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Everything posted by etmoonshade

  1. I'll add to LGG's comment to say that I played KR&D before the tweakscale blacklist went in and... There's a very good reason for the blacklist entry. It'll straight up break things when you try and tweakscale an improved part. Just don't.
  2. To be fair, I'm pretty sure @linuxgurugamer maintains all his own CKAN stuff. Does it work if you create that folder under C:\Games\Kerbal Space Program\GameData\LTech\Parts\Science\SkyLab? Also, does it work if you delete the old LTech folder, and then try the "upgrade"? Or uninstall it and reinstall? I don't know what the problem is, but those are a few things I'd try to fix it.
  3. Logs? Error messages? Anything? L-Tech installed fine for me via CKAN, and without more information, that's probably all the help you'll be able to get.
  4. @Ezriilc is the most responsive non-coding mod author ever :V Also, I want coffee.
  5. Assuming both of them reference only FAR/AJE exclusive stuff, you should be able to blow both of them away with no ill effects. Also, I'd suggest mentioning this on the thread for whatever the second mod is. FOR vs. NEEDS is... if not a common error, a common enough one that it's immediately what I thought of (even if I couldn't remember the actual keyword :V) - the mod author might appreciate the heads up.
  6. I haven't had enough caffeine or I'd have pointed that out earlier. Check my edit that your post didn't catch. Mentioning HAS was a mistake on my part, my bad. Edit: To be clear about it: Those "FOR" statements from MM basically say that whatever has the FOR provides the full functionality of the mod specified. So if you have a "FOR[FerramAerospaceResearch]" statement, MM thinks that you have FAR fully installed. Essentially, you've found the problem - you just need to find (again, MM logs) whatever has those FOR statements.
  7. ah. Search under <KSP directory>\Logs\ModuleManager\ModuleManager.log for "FOR[FerramAerospaceResearch] maybe? See if something's mistakenly providing it? Double edit: First, you can also search that file for "FerramAerospaceResearch" as well and see what's referencing it. Second, I realize this is based on Contract Configurator, but my suspicion is that you've got something that thinks it's providing the entirety of FAR. Third edit: First, it's FOR and not HAS. Second, no colon between HAS and the first bracket.
  8. Based on that error, it looks like FARControllableSurface doesn't exist in your game anywhere. It may be that FAR has changed and no longer uses that. It might be worth downloading an old version of FAR, seeing what part(s) this was attached to, and then comparing it to the new one and replacing. And then report back here so we know
  9. Hey, I'm surprised this was able to be resurrected in the first place, and we should be happy it even mostly works. If I remember correctly, this mod started back in 0.23.
  10. Nah, it was a "WaitWhat" experiment type - it was either an anomaly, or a "this should never happen" type of bug. 100 science is reasonable (IMO) for an anomaly, but you could trigger it pretty much anywhere.
  11. Always. Interesting thought though. HyperEdit is kind of on a "let it ride and let's pray it doesn't break" maintenance cycle since something like 1.8 (unless I'm totally misunderstanding what Ezrelic's been saying in response to bug reports...)
  12. Finally made a video! Sorry, it's basically the setup I had from streaming. You might see some similarities... https://www.dropbox.com/s/wo1x5ts43pu9fd4/2021-06-15 19-35-33.flv?dl=0 Instructions: Build a simple ship. Let's say a command pod and a tank, like I sent before. Change the command pod's type to a Station because, I dunno, I'm going to have a station with a command pod. Don't question me! Hit the Champagne Bottle button - the mod still uses the "SV" type rather than the "SS" type.
  13. FWIW, I've had a bug like this even without KRASH (I recently uninstalled it because I never used it.) I'm not sure why it happens, but I've noticed that if I play for too long, the LAN of my orbit will start to "wander" - time warping just makes it more visible because of the sudden jump that it does. I think it's recalculating the orbit line once you leave time warp. I almost think I should start a thread for this somewhere, and maybe we can crowdsource the mods that everyone has in common...
  14. Yup, it now assigns a vessel name properly without having to go in and configure naming, based on my testing. Or at least, I wasn't able to break it. I think the only remaining complaint would be getting it to re-read the vessel type (assuming it still exists?) each time the CB window is opened so it can actually use the list of ship prefixes (which is a pretty minor complaint, all things considered. But hopefully another one of those "easy fixes".)
  15. I'll be honest, my patch (if I write it) is going to be something to the effect of "(if module = tweakscale AND if stack = stack_interstellar) then [email protected]" or something to that effect. I just commented out the techRequired key on the Tri-Alpha so I could just get my mission started, for example. I understand the upgrade balancing, but I've never had a use for scale restrictions in general and especially for KSPI-E.
  16. That's a much politer term than I was going to use for it. Alas, it's a fun mod when it's working correctly. And that comment has nothing to do with the tech tree being used. I think (and I stress think) that all KSPI-E modules use stack_interstellar for their tweakscale modules - a search in the folder for techRequired should at least highlight anything that's using that (it'd be basically anything with more than one entry in techRequired, I think...) Of course, the real fun is figuring out where to move 'em all and writing the new MM configs...
  17. Here you go, one that's stock: A Mk 1 command pod on top of a FL-T400: https://www.dropbox.com/s/k8l09n5lr0nvud4/KSV SeriousCat's Claw.7z?dl=0
  18. Okay, kicked the tires on this a bit. And they exploded. I'm now missing a leg, thanks for that. :V The automatic detection of crewed vs. non-crewed seems to be working correctly, but when applying the name from the CB interface (i.e. clicking the button with a name on it,) it doesn't appear to apply the name to the command module itself. https://www.dropbox.com/s/52bq2vv4skhpobl/Annotation 2021-06-11 163819.png?dl=0 For what it's worth, I also had a bug at one point where the actual ship name (the text field at the top you can fill out) wouldn't actually save, but I can't reproduce it at this point. I'll let you know if I can.
  19. More bug! This one took a while to figure out, because using sandbox mode masks the bug. The KSPI-E integration is slightly broken. KSPI-E uses a "techRequired" key under the integrated Tweakscale module to limit scaling dependent on tech (think miniaturization) This causes Tweakscale to not find a valid scale factor, since none of the tech nodes exist in TETRIX. Example from .\GameData\WarpPlugin\Parts\Electrical\TriAlpha\TriAlpha.cfg in KSPI-E: MODULE { name = TweakScale type = stack_interstellar defaultScale = 2.5 scaleFactors = 1.25, 1.875, 2.5, 3.75, 5, 7.5, 10, 15, 20, 30, 40, 60, 80 techRequired = quantumReactions, exoticReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions } There are... quite a lot of parts which use this pattern.
  20. I'll fire this up sometime today and kick the tires. Fighting another bug right now If I understand the issue right based on your description, 1.10.1 isn't providing info on the ship's type in the VAB, so you're having to make a best guess based on the stats of the "top" command module (e.g. has crew = ship, no crew = probe) and you can't even extract/force the information otherwise? In general, I think crew > not crew as far as naming goes - if I have crew on a ship, that's usually what I care about. (also, thanks for giving this a look quickly - when I was complaining about bugs, I didn't mean this one though - dealing with KSPI-E being weird right now )
  21. Ouch! Speaking of naughty words... calling me a user mumble grumble
  22. The last situation. The "naughty" word was in the main folder name: E:\KSP Active Installs\Kerbal Space Program - WarpPlugin Test\ (I was testing an issue with KSPI-E on the install.) My assumption was that you're just searching the whole path for the word "Plugin" It's not a huge bug or anything - it was sorted easily by changing the name of the KSP folder - just figured I'd mention it.
  23. Probably an easy bug to find: If your KSP directory has the word "plugin" in it, you get a Houston error saying that KSP Recall is installed in the wrong place. The comparison is probably a bit too simple.
  24. Bug on 1.10.1, using KSPI-E 1.28.10: Attempting to open the Reactor Control Window on a Tri-Alpha reactor causes a spam of nullrefs: [EXC 12:36:53.659] NullReferenceException: Object reference not set to an instance of an object FNPlugin.Reactors.InterstellarReactor.Window (System.Int32 windowId) (at <c78d54ae0cd341cdaa0fac7a64ea25af>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Log is here: https://www.dropbox.com/s/b6s138v44bwxbla/Tri-Alpha Window Bug.zip?dl=0 (edit: For the record, this is a minimal install via CKAN, only adding the required mods to install KSPI-E)
  25. @theJesuit - quick typo fix in TETRIXTechTree-ModParts.cfg: @PART[dmReconSmall|dmscope|dmUS2Scope]:NEEDS[DMagicOrbitalScience] { @TechRequired = advUnammed } This one had me pulling my hair out trying to find the telescope in my tech tree until I thought about searching for it in the mod files. (for clarity, it should be { @TechRequired = advUnmanned )
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