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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. This is what I do, too. These days subfolders are supported by the open craft button, so under the Default save game (which i don't use) I have several subfolders under VAB, eg. one for each part mod I use that has sample files ... e.g. "BDB", "Orion", "Tundra" - that way any sample can be opened from within any save I happen to be using.
  2. Yeah, the Reborn branch of the Gitlab repo, installed manually. A little cheat sheet:
  3. i don't think i'm seeing the same thing as you ... can you tell me the actual path and filename you found?
  4. Butting in ... Sorry I can't help you with the MechJeb errors, but you do have a couple other things that would be good to look at, too. First, you have at least one instance of MiniAVC.dll somewhere, and that mod is outdated and broken and can cause issues. You can either get the ZeroMiniAVC mod or just delete any instance of the dll from your GameData and below. You have a science lab that's freaking out, and here's the report of it, followed by tons of nullrefs around line 119735. 114906 [ERR 16:36:23.567] [ModuleScienceLab]: No Container Module found at index 4 The fix for this is pretty simple once you identify the part causing it. Do you know how to use something like grep to search through CFGs files in your gamedata folder and below? if so, the text you want to find is "containerModuleIndex = 4" - the only other way I know to find it is to instantiate a lab in the VAB, and right-click on it. If you have the debug console open, it will start spewing walls of red nullrefs on the bad laboratory part. If you can find it and report the full path of the cfg file, I can help you fix it - but the fix depends 100% on the file itself, so you'd need the right cfg file. Btw, if you can't find that text, reduce it to just "containerModuleIndex" and look for one with a 4. Sorry, slightly off topic from your question - but if I've learned anything about KSP mods, it's that one problem can cascade into other problems, so a clean log is good.
  5. I haven't seen this, myself. I wonder if it's related to game mode? This is Science mode below: And in case anyone is interested:
  6. lol especially if you like lots and lots of repeated, useless lines. my player.log has 49,400 repeats of the "buildslave" line 35 text in a file that has 172,000 lines ... a good 30% of that file is noise. Have you found stuff in there that isn't in ksp.log?
  7. Idk about other people, but the only thing that folder does for me is break the install. For me, KSRSS only works without it.
  8. Sounds likely that the Retro folder isn't there or is in the wrong place. There's a one-liner in the Github readme that says where it goes. It needs to form this path: GameData\KatnisssCapeCanaveral\Instances\Retro The readme says: !!!!! Instructions: Place the Retro/Modern folder into KatnisssCapeCanaveral/Instances !!!!! (p.s. there is no Modern folder, only a Retro folder)
  9. For me this is added by ReStock. See GameData/ReStock/Patches/Electrical/restock-lights.cfg.
  10. So these two lines make it fairly clear you don't have the right thing installed. There's a link in the message literally just prior to your message. There is no "2.5xKSRSS.cfg" file any more, and there definitely is a configuration.cfg, and you won't need KSRSSVE. All you need is the reborn branch, scatterer and eve, and you should have clouds. I would definitely suggest you delete everything in your GameData folder that smells like KSRSS, and then download the reborn branch from the gitlab link in the message above yours. Make sure you drill down in the download archive until you find the folder named KSRSS, inside of which there is a configuration.cfg, as well as other folders. Don't install anything other than that KSRSS folder from the archive (aside from all the requirements, and scatterer and eve)
  11. This is a pretty common cfg error. The issue is: containerModuleIndex = 0 in the ModuleScienceLab module. It must point to the ModuleScienceContainer module. So, you can either move the container module to be the first declared module, or you can count how many MODULE {} tags there are until you get to where the container is now. Looks like it's either 8 or 9, can't remember if the index is 0- or 1-based. Edit: It's zero-based, so if you change the 0 to an 8 it should be happy, I think!
  12. This is not the case for me - they work correctly (~8m/s). You using something that affects the aero system? FAR? RealChutes? I have neither. In any event, they're gonna ask you for a log ...
  13. Not sure where you are in the process but maybe you just need to open the launchpads? Click the KK button in the VAB, you'll see all the pads that are available, and perhaps some are not open.
  14. Yes, well sort of. The US Probes mod (from Raidernick) contains a Mars Observer. It's designed for RSS/RO, so you'd probably want to rescale it (I believe it fits in the Titan fairing with rescaleFactor = 0.68). No waterfall, no RealPlume, but it's a Mars Observer model. I've used several from that pack after pruning it down to just what I wanted, like LRO, Messenger, Stardust, TDRS and a couple others.
  15. First, here's the current thread for this mod: And sounds to me like you haven't opened the launchsites. This can be a two-step thing. One step is to tell KK that you want a pad to be a launchsite, which is done in the static editor right when you place the part. There's a "Edit Launchsite" button that leads to a dialog where you define the parameters of the launch pad. The second step is in the VAB, where you have to open the launch site by clicking on the KK icon, selecting the site, and using the second popup to open it.
  16. The Shuttle tower from Modular Launch Pads doubles as a Falcon 9 tower
  17. B9 is correctly reporting a syntax error in this file: RocketMotorMenagerie/Parts/rmm_arenysaurus/rmm_arenysaurus.cfg on github. https://github.com/EStreetRockets/RocketMotorMenagerie/issues/10#issue-1794529065 I'm sure this will get addressed eventually for the next release, but if you want to fix it yourself in the meantime you just need to edit the file, go to line 310, and hit enter after the word "false" so that "SUBTYPE" isn't on the same line.
  18. my suggestion is to try getting rid of this. lots of things didn't work for me when i had that installed.
  19. We hope someone else chimes in ... I'm out of ideas. I guess in your shoes what I'd do is reinstall a few things like KSRSS, Eve and Scatterer, I'd clobber settings.cfg, and delete the mm cache files, and the scatterer cache folder. I don't think you have to do anything to get clouds to render if you have ksrss+eve+scatterer, I didn't do anything other than install them. Here's a pretty recent picture of my gamedata, in case you can spot any differences that might matter.
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