4x4cheesecake

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Everything posted by 4x4cheesecake

  1. Ok, thanks Of course I'll add the whole stack trace, I just posted the screenshot to show the general appearance of the error message so you guys can tell me if it needs a translation
  2. So where should I report an issue with the pre-release? Like every other CKAN client issue in the github repository? Also, the crash message is in german since my OS is german...should I try to translate it? Looks like a generic text to me and you probably understand the more important part about the "InvalidOperationException" anyway:
  3. 4x4cheesecake

    Some things i dont understand with mod and CKAN

    In the NF thread is mentioned, the mod requires ModuleManager but it is not set as an requirement in CKAN. ModuleManager itself is definitly available on CKAN so install it separately and the mod should work fine then. I'll take a look if other NF mods are affected as well and report it to the maintainers of CKAN so it can be fixed. Just because Nertea doesn't support CKAN, it doesn't mean it cannot be done anyway^^ If, for any reason, it still doesn't work and you want to try a manual install of the mod and need some help, I wrote a tutorial on this topic:
  4. Welcome to the forum If you modlist is complete, the problem is not a mod conflict but a missing mod: ModuleManager In addition: Not sure if these mods actually conflict but you don't need both and since scatterer is a dependency of AVP, I would suggest to get rid of BLO. ^This one looks like you've downloaded the repository (source code) of the mod instead of the mod itself. Try to use the actual mod instead https://github.com/PapaJoesSoup/ksp-planetshine/releases/tag/0.2.6.1 If you just forgot to mention ModuleManager in your list and/or installing it still doesn't solve your issue, a more detailed explanation (what's not working? Did the moon explode or all kerbals turned yellow....almost anything is possible ) and a log file would be appreaciated Since it can be tricky to find the correct log file, threre is a thread pinned to the mod support forum to guide you:
  5. 4x4cheesecake

    Error 1020

    Spent the time on something different: Everyone takes one to calm down
  6. 4x4cheesecake

    Error 1020

    We should rename the thread into "last refuge for forum junkies"
  7. 4x4cheesecake

    Error 1020

    It is a server side issue. YOu can try as many different devices, it will always fail until it is fixed.
  8. 4x4cheesecake

    [1.5+, 1.6+] PWB Fuel Balancer Restored & Resource Jettisoning

    Did you install the dependencies as well? If you want to be able to jettison fuel as well, you will also need ModuleManager: *cough* this isn't mentioned anywhere so far, incl. CKAN *cough* @linuxgurugamer
  9. I would love to try it but unfortunately, there is just the source code available for 1.26.0.PRE2 Do you mind adding an executeable? Btw: Should I run the pre-release on seprate game versions which are not currently managed by CKAN, or in other words: will anything break if I use it on an install which is current managed by CKAN?
  10. "Time" shows UT, not MET: It is one year and one day off for a node which is located 4 min in the future edit: ninja'd
  11. After looking at the .version file, I would expect this message, yes But don't worry, it works anyway, there is just no min/max version specified in the .version file I just checked it and this seem to be a bug. A fresh game starts at UT = 0 and precise node "translates" this to year 0 day 0 while it should be year 1 day 0 (that's the date KSP gives you on a fresh start). Since both dates uses the same UT, this will not affect the location of the node but it's indeed a bit confusing. Pinging @linuxgurugamer for this one
  12. 4x4cheesecake

    [1.5.1+] Hullcam VDS Continued

    I take care of the github stuff, don't wory
  13. 4x4cheesecake

    [1.5.1+] Hullcam VDS Continued

    It is C# How did you translate all the other stuff without code changes? Did you just edit the config files? If you can wait a few hours, I can do the code changes, send you a pre-release to make a proper translation (with a "localization.cfg" and "autoLOC" tags) and than we open a PullRequest for @linuxgurugamer? I can start working on it in one or two hours and it shouldn't take too long.
  14. 4x4cheesecake

    [1.5.x] KSP-AVC Add-on Version Checker Plugin - MiniAVC

    A little push for the beta and a ping for @Stone Blue since I added some highlighting for ignored mods just for you (kinda...let's say, based on your suggestion) and I would love to read your feedback on the change
  15. 4x4cheesecake

    [1.4.X] KS3P

    As far as I know, this is the only version right now which is capable to handle dx11 properly. So, if you need to enforce dx11 for another mod like textures unlimited, this is the way to go but if you enabled dx11 just for KS3P, I would suggest to keep using dx9 instead. That's just my personal opinion based on bad experience in general with dx11 in KSP, can be totally different for you
  16. 4x4cheesecake

    Updating KSP on different locations

    It is In the "File" menu, you can find the option "export installed mods" and "install from .ckan". The first option will create a .ckan file for you, the latter one installs everything that is listed in the file. Unfortunately, there is a little bug in the latest version of CKAN (I guess the beta release contains the fix but haven't tried it yet) so this feature need a little manual assistance: So far, all the mods are listed as "recommends" in the .ckan file but CKAN will not install recommendations. Change this entry to "depends" and it should work just fine (You can find the entry in line 9, right above the list of mods) For reference: https://github.com/KSP-CKAN/CKAN/issues/2652
  17. 4x4cheesecake

    Updating KSP on different locations

    I actually do it differently: Load a fresh copy of the updated version Copy savegames from the old install into the new one (also the "thumbs" folder to keep the craft preview in the load menu of the editor) Reinstall the mods With some help of CKAN, this take like 5min or so and the game will be updated properly. Also, if it any issues appear, I still have the old install, so I can always go back without any additional work.
  18. 4x4cheesecake

    [1.5.1+] Hullcam VDS Continued

    It's part of the source code: https://github.com/linuxgurugamer/HullcamVDSContinued/blob/master/HullCamera/MuMechModuleHullCamera.cs I actually though that you already did some changes there to translate the other texts.
  19. I'm so excited about this update, have to try it as soon as possible! Thank you very much Galileo
  20. 4x4cheesecake

    [1.4.X] KS3P

    The new version which will contain the ingame GUI is not released yet and the current version does not play well with dx11. For now, you can try the version from @jrodriguez
  21. 4x4cheesecake

    [1.5.1+] Hullcam VDS Continued

    @sosoxia Look at line 512 and 518 in the MuMechModuleHullCamera.cs There is the code for the Events.
  22. 4x4cheesecake

    [1.4.x] Smart Parts Continued

    Welcome to the forum Well, there are two things you have to observe: decrease and increase of your battery. Let's say, you want to shut down your drills on 10% EC left and turn on again at 40% (you don't need different values but it's easier in this example). Put two EC detectors on your ship, create an action group which contains "toggle surface harvester" for all of your drills + "Activate Detection" for both EC detectors! Set one detector to "10%" & "trigger when decreasing", the other to "40%" & "trigger when increasing" and both detectors need to trigger the same action group. The thing about these detectors is: they trigger just once and just in "one direction" (increasing or decreasing), so you cannot use a single detector for both. As soon as the detector is triggered, it turns on a red light on the part and you need to activate the trigger again. The example above allows one trigger to reactivate the other trigger (and activate/deactivate the drills of course) so you'll get a perfect loop and you don't have to care about the drills and EC anymore
  23. 4x4cheesecake

    [1.5.1+] Hullcam VDS Continued

    Instead of messing around with the config, I would suggest to write a custom MM patch. The whole point of MM is to modify config entries without editing the original file In this case, you are looking for the Module "MuMechModuleHullCameraZoom", which contains the value "cameraMode". There are 9 different modes which come with different filter: Normal = 0, DockingCam = 1, BlackAndWhiteFilm = 2, BlackAndWhiteLoResTV = 3, BlackAndWhiteHiResTV = 4, ColorFilm = 5, ColorLoResTV = 6, ColorHiResTV = 7, NightVision = 8 The booster cam comes with "cameramode = 7". AFAIK the only option which doesn't got the crosshair and provides a "better resolution", would be "normal", so let's write a MM patch for this: @PART[hc_booster]:AFTER[HullCamera] { @MODULE[MuMechModuleHullCameraZoom],* { @cameraMode = 0 } } The patch will change both cameras on the booster cam to "normal" mode, just create a textfile somewhere within your GameData directory, name it however you like but put the extension .cfg on it. Copy&Paste the patch into your file, save it and enjoy your crosshair free cam
  24. I've just finished my tutorial on this topic, you want to read it
  25. I know there are already quiet a few tutorials about this topic but I want to write my own anyway Let's not waste any time and start directly In general, there are two methods to install mods: manually and via CKAN. Both methods got their advantages and disadvantages. Manual installation CKAN installation Advantages: Every mod can be installed manually Full control over the installation process Disadvantages: Updating mods one by one can be quiet annoying You have to take care of dependencies as well Advantages: Quick and easy installation process Dependencies are handeld by CKAN automatically Version control and easy update method Disadvantages: Not every mod supports CKAN Less control over the installation process A few more things in general and about this tutorial If you got KSP on Steam, it is recommend to move the game directory out of the Steam directory to prevent auto-updates! It is not possible to deactivate updates on Steam but a new game version may break a mod and/or your (modded) savegame, so you definitly don't want to update the game before you know if all your mods will still work fine or got updated. Keep in mind that many mods which are compatible with KSP 1.4.x, are still compatible with 1.5.x and 1.6.x. If you play on 1.5.x or 1.6.x and the mod you want to install isn't available for your specific game version, you can still try an older mod version with good chances of success For most parts of this tutorial, I'm going to use "SCANsat" as an example, for various reasons How to install a mod manually Before you install a mod, you should know your game version so you can get the corresponding mod version. If you are not sure which game version you got, launch the game and take a look at the lower right corner in the main menu: In this example, the game version is 1.6.1. Where to download mods There are three "main sources" for mods: Spacedock (provides a short preview/description and you can search for mods, many mods available) CurseForge (also a short preview/description and a search function) This forum /github (searching the forum can be difficult but the mod threads contain the most informations about the mod. Most release threads contain a download link to Spacedock, CurseForge and/or GitHub) Download the correct mod version On Spacedock, you can download the latest mod version via the "Download" button and the compatible game version is listed in the information panel. If you need a different mod version, open the "Changelog" and Spacedock will present every previous released mod version to you, together with the game version it was build for: The design on CurseForge is similar: One button to "Download Latest File" and a "File" section which contains a list of previous versions: Many GitHub links already direct you to the "Release" section of a repository but if you find yourself in the "Code" section, you have to browser there on your own The "Release" section looks a bit differently but the latest version will always be the first entry. Old mod versions are available as well but there is not always the corresponding KSP version number listed. Sometimes it can be found in the mod name or the changelog of a release. To download the mod, just click on the link for the .zip archive: In fact, @Gargamel already posted a detailed explanation about this topic, so if you are still in doubt how it works, you may want to read it as well Dependencies Quiet a few mods require one or more other mod(s) to run properly or at all, these "other mods" are called dependencies. A distinction is made between hard- and soft dependencies: Hard dependency: Required with no exception. If you don't install a hard dependency, you'll experience crashes, errors and misbehaviour of the mod. Soft dependency: Required for additional features but not necessary to run the mod. Dependencies are usually listed in the very first post (OP) of the mod release thread, in the "Information" tab of SpaceDock or the "Overview" tab on CurseForge. Sometimes, the dependencies are highlighted like this: Sometimes, they are just mentioned somewhere in the text, in this case in the install instructions: Take your time to read the informations provided by the mod author, so you don't miss anything crucial Installation Let's start with the step, all of you are waiting for First of all, you need to find and open your KSP install directory. The install location depends on your system and where you bought the game so if you don't know where to look at, search your system for the "KSP_x64.exe". Keep a window with your KSP directory open. Mods are usually distributed within .zip archives. You can un-zip the archive in a separate folder or unpack the files directly where they are supposed to be, that's up to you. I prefer the latter method Open the folder/zip file of the mod in a separate window and place it somwhere next to the window which shows your game directory. Now, there are two cases which can happen: Case 1: The mod folder comes with a "GameData" folder If the mod folder contains it's own "GameData" folder, you can drag and drop it directly into your game directory, which also contains a "GameData" folder. This will merge both folders together (should work on each operating system): Be sure, to drop the folder into an empty space and not into any other folder! Case 2: You get the plain mod folder If the mod is not distributed with it's own "GameData" folder, you drop the mod folder directly into the "GameData" folder of your game: Again, be sure, to drop the folder into an empty space and not into any other folder! On a sidenote: Some mod authors who wrote/maintain multiple mods, uses an additional sub folder for all of their mods (for example: Kerbal Alarm Clock and Transfer Window Planner). Don't worry about this, just treat them like the mod in the case 1 scenario and merge the folders together (Case 3: ModuleManager) One little thing is left to mention: "ModuleManager" (MM) is powerful mod on it's own and a common dependency for many other mods but so far, the install instructions don't fit for MM because it is distributed as a plain .dll file. Place the "ModuleManager.dll" directly within the "GameData" folder of your game....no sub folder or anything else! That's already everything you have to do, this mod is now installed properly How to install a mod via CKAN CKAN is a powerful and very well supported tool to manage your mods. You can install, update and remove mods with just a few clicks and even dependencies are handled automatically. It is available for Windows, Linux and MacOS and can be downloaded here: Launch CKAN After starting CKAN, you are asked to choose a KSP installation (you can manage multiple installations and versions): CKAN automatically searches in some default installation paths for KSP, but if you followed my recommendation from the beginning and moved it somewhere else, you need to add it manually. Click on "Add new", navigate to your KSP install and select the "buildID64.txt". On the first run for a new KSP install, CKAN will also ask you if you want to update the modlist and repository on each launch. I would suggest to allow both options so you are always up-to-date but it's up to you: Basics about the UI The UI of CKAN is pretty intuitive: By default, all mods which are compatible with your KSP version will be listed. Since the list will be pretty long, there are some search options available like "mod name", "author" and "description". You can also decide which mods are listed in general by setting up the filter: Manage your mods As soon as you found the mod you want to install, click into the little box on the left to select the mod: Now, the "Apply changes" button becomes available. Click on it, to display the changeset (you can also click on the "Changeset" tab). In this example, you will notice that ModuleManager will be installed as well even though we didn't select it manually. ModuleManager is set as an dependency for SCANsat so CKAN will install it automatically: Hit "Apply" in the lower right corner to proceed. The next two steps are optional, it depends on the mod you want to install: Some other mods may be recommend or suggested to use along with the mod(s) you want to install. The main difference between those options is the pre-selection: Recommend mods are "opt-out" and suggested mods are "opt-in". In both cases, you will find a button in the lower left corner to select or de-select all mods from these lists. If any of these lists appears, pick your choices and click on "Continue" to proceed. CKAN will now download and install all selected mods and their dependencies If you want to uninstall a mod, just unselect the mod in your list and repeat the installation steps. Dependencies are not removed automatically but if you remove a dependency, every mod which depends on it will be removed as well! Advanced stuff CKAN provides some very useful tools and informations and I want to show you a few of them. Compatible KSP Versions by default, CKAN will only lists mods which are compatible with your game version. Since many mods which are compatible with 1.4.x still work fine in 1.5.x and 1.6.x, you can allow CKAN to show and install these mods as well: Just select the versions you want to allow and apply the changes. Metadata/Relationships/Contents/Versions On the right side of the CKAN UI, you will find four tabs to display Metadata, Relationships, Contents and Versions: Metadata shows some general informations about the mod like version, author and links to the homepage (usually forum post) and the source code. Relationships shows informations about dependencies, recommendations, suggestions and mod conflicts: Dependencies are marked with a "star", recommendations got a "thumb up", suggestions are marked with a "i" and conflicts are marked with a "!". If a mod name is highlighted red, it is not compatible with your game version (if it's a dependency, you cannot install the mod!). You can double click on these mods to find the corresponding CKAN entry. Contents will show you a simple list of the mod contents but it requires to download the mod. There is also a button there to download it (without installation). Versions provides a list of all available mod versions. Compatible versions are highlighted and if you want to install an older mod version, just double click on the list entry. If a newer version is already install, you need to remove it first. I guess that's all for now, fedback and corrections are welcome Happy modding