4x4cheesecake

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Everything posted by 4x4cheesecake

  1. Yeah, let's call it "fun" instead of "almost impossible to keep control" to keep poeple trying this mission
  2. 4x4cheesecake

    Mods don't show up?!?

    Well, in this case, please upload a log file
  3. 4x4cheesecake

    Mods don't show up?!?

    Very good Uhm...did you actually install MechJeb? When I look at your previous screenshot of your GameData folder, I can only see 'MechJebForAll', which is indeed just a simple MM patch to add the functionallity of MechJeb, KER and kOS to every command pod. If you didn't know, MechJeb, KER and kOS need a special part on your vessel to work. These parts are included in these mods, and if you don't add them to your ship, you cannot use the mod, even when it is installed properly. KER doesn't require the part anymore since it got it's own setting for this but that's just on a side note MechJebForAll changes this behaviour and puts the functionallity of the special parts, to every command module (pods and probe cores) but you still need to install the actual mod. MechJebForAll does not provide the functionally of MechJeb, it makes it just easier to use. So, if you haven't done it already, here's the link to MechJeb:
  4. Welcome to the forum The log only shows the loading process of the game until you've reached the mainmenu, which isn't very useful in this case. Please recreate the issue and upload a new log afterwards, so we can actually see what happens while the issue occures.
  5. 4x4cheesecake

    Mods don't show up?!?

    MechJeb for all doesn't provide an ingame button, it is just a MM patch to add some partmodules to parts In case of Stage Revocery, you forgot to install the dependencies (always check the OP of a mod thread, the dependencies are usually listed there, if there are any): Screenshots of the debug console doesn't qualify as a log The actual log file contains way more informations and and we can look for everything that might cause the issue. In this cause, we would fine some entries about the missing dependencies, which are definitly not the lines which are shown in your screenshots. There is a thread pinned at the top of this subforum which describes where you can find the log file, depending on your operating system: In order to fix mod issues, it is usually required to upload the log file to a cloud or filehoster and share a download link here in the forum. Well, in this case it is already pretty obvious but keep it in mind for the future
  6. 4x4cheesecake

    Visual Bug

    I see. Well, than there is nothing else do to for me but thanks for reporting back
  7. The STS-8 video works fine for me, the others seem to be broken (I've seen the other flights in the live stream, I can assure that everything went fine )
  8. ModuleScienceContainer is still there but since you mentioned it: the ModuleScienceConverter got removed as well, I'll edit it in my previous post. Not quiet sure about the containerModuleindex though...I just copied the original ModuleScienceLab from the Central Hub config.
  9. This patch should add it back to the hub: @PART[KKAOSS_Central_Hub]:NEEDS[USILifeSupport,PlanetarySurfaceStructures]:FINAL { MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 300 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.25 // Multiplier to data processing rate and therefore science rate scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 4 //How much science does data turn into? scienceCap = 250 //How much science can we store before having to transmit? powerRequirement = 4 //EC/Sec to research ConverterName = #autoLOC_502055 StartActionName = #autoLOC_502056 StopActionName = #autoLOC_502057 } } Just copy&paste it in a textfile within your GameData folder and name it whatever_you_like.cfg I assume, there is a reason why the lab got removed for USI-LS, so no warrenty if anything breaks
  10. 4x4cheesecake

    Custom Tech Tree Configs

    Interesting. I'll keep that in mind. Glad to hear I was able to help
  11. 4x4cheesecake

    Custom Tech Tree Configs

    This really works? I'm kinda surprised though since you use the " | " (logical OR) instead of a " , " (logical AND) for the list of parts, so from my understanding of MM patches, this should just move a single part from the list and not all of them...but I might be wrong there Anyway, to your question: I assume you run KSP 1.6.x? AFAIK there is a little issue when moving parts to different tech nodes while using a savegame, which got created with the parts in their original location in the techtree. There is actually no reason for the parts to remain in the previous nodes and this bug creates a strange behaviourt on savegames ported from 1.4 to 1.6 since some stock parts got moved to different nodes. TL;DR: Start a new game everytime you've moved a part somewhere else and it should be displayed properly. Unfortunately, I'm not aware of a different solution.
  12. 4x4cheesecake

    [1.6.x] Kerbal Alarm Clock v3.10.0.0 (Dec 31)

    @Tyko I can definitly see the difference in your screenshots and indeed, your KAC window looks like it is scaled up. Buttons and text seem to be bigger but when I compare it to mine, KAC 3.10 still looks fine and more like your 3.9.1 version. I'm playing on 2560x1440 with no UI scaling, maybe that's the difference? edit: here is also one from KSP 1.5.1 with KAC 3.9.1 I don't really see a difference in my case
  13. Click on the little blue arrow in the upper left corner of the embedded link or on the 'OhioBob replied at topic' part of the link, than you will be redicretec to the post
  14. 4x4cheesecake

    [1.6.x] Kerbal Alarm Clock v3.10.0.0 (Dec 31)

    Toolbar Controller only lists mods which actually implement the Toobar Controller, which is not the case here Blizzys works fine for me though...after switching from stock to blizzys toolbar in the KAC settings, I was able to select the button there. Most of the other stuff works fine for me as well, I can just confirm no.2 on your list but I haven't used this button in KAC 3.9.1 so no clue if it actually should be moveable. Not sure about no.8 though, have to compare it. Did you delete the CKAN cache file for KAC as well or tried a manual install? Maybe it's just the downloaded .zip which got corrupted but without removing the mod from the cache, CKAN will not download the mod again and just installs the same .zip file again.
  15. Ah, I see. I assume, the part in question is this one since it is called 'Central Hub': We should probably just wait for @Joshinken to clarify this situation
  16. It does have an lab, it is mentioned in the part description (and it's working fine for me) @Joshinken Did you check the ModuleManager ConfigCache? Maybe a different mod interferes with science labs in general. edit: I just checked the modsupport configs and if you have USI-LS installed, the lab is removed from the hub, maybe that's already the solution?
  17. 4x4cheesecake

    View multiple calculated orbits

    Welcome to the forum Try to increase the conic patch limit:
  18. 4x4cheesecake

    Visual Bug

    Welcome to the forum The format is not a big deal but we will need a log file. Since you've read the reporting guidelines, I assume you have read the part about the log file and where to find it as well? You cannot upload something to the forum. Uploading stuff into a cloud and share a link is totally fine but if you want to embed pictures or videos to your post, you need to upload it on a hosting service which provides a direct link to the picture or video (like youtube, imgur). Than pick the link and just copy&paste it into your post or use the 'insert other media' button in the lower right corner. There are also some tutorials available on this topic, for example this one: Maybe also interesting for you is this post on the forum in general:
  19. Both mods are already on the list to vote for
  20. Thanks for the quick fix, much apreciated
  21. 4x4cheesecake

    Can't play the game.

    Oh, you are right, there are actually some backports for KSP 1.3.1 and 1.20.16 seem to be the latest release for KSP 1.3.1. Sorry, I totally missed that. Anyway, Firespitter will definitly need an update: https://github.com/snjo/Firespitter/releases/tag/v7.6.0 Probably the NearFeature parts as well, hard to say if the version number for these mods are listed properly in the log. In generall, I would always recommend to use spacedock or CKAN instead of curseforge. Spacedock is maintained way better and via the 'changelog' tab, you can easily find the proper mod versions. CKAN also provides a version tab but it's usually not necessary to check the version manually there but most mods contain a link to the forum page or github repository which can be quiet handy
  22. Oh, I must be blind when I checked this category Yeah, found it there this time, thanks^^
  23. Thanks @d4harp to bring up the issue here already @linuxgurugamer It's actually a "KeyNotFoundException" but it is pretty rare so I've talked about an NRE by habit before... KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.Int32,System.String].get_Item (Int32 key) [0x00000] in <filename unknown>:0 at ScienceSituationInfo.SituationModule.Start () [0x00000] in <filename unknown>:0 In order to replicate the issue, it requires (additional to this mod) a science experiment with an valid "usageReqMaskInternal" value != -1, 0, 1, 2, 4, 5, 8 in the "ModuleScienceExperiment" node. To me, it happens in the combination of "Probes before Crew" + "Stockalike Station Parts Expansion Redux" + this mod, because this combination changes the usageReqMaskInternal of the sspx greenhouses to 12. As soon as I enter the editor, the excetion appears. Full log: https://www.dropbox.com/s/0hcn27460jq8d9a/output_log(experiment_mask).txt?dl=0
  24. 4x4cheesecake

    Can't play the game.

    The game crashes whhile loading the parts of interstellar which kinda makes sense since the version you've installed now is even newer than the last one (1.20.15 is released for KSP 1.5.1) and Firespitter is still installed in the old version for KSP 1.1.3. Checkout the link provided by @Gargamel to be sure, you get the correct versions. You can also try CKAN, most of these mods are available there (that's actually how I find all the compatible version numbers^^).
  25. Thanks for the detailed explanation Also the value 5 makes sense now. It is definitly the bitmask which throws an exception since it uses a hardcoded dictionary in the form '<int> key, <string> value' where the key is the bitmask and the value is an description ala "needs crew in part", "need control of vessel", etc.... This dictionary got entries for the bitmask -1, 0, 1, 2, 4, 5 and 8 so as soon as you go to the editor/revert a flight (the latter one triggers the exception everytime), KSP tells you about an missing key-value entry and trows an exception. Now I know it is a bitmask and not a simple enumerator so I'll redirect this issue to LGG and probably try to find a solution on my own as well^^