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JH4C

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Posts posted by JH4C

  1. 11 hours ago, Jatwaa said:

    Easy, rather than using MM to patch multiple things, I used one file that matches EC almost exactly, in so much that it doesn't affect much else in the game. One file, no MM patch delays and same effect overall. :) 

    Yeah, but you're potentially undoing changes made by other mods for their own requirements by including the entire definition file. Adding one item to the MM list of patches when you already have 10k+ other patches queued causes no appreciable delay ;) 

  2. Can I ask the reasoning behind having a full declaration of all the pre-existing resource types included in this mod? If the EC rules need changing to make these work effectively then an MM patch that works just on the EC definition would be a much simpler and safer answer.

  3. 1 hour ago, Jesusthebird said:

    it thinks 0.12 is an updated version over 0.2, or..1.8.06 is an updated version over 1.8.3.4

    0.12 would be an update over 0.2 though, and 1.8.06 - or rather 1.8.6 (because the 0 is implied) - would be an update over 1.8.3.4, so that shows that CKAN is working as intended. It also shows that it should cope just fine with 1.10 coming after 1.9.

  4. 14 hours ago, Dfthu said:

    Would the fueled FL-A10 cause any problems if I shared a crafted with it to a person that doesn't have this mod?

    Probably not, as there's no other changes I believe? Of course they will have a little less fuel than you, and the balance will be slightly different due to the relocation of weight, but it's such an unimportant amount of fuel they probably won't notice unless it's a very small vehicle.

  5. 12 hours ago, Plane Crazy said:

    I brought one to Duna and it says it needs oxygen, even though it is set in electric mode.

    I can't see anything in that screenshot that suggests it needs Oxygen. The fuel availability next to the staging shows that it runs off of EC and IntakeAtm, which is the "any atmosphere" resource. You probably need more intakes to balance the rarified air.

  6. 3 hours ago, MaikMakensi said:

    Heio, I think i've found a bug, and since i can't find any place to report it or where it was solved i'm posting the info here (if it is solved or there is a better place to leave this i'd remove the post on demand).

    So, it looks like its a problem related solely to rotors and the "hover" function.

    I'm running ksp 1.5 with about 20 mods, but mostly interface or visual and the part mods do not interfere or have overlapping parts (if more precise info is required please notify and i'll provide it).

    I would think the first and best place to report this would be whichever mod is giving you the Hover button, because it's not stock nor is it part of AP+. The mod listed in the OP as being helpful for hovering is outdated and has been adopted/updated by LinuxGuruGamer here: 

    If that is what you've already installed, then that's where you need to report the issue. 

  7. 13 hours ago, ExplodingExplorer said:

    I've been having a bit of an issue with the MK-3 X adapter. it immediately crashes with the following message.

    B9PartSwitch - Fatal Error

    Conflict between Module B9 Part Switch on part M3X.XHub

    2 Modules cannot manage the same resource: Liquid Fuel.

    2 Modules cannot manage the same resource: Liquid Fuel.

    2 Modules cannot manage the same resource: Oxidizer

     

    I also found this excerpt in the log. If you need the full file, you'll have to teach me how to upload the full thing without doing a copy-paste. This thing doesn't like doing the copy-paste when it's the full log. It just crashes.

    [LOG 19:28:57.121] [Part M3X.XHub] [ModuleB9PartSwitch 'fuelSwitch'] Inferred subtype based on part's resources: 'LiquidFuel/Oxidizer'
    [LOG 19:28:57.121] [Part M3X.XHub] [ModuleB9PartSwitch 'fuelSwitch'] Inferred subtype based on part's resources: 'LiquidFuel/Oxidizer'
    [WRN 19:28:57.127] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
    [EXC 19:28:57.127] Exception: Conflict found between ModuleB9PartSwitch (moduleID='fuelSwitch') on part M3X.XHub and ModuleB9PartSwitch (moduleID='fuelSwitch') on part M3X.XHub:
      Two modules cannot manage the same resource: LiquidFuel
      Two modules cannot manage the same resource: LiquidFuel
      Two modules cannot manage the same resource: Oxidizer
        B9PartSwitch.ModuleB9PartSwitch.CheckOtherSwitchers ()
        B9PartSwitch.ModuleB9PartSwitch.Start ()
    [EXC 19:28:57.127] Exception: Conflict found between ModuleB9PartSwitch (moduleID='fuelSwitch') on part M3X.XHub and ModuleB9PartSwitch (moduleID='fuelSwitch') on part M3X.XHub:
      Two modules cannot manage the same resource: LiquidFuel
      Two modules cannot manage the same resource: LiquidFuel
      Two modules cannot manage the same resource: Oxidizer
        B9PartSwitch.ModuleB9PartSwitch.CheckOtherSwitchers ()
        B9PartSwitch.ModuleB9PartSwitch.Start ()
    [LOG 19:31:42.056] [UIApp] OnDestroy: EngineersReport
    [LOG 19:31:42.056] ScaleModList: listSize 82 maxListSize 804

    Are you using the most current version of M3X? This bug was squashed almost as soon as it first appeared, although it did make a comeback as can be seen in the posts above yours, which also explain how to fix it.

    As for posting the log, you don't cut & paste it onto the forum because yes, it'll kill everything. Use something like pastebin or dropbox or whatever to host it, then post a link - but hopefully in this case that won't be required.

  8. 13 hours ago, Potato flavored waffles said:

    One thing I would love for this mod would be wide body airline parts. I am a sucker for commercial aviation and have noticed how you can only build aircraft like this first picture and not longer range aircraft like the second picture as well as double Decker cabins like in the third picture.

    Try @neistridlar's NeistAir parts:

    There's some pretty big fuselage pieces there, including all kinds of luggage spaces and passenger layouts, as well as some great discussion in the thread about sensible limits on the number of Kerbals that should be loaded onto a craft.

  9. 10 hours ago, mrvice said:

    So the doubled entry in right click part menu for open/close intake air is normal?

    Yes, one's the intake for IntakeAir, the other's the intake for IntakeAtm.

    10 hours ago, mrvice said:

    so that means i could use jet engines in space?

    No, because there's no air or atmosphere in space.

    17 hours ago, JH4C said:

    you can use props or some jets on other planets than Kerbin/Laythe.

    You still need an atmosphere to use intakes and engines that recognise IntakeAtm, it just doesn't need to be an oxygen-rich atmosphere; this means they can function on Duna, Eve, maybe even Jool, etc. as well as other mod-created planets. Examples of such engines would be nuclear jets and electric fans; neither of these care what the composition of the atmosphere is, they just need to be able to move it around in order to propel your craft.

  10. 5 hours ago, mrvice said:

    Intake Air ATM: is this still working? because it never changes to 0 even the engines have 0 air left and are not working anymore
    ( read somewhere else squad took that out completly )

    Intake Air is the stock resource, Intake Atm is a community resource for engines that require gas to pass through them as part of their propulsion cycle but it doesn't need to be oxygenated, so you can use props or some jets on other planets than Kerbin/Laythe. It won't go down unless you're in a situation where it needs to be used, but that's not a bug.

  11. 12 hours ago, Vectorv12 said:

    Is there anything that prevents me from using the 1.5.1 version of this mod with 1.3.1 KSP? Thanks in advance!

    Well if Tiktaalik does go ahead and use the stock part switching, then that's not available in 1.3.x so you'd be stuck there. I never used 1.3.x so I couldn't comment on anything else that may have changed between then and now. There's not many mods that still require such an old version of the game to run though; it might be better to try and find ways up getting them updated rather than hoping stuff made now might be backwards-compatible.

  12. 10 hours ago, MaximumThrust said:

    Is there any icon packs out there, or something I could adapt to use in this mod?

    I'm not aware of any specific icon packs, but you can add your own by making 32x32 PNG files (with alpha transparency if desired) and placing them in the "Waypoint Manager/Icons/Custom" folder. I adapted a couple I found online (don't have rights to release them, sorry) and they work well.

  13. 15 minutes ago, Nik Power said:

    Could You be more specific, which log file I need to provide?

    And do you mean picture of GameData folder or what?

    As posted at the top of the forum, and in LGG's sig:

    That part uses resource IntakeAtm; make sure that CKAN has correctly installed either CRP, or some other mod that defines this resource, as lacking a resource definition can cause the symptoms you're reporting.

  14. It was probably exactly where you saw them saying they'd done it, i.e. in the KJR thread:

    Shortly after you asked, the person making the updates made another update and provided a link right in the post. That's always going to be the best place to look, and the best place to ask too.

  15. There's a few versions already in existence, for example the one used in Scott Manley and Shadowzone's 2001 mission pack, and the one used in tomf's. And of course, if you install those you have the added bonus of having something to do with the station once it's up there!

    Seriously, just search for topics containing 2001...

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