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About Zero132132

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    Bottle Rocketeer
  1. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    Ah, so a feature, not a bug? Good to know. Thanks. RIP in peace, my planet hunting probe :'(
  2. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    @StarCrusher96Is Karkua supposed to be visitable right now? As soon as my craft entered its SoI, it "crashed into the terrain" apparently. When I took out 'rotates = false' from the .cfg file for the star, this stopped happening, but since the description is just 'TBA,' I thought maybe this wasn't supposed to be a location I could visit yet.
  3. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    I changed the 'category' to 'TechRequired' in the KSS_CTT file and the parts load now, and are associated with the right tech nodes. Surprised that it still loaded on most builds when that was the issue, but maybe it just skipped back to default on most of them or something. Additional question for you and @StarCrusher96: is it okay to to add tweakscale and stuff like that to the parts in a similar way, for my own purposes? I have a lot of mods, and being honest, I mess with a lot of them for various reasons (usually to lower part count). Specifically, the plasma engine is an awkward size, at least for my crafts, and being able to adjust the tank sizes might be helpful too. Not asking you to do anything or include anything, just wondering if you care if individuals monkey with the parts.
  4. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    No. Wasn't willing to go quite that far. Might still even have a few tweaks that I made when trying to figure out this issue. Are you concerned enough about this to want me to do a full reinstall with all the same mods? There's a pretty easy fix that makes everything functional, at least. I'll do it if you really want to figure out what's up.
  5. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    Alright, just put the file back and started again. Here's the stuff. Log file: Config cache:
  6. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    @JadeOfMaarI'm traveling most of the day, unfortunately (at the airport, was playing around for funsies). It'll probably be a day.
  7. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    @JadeOfMaar I copied the file back in to produce the error again. I'll copy the relevant bits from the log file here: [LOG 23:12:00.219] PartLoader: Compiling Part 'KSS/Parts/Communication/commDish101-101/commDish101' [ERR 23:12:00.225] PartLoader: Encountered exception during compilation. System.ArgumentException: The requested value 'largeUnmanned' was not found. [LOG 23:12:00.231] PartLoader: Compiling Part 'KSS/Parts/Communication/HG-10/HighGainAntenna10' [ERR 23:12:00.233] PartLoader: Encountered exception during compilation. System.ArgumentException: The requested value 'largeUnmanned' was not found. [LOG 23:12:00.238] PartLoader: Compiling Part 'KSS/Parts/Communication/RA-777/RelayAntenna777' [ERR 23:12:00.240] PartLoader: Encountered exception during compilation. System.ArgumentException: The requested value 'largeUnmanned' was not found. [LOG 23:12:00.245] PartLoader: Compiling Part 'KSS/Parts/Engines/PlasmaEngine/PlasmaEngine/PlasmaEngine' [ERR 23:12:00.247] PartLoader: Encountered exception during compilation. System.ArgumentException: The requested value 'improvedNuclearPropulsion' was not found. [LOG 23:12:00.377] PartLoader: Compiling Part 'KSS/Parts/Science/fragmentomnikience/fragmentomnikience' [ERR 23:12:00.379] PartLoader: Encountered exception during compilation. System.ArgumentException: The requested value 'artificialIntelligence' was not found. Since these were specifically the parts mentioned in the KSS_CTT.cfg file, and the arguments listed were from the same file, I figured that file might be causing the problem, so I deleted it and everything loaded fine, just (presumably) associated with the stock tech tree nodes instead of the CTT ones. No idea why it's happening. Was the clean install in 1.3.1? Might be one of the other mods I have, as well. I'm using a mishmash of mods compiled for 1.3 and 1.3.1. I used the 1.3.1 version of Kopernicus instead of the recommended one, since others were saying it still worked and would ignore certain wonky values that might cause issues in 1.3.1. I also used KSPI even though it's listed as a beta, but I updated the 'Patch Manager' thing separately since the version in that file said it didn't work on 1.3.1. No other parts had the 'requested value X not found' bit that apparently caused it to fail to compile. I can look around in the logs more if you want, or send them to you. Initially, I just wanted to mention that I found a quickfix, in case anyone else had the same issue.
  8. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    Which version of KSP are you running? Figure it might help the mod maker know what's up if we're both on 1.3.1
  9. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    Just an FYI, but at least with the mods I had set up, I noticed that the KSS parts weren't showing up in the VAB/SPH. When I looked at the KSP logs for compiling parts, it looked like the community tech tree stuff that the parts were trying to reach out to didn't match what I had. Not sure if this is a 1.3.1 thing, or if the CommunityTechTree I'm getting from KSPI conflicts with the version required for KSS, but if anyone else has this issue, you can gain access to the parts by just deleting the KSS_CTT.cfg file from the KSS parts folder.
  10. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    It's kind of like the Kraken or the Mohole; if the community has taken to a certain naming convention, it makes sense to at least include that naming convention in a wiki discussing the game. Community names aren't "wrong," they're just not official names.
  11. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    I'm so glad that with the latest version of Kopernicus, this works in 1.3.1. Been looking forward to this for months. I'm a little bit terrified to start a new career mode, since I'm also using ResearchBodies and I'm almost certainly going to miss something, given how much there is here. I cheat moded my way in Sandbox mode just to look at the planets, and this is a beautiful mod. Between this and my other mods, it takes like 10 minutes to load, but it's worth it. Really glad that you somehow have it set up so that other stars emit solar wind. They even seem to emit different amounts than Kerbol. Planets with atmospheres actually have meaningful, varied compositions that allow solid ISRU with KSPI. This is absolutely fantastic. Thank you for getting this update out. One question: will asteroids show up in other systems, or will that be restricted to Kerbol? Would be cool to set up asteroid bases elsewhere.
  12. Are they all broken? They seem to work for most planetary bodies in the system. If it's related to the 'science value' for any reason, those are all set to 1 for Sarvin, which explains the science rewards being Kerbin tier, I assume. I may or may not mess with the .cfg file to see what happens. If I do, I'll let you know what happens with contract times. I know Keelon is intended to be a challenge, and it absolutely is, and I love it.
  13. Two things, only one of which actually matters: For some reason, it's acting like Sarvin is basically Mun in terms of science rewards and timespan for contracts. Like, if I'm supposed to build a base around Sarvin, it tells me the contract expires after 5 years. Is this a glitch, or did I mess up my installation somehow? Second, Keelon is evil! I flew by there and saw that the horrible surface gravity and the painful atmosphere would make landing and taking off in my spaceplane impossible. Then I saw a contract pop up. Someone was stranded on the surface, a scientist named Raald. The sorrow at the thought of someone dying, abandoned, on that horrible world was too much. My heart grew three sizes that day, and several painful hours followed. I had a single craft that was able to land and take off from every stock planet with an atmosphere, but not this monster. Keelon is a fantastic challenge. I also like its moon that instakills you if you get too close to lava.