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Frostiken

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About Frostiken

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  1. Hi.

    This is a heads up about your issue. Please don't forget to send me your KSP.log and ModuleManager.ConfigCache AFTER updating to TweakScale 2.4.3.8 (or 2.4.3.7, they are essentially the same except that .8 will warn you if you try to run on KSP 1.8).

    This is important. If you look into the TweakScale thread, you will find  a lot of complains that ended up being thrid parties patches borking up. Some few of these patches will render your savegame useless once these one triggers the static explosions.

    I don't know if the rogue patching on your installment - i.e., the third parties patches that are bugged - will render your savegame into a fatal mess. What I know if this can happen, and only a visual inspection of the KSP.log and ConfigCache will give me the answer.

    You may want to check this link:

    https://github.com/net-lisias-ksp/TweakScale/tree/master/Extras/TweakScale/BreakingParts

    Most (if not all, I don't recall right now) of these Add'Ons are already fixed on the latest releases, but since you are using a older TweakScale release (otherwise this would not had happened), you may also have older versions of Add'Ons.

    Link to the latest post about your issue on TweakScale's thread:

     

  2. Ugh. Tweakscale has been suddenly giving me grief with saved ships. The biggest one is that my Octo probe cores have shrunk down to <10% scale which obviously causes problems and makes fixing them a PITA since they're a tiny little dots. It says it's at 10% but I can tell from looking at it it's more like 1%. From the .craft file: Obviously nothing is wrong there. There's lots of stuff in my .log but this seems relevant. [WRN 13:23:44.411] [Part]: PartModule indexing mismatch at probeCoreOcto.v2, index 12. Node 'USI_ModuleRecycleablePart' found in loaded
  3. CKAN archives all its downloads in a folder, this is normal behavior. Go take a peek in your folder you'll see them.
  4. No, those are the last mods I updated in CKAN out of the CKAN archive folder. I don't know any other way to debug/log what CKAN has done.
  5. I'm still on v1.7.3 and haven't updated any mods in a little while. I did update a few mods a couple weeks ago, according to CKAN this is what was updated (on the 28th of September). I didn't end up playing the game, however. This is what is happening in-game. I can give more info if needed.
  6. The latest version gives me nothing but problems. Clicking checkboxes just makes the program unresponsive for like 15 seconds (hitting 'update all' when there's a lot to update locks it up for like 5 minutes). During mass updates/downloads I constantly get showered with stupid meaningless errors like this: System.Net.WebException: An exception occurred during a WebClient request. ---> System.IO.IOException: Received an unexpected EOF or 0 bytes from the transport stream. at System.Net.ConnectStream.EndRead(IAsyncResult asyncResult) at System.Net.WebClient.Download
  7. It think it would be interesting to have the community tech tree have a fork between chemical rockets and cryogenic rockets.
  8. This is one of my favorite mods, it's so professional-looking and useful. There are a few things I'd like to mention. 1) A radially-attached payload/experiment bay. As-is right now I usually just use tweakscale radially-attach the experiment container in an empty node and shrink it to fit, so this currently has a workaround. 2) Long-term, and probably not feasible, but I kind of really want a 0.625m Universal Storage mount. I imagine something like an offset truss, and the parts stack vertically. This is just a brainstorm, nothing super important. Many of the US2 items look like
  9. EEX may need a setting to disable autostruts from working on/through robotic parts. I had the damndest time figuring out why my robots kept refusing to move, turns out they were glued together with autostruts. Parent autostruts might be okay, but grandparent struts definitely aren't gonna work for you.
  10. Well I guess the real determining factor is that the US basic core for wedge support isn't available until Adv. Construction on Tier 4, so it doesn't make sense to have science modules for US unlocked before Tier 4. However, this means DMagic would need to move his modules around, and at the very least the Atmospheric Testing wedge should at least be placed on the Miniaturization tier. Definitely needs to be moved off of Space Exploration. While Space Exploration is obviously a necessary tier, it's usually one of the last Tier 4 nodes I unlock because I simply need stuff in the other tier
  11. The science modules really need to be moved down the tech tree one or two tiers. I unlock the barometer and the thermometer in the first and second tiers, but the Universal Storage combined wedge is the fourth tier. There's not really a reason for this. Universal Storage is largely an aesthetic/design mod, and since I could just slap those two science parts on my rocket anywhere it's not really doing anything for me gameplay-wise having them locked behind the 90-science node. Or, at least put them on the Miniaturization tree where the goo and the materials bay is so I can have access to
  12. For the most part I like what this mod is seeking out to do, but it's absolutely got problems that reduce usability. Here's a great example: Universal Storage and DMagic. Installing this mod RECATEGORIZES a lot of Universal Storage parts into their own category. This completely strips them from the default categories. This, to me, is a problem because it makes finding parts HARDER, not EASIER. When you run a lot of part mods, you usually end up browsing through part categories looking for what fits. I have too many parts to remember what I have unlocked in the tech tree. Probl
  13. Universal Storage looks like it's missing stuff at complete random. For example, the 'small' decoupler is just straight missing from the US tab, but the large one is there. Also, why can't use the search function to find US parts?
  14. How do I blacklist certain science categories? The SIGINT from DMagic was already mentioned, but there's also problem with the WildBlue MOLE experiments (it keeps popping "Empty slot for an experiment" which isn't possible to complete). I found this: @CC_EXPERIMENT_DEFINITIONS[StationScience] { @EXPERIMENT,* { ignored = true } } But... I don't know what the hell this is saying.
  15. I have a family of lifting rockets from an older version that have probe cores built in to them. But I was having problems on 1.7 making them work, the rockets were dead on the launched with no communication. I had the "renaming rules" set to priority 1, type "debris", so any leftover upper stages are just marked as debris and I don't have to worry about clutter. However this is 100% for sure making them unusable. If I change them to any other vessel type they suddenly get control back on the launch pad. If I change the vessel type on the pad it does nothing (in either direction... s
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