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FuzzyG

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  1. Thank you for looking into this. Apologies on my part because I didn't know about the Modular Fuel Tank mod, which I didn't have loaded at that time. Kind regards...
  2. There were only two fuel tanks that had (LPG) in sandbox mode and none in career mode.
  3. Greeting.... I installed your mod, which allows LPG configuration for propellant but I am unable to find the tanks that match up accordingly. I went into the edit tank portion but was unable to select LPG. Currently playing in Career mode and was tasked to utilize the LV-T45 "Swivel" Liquid Fuel Engine (LPG). Switched over to Sandbox mode and still no LPG tanks which would meet the necessary criterion; that is, except for example the FL-C1000. Am I missing another mod ??? Kind regards
  4. TO: VoidSquid FROM: Immaidoit REF: Buttonology Settings for this particular occurrence take place when and only when one is selecting the difficulty mode. As stated succinctly by you "VoidSquid," anything greater than Easy Mode will cause stock planes to be,,, um,,,, shall we say,,,, null and void. Okay, I must confess that I was playing in "Immaidoit Mode," and forgot all about the little things that make it so much easier. I do not mind being called out on the red carpet (so to speak), mainly because the real test is to figure out why the game switches playing mode. So without further ado, I now close the missing stock planes issue courtesy of VoidSquid for stating the obvious. In that, I forgot all about that particular setting and thought for sure I was losing control of my KSP reality. It's not everyday that one has to eat up a nice serving of humble pie for me, the FuzzyG ... Clearly, my ADHD got the better of me this time. Once again, kind regards to VoidSquid
  5. I have been playing KSP for almost two years and have noticed that the issues just keep getting weirder and weirder. For example, I loaded up about 45 or so select mods. I started in Career Mode but after launching from either the VAB or SPH, there would be no missions and the game itself would "physically change to Sandbox mode." NOTE: I can duplicate this over and over and I can also record this occurance for any non-believers in weirdness. On top of that, the buttons quit working making it impossible to do anything other than "Alt-Shift-Del" the game in Task Manager. As this is the forum for "unmodded installs," I ask you bear with me for a minute of your time or so... I decided that a fresh install in a new directory/drive would be worth my trouble except it only added more problems. The current problem is that there are NO stock planes/crafts or otherwise listed in either the Career or Science Mode. In other words... gone, vanished, empty, and so forth. Before I get inundated with obvious comments that speak for themselves, consider the following: The game is in a new directory, Steam cloud is "OFF," and validation does not fix the issue one way or another. In that, after I back all the way out of the game, I revalidate the game files, which states approx 45 to 57 files are missing each and everytime I go through the same following scenario: Validate. Start game from directory or Steam (doesn't really matter). Start new game in either Career or Science Mode. Go into either SPH or VAB and select open, which then allows selecting either SPH/VAB internally. Still get same weird results ------------> NO CRAFTS NOTE: Crafts are only there in Sandbox mode!!!!!!! Any thoughts to the matter????
  6. If I may ask ever so humbly, which KSP sources are you referring to? I want to improve my debugging skills. King regards, ~G
  7. Yes and Yes. However, just to be sure I deleted the MOARdV directory and then copied it over again from the AvionicsSystems-1.1.0.zip file. Now, the current issue at hand seems that certain mods need to be installed to prevent the onslaught of "Unknown Part Module" from popping up. So far I have managed to eliminate all the ones that occurred with A-51/X-51 crafts with the following: Vessel A-51A Flapjack is missing part module ModuleKISInventory Needed Mod: Kerbal Inventory System (KIS) (added with CKAN) which Recommended: Community Category Kit (added with CKAN) which Suggested: Kerbal Attachment System Easy Vessel Switch (EVS) Outcome: PROBLEM RESOLVED Vessel A-51A Flapjack is missing part module FlightEngineerModule Needed Mod: Kerbal Engineer Redux (added with CKAN) Outcome: PROBLEM RESOLVED Vessel A-51A Flapjack is missing part module MASFlightComputer Needed Mod: Avionics Systems (MOARdV) (added manually) which Depends On: ASET Props (added with CKAN) which Depends On: ASET Avionics (added with CKAN) which Depends On: ASET Agency (added with CKAN) which Recommended: Ferram Aerospace Research which Recommended: Ferram Aerospace Research Continued which Depends On: RasterPropMonitor Core (added with CKAN) Outcome: PROBLEM RESOLVED Vessel A-51A Flapjack is missing part module MASCamera PROBLEM RESOLVED WITH INSTALLATION OF Avionics Systems mod. Vessel A-51A Flapjack is missing part module RasterPropMonitorComputer PROBLEM RESOLVED WITH INSTALLATION OF RasterPropMonitor Core mod. Vessel A-51A Flapjack is missing part module WBIPartScrapper Needed Mod: WBI Pathfinder (added manually) Outcome: PROBLEM RESOLVED Vessel A-51A Flapjack is missing part module ModuleBreakableFuelTank Needed Mod: WBI BARIS (added manually) Outcome: PROBLEM RESOLVED Vessel A-51A Flapjack is missing part module ModuleBreakableSAS PROBLEM RESOLVED WITH INSTALLATION OF BARIS mod. Vessel A-51A Flapjack is missing part module ModuleBreakableTransmitter PROBLEM RESOLVED WITH INSTALLATION OF BARIS mod. Vessel A-51A Flapjack is missing part module MechjebCore Needed Mod: MechJeb (added with CKAN) Installed: MechJeb 2 (MechJeb and Engineer for all! was also installed just because) Outcome: PROBLEM RESOLVED Vessel A-51A Flapjack is missing part module ModuleQualityControl PROBLEM RESOLVED WITH INSTALLATION OF BARIS mod. Vessel A-51A Flapjack is missing part module WBIResourceDistributor Vessel A-51A Flapjack is missing part module SyncModuleControlSurface Needed Mod: Atmosphere Autopilot (added with CKAN) Outcome: PROBLEM RESOLVED Vessel A-51A Flapjack is missing part module FStextureSwitch2 Needed Mod: Firespitter Core (added with CKAN) Outcome: PROBLEM RESOLVED Vessel A-51A Flapjack is missing part module ModuleBreakableRCS PROBLEM RESOLVED WITH INSTALLATION OF BARIS mod. Vessel A-51A Flapjack is missing part module ModuleBreakableEngine PROBLEM RESOLVED WITH INSTALLATION OF BARIS mod. Vessel A-51A Flapjack is missing part module MASRadar PROBLEM RESOLVED WITH INSTALLATION OF Avionics Systems mod. **************************************************************************************************** In addition, I also ended up installing several more of Angel125's mod: Pathfinder, MOLE, Buffalo and Snacks. However by adding the concomitant crafts accordingly, the "Unknown Part Modules" message returned but is almost resolved except for the following: --BUFFALO mod-- Vessel V-22 is missing part module SnacksControlSource Vessel V-22 is missing part module TrajectoriesVesselSettings Vessel Guppy is missing part module WBIGuppyDiveComputer --MOLE mod-- Some of the remaining sample crafts are indicating the same first two modules as from the Vessel V-22. For instance, Vessel Big Brumby, Dolores AFS Core, Kapollo Skybase, just to name a few. ************************************ So if you, Angel125 or someone else could identify which additional mods I need to remove the "Unknown Part Module" caption, it would greatly be appreciated. Thank you for all your help in these matters... G
  8. Other than the log indicating them as missing parts, I am not sure what it is I should be looking for. My log files are posted above if you want to peruse through them. They are for KSP 1.8.1. On the other hand, for KSP 1.7.3, I know WBI mod versions are the same ones I have installed for KSP 1.8.1. But in retrospect, the problems between the KSP versions seem to be consistent but I will reset the WBI mod versions on the earlier KSP version to coincide accordingly just to be certain. Then again, it doesn't explain the issues I am having with the latter KSP version. Not sure what you mean or where it is located at other than where they are kept within the WBI folder.
  9. Not sure if this matters, but said missing parts are actually missing from the parts inventory in both the Sandbox and Career mode. I have never come across anything like this before. How can I find out what caused those particular parts to disappear???????
  10. I understand the correlation between MM and KSP version, except that CKAN indicates that MM 4.03 requires KSP versions 1.4.0 - 1.7.90; whereas MM 4.1.0 or 4.1.1 requires KSP 1.8.0 -1.8.90. When I apply the same mods from 1.7.3 to 1.8.1, the loading screen hangs on the Hangar mod (before it is physically removed), then on the MOARdV mod, which I understand supports the latest version of Angel125 Flying Saucer mod. I apologize for not clarifying my posting; in that, I was testing the bare minimum with KSP 1.8.1 so that I could determine what mods were missing that leads to the message *** Contains locked or invalid parts ***, which is typical when I am playing in Career mode. However, I am getting that in Sandbox mode when everything should be unlocked accordingly. For my KSP 1.7.3, I am running about 255 installed mods (not including the manually installed mods, which are mostly Angel125's and supporting mods. But I am still having issues with that version as it continues to crash at various times during game playing. I can post the log and player files if that would help to figure out why it is crashing. I for one, have yet to figure out the actual cause of it crashing. On the other hand, with these included files: https://www.dropbox.com/sh/t8ov3drcamafe2d/AAB7ZXXuxiIAmpVdFNpV1v9Za?dl=0 I am running in KSP 1.8.1, MM is 4.1.1 and I have the most current version of Angel125's mods that I choose to manually install along with supporting mods, which seems to be missing some because of the "locked or invalid parts" message when I try and open the Flapjack crafts in SPH. I also should mention that KSP 1.7.3 is allowing me to actually load up the applicable crafts despite the message "Unknown parts module." while I am in Sandbox mod. And I can actually launch said crafts accordingly. However, in KSP 1.8.1 with the minimum amount of mods installed, I can neither load or launch any Flapjack crafts. Kind regards, ~G
  11. Would you be so kind as to indicate the mods that you have installed. My focus is on the issues that I am getting with the A51 Flapjacks; such as, *** Contains locked or invalid parts *** when I play in the Sandbox mode, which is odd. More specifically at the present, I have the following missing parts as a whole: wbiA51Cockpit, wbiDockingPort, dockingPort1, dockingPort3. The Guppy and V-22 are missing a fair amount of parts. https://www.dropbox.com/sh/t8ov3drcamafe2d/AAB7ZXXuxiIAmpVdFNpV1v9Za?dl=0 ~G
  12. I am currently running version 1.7.3 with the 0.4.5.4 Flying Saucer Mod; however, the Advanced Alien Engineering section is blank. Is this the norm or does 0.4.6 add any parts? Amazing stuff by the way!!!!!
  13. I have been working on the optimum configuration of mods with strained results given the fact that I have about between 231 and 246 or so mods that I wanted to implement. However, I wanted to explore the Alcubierra Warp System in further detail but ran into a CKAN conflict with IXSWarpShipOS. Not to be discouraged, I found and subsequently downloaded your recent 1.24.0 version of KSPIE; but it requires clarification in terms of folder naming convention. For instance, 1.23.9 utilizes the folder "InterstellarHybridRocketry" whereas 1.24.0 utilizes the folder "InterstellarFuelSwitch." However, you already defined said switch/folder name under your version 3.12.1.5. Given these facts at hand, my best assumption would be to copy the contents of 1.24.0 into the 1.23.9 folder thus avoiding the CKAN conflict because I would be manually installing 1.24.0 into the necessary folder accordingly without further ado. EDITED: Upon closer examination, I noticed that the naming convention for 1.24.0 corresponds correctly with 3.12.1.5. Therefore it will be there where the files will go as necessary. No time like the present to see if the latter holds true. Cheers, ~G
  14. Not sure if this has been resolved yet but I received a [Tweakscale] ERROR: **FATAL** message. Here is the short part... [LOG 15:57:27.567] [TweakScale] WARNING: **FATAL** Found a showstopper problem on batteryBankMini (Z-200 Rechargeable Battery Bank). [LOG 15:57:27.567] [TweakScale] ERROR: **FATAL** Part batteryBankMini (Z-200 Rechargeable Battery Bank) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). And here is the long part... https://www.dropbox.com/s/n2007k1qvlpuuow/KSP_10-19-2019_1558-TWEAKSCALE-FATAL.log?dl=0 If you need me to respond back with a MM dump, please provide the command line structure. It has been quite some time and cannot recall the format for doing said dump. Kind regards, ~G
  15. I came across an issue that finally seems to be resolved with @Electrocutor's version. For instance, Squad has five original AE-FF series (1. 1.5, 2, 3, & 5 meter) Protective Shells. However, when you install @rsparkyc's 1.5.0.5 modded version, the 1.5 and 5m are the only ones viewable/useable along with the mod's -PF shell. On the other hand, @Electrocutor's mod restores the shells back to the original five minus the -PF one. Personally, I prefer the latter which now allows me to utilize @Yanfret's Chaka Monkey Exploration Systems mod. Note: please feel free to verify my findings with the two Procedural Fairing mods and advise if anyone finds a workaround other than not installing said fairing mod. Cheers ~ G
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