Brimarx

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About Brimarx

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    Rocketeer
  1. Thanks for that amazing mod! The one improvement I can think of is in-flight tweakables for landing legs for hab leveling after landing. I might try doing it myself but I've never done anything as complicated Would that be feasible with the BDAdjustableLandingGear module from BD Animation Modules? Is there any example I could use?
  2. Same issue here with KSP 1.8.1 and KSPWheel 0.16.14.33. Seems like it would be a great little rover if it worked I built the over in the SPH, when launched it's wheels are 50% below the surface and would not turn or rotate. When I stow them the rover snaps out of the ground, jumping quite high. but thne the stowed wheels can turn and rotate. if i re-deploy them it's leveled with the ground but neither turn nor rotate. (obviously a Stock rover works just fine)
  3. I have the same issues as @Michel Bartolone with the latest release and KSP 1.9.1. @allista I guess you should mark the 2.6.x releases as compatible with KSP 1.10 only and stop bothering with KSP 1.9.x
  4. Same here. That's actually hardcoded with support for Stock and RSS only. See the GIT issue I opened for more details: https://github.com/TriggerAu/AlternateResourcePanel/issues/97 @TriggerAu: Thx a lot for your amazing mods, KAC, TWP and ARP are all-times favorites of mine and I would not play without them. They are that good!!!
  5. I just tested again and the issue did not occur this time. Maybe the 1st install had some issue, maybe it's random. Should it happen again I'll report it back and upload the logs. Thanks again for your amazing job!
  6. While I've be able to edit/change tank contents with the proposed patch with an unmodded KSP (that is, except for CC and it's dependencies), as soon as I reinstalled all my other dependencies (quite a lot...) editing a tank with CC caused the whole part UI to totally disappear after the 1st tank edit... Unfortunately I've lost the Player.log by mistake. I'll try reproducing this issue this evening, checking it's still working with the previous version + the same other mods and uploading the logs. Stay tuned
  7. Adding the VolumeConfigs.user file fixed the issue on my side. Sorry for not sharing the full logs. I'll do next time. Thanks again for your amazing job Allista!!! And also to Linux
  8. Same issue here: clicking on the "Edit Tank"button has no effect. Fresh KSP 1.9.1 with all DLCs and Module Manager 4.1.4, AT Utils 19.5 Configurable Containers 2.6.0 Same issue if installed if CKAN or manually. Interesting entries in the logs: [ERR 07:43:15.481] The AssetBundle 'file://C:\UserData\Vincent\Documents\My Games\KSP-1.9.1-Kerbalism\GameData\000_AT_Utils\at_utils_ui.ksp' can't be loaded because another AssetBundle with the same files is already loaded. [ERR 07:43:15.481] Error while getting Asset Bundle: The AssetBundle 'file://C:\UserData\Vincent\Documents\My Games\KSP-1.9.1-Kerbalism\GameData\000_AT_Utils\at_utils_ui.ksp' can't be loaded because another AssetBundle with the same files is already loaded. [ERR 07:43:15.481] AssetLoader: Bundle is null and [EXC 07:44:39.831] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index Actual value was 0. System.Collections.Generic.SortedList`2[TKey,TValue].GetKey (System.Int32 index) (at <376e8c39bbab4f1193a569c8dbe4305c>:0) System.Collections.Generic.SortedList`2+KeyList[TKey,TValue].get_Item (System.Int32 index) (at <376e8c39bbab4f1193a569c8dbe4305c>:0) CC.UI.TankConfigsControl.updateConfigsDropdownTooltip (System.Int32 index) (at <765007bdf7e74f409794393c67b5df08>:0) CC.UI.TankConfigsControl.updateConfigsDropdown () (at <765007bdf7e74f409794393c67b5df08>:0) CC.UI.TankConfigsControl.SetTankManager (CC.UI.ITankManager manager) (at <765007bdf7e74f409794393c67b5df08>:0) CC.UI.TankManagerUI.SetTankManager (CC.UI.ITankManager newTankManager) (at <765007bdf7e74f409794393c67b5df08>:0) AT_Utils.SwitchableTankManagerUI.init_controller () (at <324244d7a45147de909b23df5034a14d>:0) AT_Utils.UIWindowBase`1+<Show>d__22[T].MoveNext () (at <035d89da618a4ef3851a6436fc3029c5>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 07:44:52.419] [UIApp] OnDestroy: Reverting to AT Utils 19.4 and CC 2.5.0.1 fixes the issue. I hope it helps Thanks for your amazing mods!
  9. First I'd like to thank Kerbalism author(s) and tester(s) for this amazingly deep and rich mod. It renewed my interest for KSP. You rock! I also have two questions (I'm using "Kerbalism - Default Config") First: what is the clean way to add the laboratory experiments to a mod/custom laboratory? Sampling analysis is added to any lab out of the box. But experiments are not and I can't figure out the right module manager code to add it. I tried with Stockalike Station Parts Expansion Redux (which has a patch, but not for the lab) and a custom made lab with all the same science modules as the stock one. Any hint? Second: in the Kerbalism Default Config module manager file I can see that a lab experiments can apparently be changed in-flight by any Level-5 Scientist. I tried it with a sandbox save and can't find how it works. Any hint?
  10. Yes I'm using both. I did disable Kerbalism's part failure.
  11. I'm facing an issue while using KSP 1.9.1 with both RealAntennas and BARIS: the built-in antenna of probes and of capsules don't show up neither in the VAB or in-flight contextual menu of the part, even though the antenna works. That's a serious issue as that's required for configuring the antennas' band and target. Antenna parts don't have that issue. I commented out the following section into the MM_BARIS.cfg file and the menus are back: //@PART[*]:HAS[@MODULE[ModuleDataTransmitter],!MODULE[ModuleBreakableTransmitter]]:FOR[BARIS] //{ // MODULE // { // name = ModuleBreakableTransmitter // qualityCheckSkill = ScienceSkill // } //} Would that happen to be some known or obvious issue? I also have a rather heavily-modded install, inc. Kerbalism (with disabled reliability feature), and I've not yet tested with a KSP+BARIS+RealAntenna only install. Would it make sense?
  12. A quick message to thank all the people involved in the making and support of this amazing mod!!! You are doing a fantastic work and I very much appreciate it
  13. If you don't want to wait the next release and don't mind manual-editing files, you can simply replace all the contents of [KSP-directory]\GameData\UmbraSpaceIndustries\MKS\Patches\KIS.config With the patched file from the PR here https://raw.githubusercontent.com/UmbraSpaceIndustries/MKS/3082e1aff5b5c754cccebed795742d603bb7e8a2/FOR_RELEASE/GameData/UmbraSpaceIndustries/MKS/Patches/KIS.cfg I had the same issue as yours and this fixed it for me.
  14. FYI: I tested the Scoop for a couple flights and I had no problem with it.
  15. I would think that even Kerbals are not crazy enough for using NSWR on their planet