aceman67

Members
  • Content Count

    27
  • Joined

  • Last visited

Community Reputation

4 Neutral

About aceman67

  • Rank
    Rocketeer

Recent Profile Visitors

237 profile views
  1. I'm staying on 1.7.3 for the foreseeable future until some more mods are updated, and I upgraded to your latest version which says is compatible with 1.7.3, but installing it breaks Tweak Scale entirely (the option is not present on any part, but game is still playable). Output Log: https://drive.google.com/file/d/1uHvE5du0H19NPp11R50NajZq7Wp0aFji/view?usp=sharing I know you need the Player.log, but the only file I have is several days old and pre-dates this update (exiting the program didn't generate a new file for some reason)
  2. I think I found a new mod as an excuse to start a new Career save! Thank you for all your hard work!
  3. Attempting to Update and/or Install (I uninstalled the mod to cover my bases) the 1.5 update wakes the CKAN Kraken with this error: CKAN.InvalidModuleFileKraken: TundraTechnologies 1.5.0: C:\Users\tehph\AppData\Local\Temp\tmpCD9B.tmp has length 135760085, should be 135760122 at CKAN.NetModuleCache.Store(CkanModule module, String path, String description, Boolean move) at CKAN.NetAsyncModulesDownloader.ModuleDownloadsComplete(NetModuleCache cache, Uri[] urls, String[] filenames, Exception[] errors)
  4. I personally think that the resources on the parts are just fine. On the IRL ISS, they keep enough supplies on the station for well over a year in case resupply is delayed (which has happened, several times). While I would support a change that would make the smallest container have enough supplies for 6 months, going down to 3 months is a bit much, IMHO.
  5. Log file = https://www.dropbox.com/s/topuqy8l2vre2so/janitorscloset.7z?dl=0 I went through the mod filter list, disabled them all 1 by 1, reenabled them all 1 by 1, clicked hide all and show all.
  6. i5 7600k OC'd to 4.3ghz 32GB DDR4 ASUS Dual 8gb GTX 1070 w/ 2130mhz OC EDIT 1 Currently uploading Zipped Game Data folder, just opened KSP with modded DLL file to pull a log for you. EDIT 2 Still waiting on upload, will be done in a few mins. In the meantime, whatever you did to that DLL file made everything work. Log file coming with next edit soon as things are uploaded. EDIT 3 https://www.dropbox.com/s/vdu1eya0a6oq1rp/GameData.7z?dl=0 - Game Data file https://www.dropbox.com/s/9qlte4z1tsau5nh/janitorscloset_ckan.ckan?dl=0 - CKAN Mods Export File. AutoAGL, Pathfinder and Wild Blue Tools are manually installed. https://www.dropbox.com/s/lb069xf8iwqtl99/output_log.7z?dl=0 - Logfile that was promised. Also, about the KSPDev having multiple installs, I narrowed that down to Kerbal Inventory System not being updated to 1.7 as of yet, and it still running kspdev 1.1, and EasyVesselSwitch and Kerbal Attachment Systems both having KSPdev 1.2 bundled with it.
  7. I'm having the same issue. I've manually installed ClickthroughBlocker and Janitors Closet, I've installed it with CKAN, Reinstalled with CKAN, Overwritten the CKAN installed files with the correct version from Github and still getting the no parts error. Nothing I do fixes this except uninstalling Janitor's Closet. The Mod Filter window is open in the top left hand corner at all times in the VAB/SPH, and does not go away unless closed (even when you exit out to the main menu.) Here's the Log File: https://www.dropbox.com/s/h20lwlwfxa1igho/output_log.zip?dl=0 Win 10 Home, KSP 1.7
  8. I commend you on trying to recreate it, so here's my CKAN mod file for you to throw a fresh 1.7 install (although I was getting the same issue in 1.6.1). Ignore the B9partswtich errors, from what I've read from that mod's thread, it's just throwing a hissy fit from the new version and isn't anything game-breaking (I was able to test another rocket this morning with no issues). I've also included the craft file for testing, I tried without Auto-strut and Rigid attachment, and with Auto-strut (Root) and Rigid attachment on the USII bay fairing. Both oddly survived this time, although the Fairing and everything in it (except the cores) were destroyed in both splashdowns (despite coming in at 5-6m/s, totally safe for stock service bays in my experience. Probably needs maor chutes). Also, don't timewarp while in atmo during launch, rocket becomes a noodly Kraken treat, the rocket has enough dV to get to an 80km orbit, and to de-orbit both main stage and second stage, it's nothing pretty. It's also using just Squad/SquadExp and Universal Storage 2 parts. Mods CKAN file and Craft File here: https://drive.google.com/open?id=1YQU-s-x3-4dGgCvEYMaw1CyLVmAFdlLV
  9. I'm having an odd issue in the early game using the double height 4slot 1.25m service bay where I have the Central spoke of the service bay hooked up to the bottom of a Mk1 command pod, and I load up the service bay with extra monopropellant, life support pods, science gizmos and the like, I make sure the weight is distributed evenly, then attach the service faring, and put a 1.heatshieldeild on, then add moar boosters till It has the dV to make orbit. When either launching or attempting reentry with the pod+service bay that the pod starts to rock back and forth, presumably on the service bay core, causing some weird physics issues when the bay faring clips with the pod and then it starts vibrating all over the place... that is assuming the whole thing doesn't just explode. I'm at work at the moment, so I can't provide any logs, but this is easily reproducible in my game and I can get a log file for you if one is needed. Would Auto-strutting to the service bay core to the Command pod, and each individual service module auto strut to the service bay core, and then the Faring to the bay core it's attached to help?
  10. Isn't the entire point of Pathfinder's system is that it's mobile? No option to pack up and drive to the next Biome? (This comment is meant entirely in Jest ).
  11. The available options upon starting a new game with the replace crew option enabled do not support mods that add other crew roles, only Pilot, Engineer and Scientists. I think that because the mod wasn't intended to be used with another mod that adds new roles to the game (USI Kolonization adds Quartermaster, Medic, Farmer, Geologist, Biologist, Mechanic, Technician, Miner, Kolonist), it just makes random choices. Can't start a new game without the base 3 roles.
  12. Is there any possibility for adding compatibility for USI Kolonization Systems? Right now, when it generates Kerbals with that installed, instead of generating 4 kerbals (2 pilots, an engineer and a scientist, normally), it made two engineers, a miner and a medic.