Thanks everyone, also thanks @Angel-125 for some amazing stuff. Necro
  15. So I would assume I just copy that, paste it in and save and bingo bango I am good to go, load game and test? and I am glad that I could give you a good laugh haha. Both of you do not understand this has been driving me insane. hahaha, I have blundered 2 satellite missions because I am bad and I make my sats of balance because of the 'HG-5' and I felt if I used the 'HG-5B' as a lovely stand in on the top to keep all the stuff centered. I could make a better Sat with what I had available to me. I even sent a sat up with them... and realized after the fact... they didn't work -__- I hate saying that. //Add mini fixed relay antenna +PART[RelayAntenna5]{ @name = RelayAntennaMicro @rescaleFactor = 0.5 @TechRequired = basicScience @entryCost = 1500 @cost = 600 @title = HG-5B High Gain Antenna @description = A short range dual purpose communications antenna that can handle either direct communications or short range relays. This version lacks the folding handle. @mass = 0.07 @ MODULE{ name = ModuleDataTransmitter antennaType = RELAY packetInterval = 0.35 packetSize = 2 packetResourceCost = 18.0 requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 5000000 antennaCombinable = True %MODULE[ModuleRTAntenna]{ %Mode0DishRange = 0 %Mode1DishRange = 20000000 %EnergyCost = 0.55 %MaxQ = 6000 %DishAngle = 90 %DeployFxModules = 0 %ProgressFxModules = 1 %TRANSMITTER{ %PacketInterval = 0.15 %PacketSize = 3 %PacketResourceCost = 20.0 } } } } @MeCripp does this look correct? I used your example that I quoted and exchanged the 'RA-2' antenna with the 'HG-5' antenna like it says it is supposed to be in the Part Description. EDIT: didn't work... hmmmm
  16. HAHAHA yes thanks very much Mate <3 Now to kindly pull @MeCripp back into this for some help with the .cfg for it ahem, here is said "HG-5B" or as it is called... RelayAntennaMicro... Care to lend a hand with what you said about messing with .cfg? Like you mentioned here. I would basically want to make it a HG-5 High Gain Antenna if you can help with that.
  17. .... If I find it in there I could kiss you hahaha EDIT: I hope you have kissed a man before... because things are about to get happy and awkward in here hahaha <Yes I found it>
  18. So to do that, would I just use the RA-5 Relay cfg to find the model it pulls and see if it will throw the error? Maybe? I am not positive I can load up a Sandbox and check. I will try to see if things add Stock Alike Antennas. Thanks for the incite @strudo76 and thanks for your time as well @MeCripp EDIT: hmmmm. I did not think of that... let me see if I can search the log and see if I can pull the HG-5B
  19. Okay @MeCripp I tried to lay out these images to help clarify what I am seeing. <Also I feel bad about blowing up the Remote Tech Forum when I am sure it is not RT doing it> So the images below proceed to the first Spoiler. In this image I have ripped some of the Screens in my Photoshop, I did it to show what I was talking about with the 'Mouse Over Context' It specifically is calling this version a "HG-5B High Gain Antenna"(Please note the 'B' at the end of the Part Name). On the Girder image, there is the Antenna as mentioned and then the HG-5 High Gain Antenna. Which in the description is says, verbatim "A short range dual purpose communications antenna that can handle either direct communications or short range relays. This version lacks the folding handle." This image is of the R&D Tech Tree, which you can see this is the 'HG-5B' which is located in the 'Basic Science' tech node. This is of the 'RA-2' Relay Antenna, the one mentioned, and as you can see it is of the 'Precision Engineering' Tech Node, of which is locked, it also shows the antennas stats that the 'HG-5B' lacks. I am not trying to seem argumentative or diminutive I am just attempting to clarify. I do understand that the Model that the game is pathing too is the RA-2 Relay Antenna. However, I am currently unable to locate what mod would be pulling this Path for this Part. My primary want at this point is just to locate out of the 120+ mods I have, which one is adding this part. The issue is, the mod name is saying 'SQUAD' which is obviously a lie? when I search into the SQUAD folder I cannot find it and I do not see it within the RemoteTech Folder either.
  20. As I mentioned tho, the antenna I am talking about is not called RA-5 it is HG-5B... hence my subtle confusion with what you are pointing out.
  21. Okay so what is throwing me off then is when I hover over the HG-5B antenna... it has the 'Mouse Context Overlay' like [Squad] for squad parts, [KWRocketry] for KW parts [B9] ... we you get the idea. When the mouse is hovering over the Antenna in Question <HG-5B> it gives me the SQUAD context -___- so that is making is a little of a pain to find which mod is adding this Antenna. Please See This Post for my Mod List from KSP-AVC and my GameData Folder in the Spoilers with ScreenShots if this will help people help me help you help myself to find this d***'d mod doing this o.o
  22. I was sent here to propose my 'Support Forum' question Remote Tech Config Question the Antenna in that Post, I have images of the Antenna in there, are not supported by Remote Tech, which should be an easy fix. IT is just supposed to be a mirror of another antenna. <Specifically the HG-5>. Now I have mentioned that the game calls the antenna to be a @SQUAD part. I was also given insight that it might be a Asteroid Day part by Rover Dude... which as we know was a mod integrated ages ago. Please Note: I am not Saying these statements are True or Fact, just things my stream chat has been informing me of and things I have found by digging the KSP files. So, I would guess after looking at the support post link above if anyone can help me, it would be much appreciated. thank you all very much. Thanks, Necro
  23. I will look but the antenna is a Squad Antenna which is again why I asked here, to see if someone knew where to find the .cfg for it. interestingly it seems to be non-existent...
  24. touche. is it here or is there a separate link. The only reason I asked here is because we cannot find the .cfg file that supports the HG-5B High Gain Antenna 'Without the Arm' as it says in its description.
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