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Eridan

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Everything posted by Eridan

  1. This shouldn't work at all. ReStock doesn't function like this. Edit: In addition to whitelisting Squad/Parts/Engine/liquidEngineLV-909_v2/ Open up your version of the following file: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ReStock\Patches\Engine\restock-engines-liquid-125.cfg Change the following lines // Terrier @PART[liquidEngine3_v2] to something like // Terrier @PART[liquidEngine3_v2]:NEEDS[UseReStockTerrier] What it does is prevent ReStock from applying its patch to the Terrier. The patch changes the model (removing mentions of the stock revamped model) as well as changing part geometry and special effect animations. As long as a folder or mod named 'UseReStockTerrier' doesn't exist the above change should prevent the patch.
  2. A similar patch from Contract Configurator says that it's only being kept as legacy support for 1.1. The Space Station contract pack adds the Kopernicus, NF, & USI electrical generator modules as requirement parameters. Not sure if possible on Stock 1.6.
  3. I've never updated to 1.7.x due to issues with other mods. Are there any other users of Cryoengines 1.0.2 (built against 1.7) out there still using 1.6.1? How's the mod treating you?
  4. Make sure the version of MissingHistory you have installed is updated (remove the mod completely before reapplying). I'm seeing MissingHistory applying its configs to the Swivel & Reliant (the newer versions shouldn't if Restock is present)
  5. I'm currently under the assumption that these are the versions of the configs most people use: https://github.com/KSPSnark/MissingHistory/blob/master/files/PorkjetParts/AtomicAge/KANDL/KANDL.cfg https://github.com/KSPSnark/MissingHistory/blob/master/files/PorkjetParts/AtomicAge/BKN/BKN.cfg https://github.com/KSP-RO/RealPlume-StockConfigs/blob/master/GameData/RealPlume-Stock/MissingHistory/nuclearEngineKandl.cfg https://github.com/KSP-RO/RealPlume-StockConfigs/blob/master/GameData/RealPlume-Stock/MissingHistory/nuclearEngineBKN.cfg I'm not yet in a position to test the files (out of town, just on a work laptop) but the revised file should look like this: https://github.com/HSJasperism/KerbalAtomics/blob/master/Extras/KerbalAtomicsLH2NTRModSupport/hydrogenNTRsMissingHistory.cfg Will push to the dev branch after testing.
  6. Good day! I haven't updated the patch ever since I submitted it circa 1.6. KA, RP, and Missing History all have changed significantly since then. I've been using a different config for awhile now. I can submit a more permanent solution by Thursday if it's alright with you.
  7. What's happening is that in Snacks' default patch, it checks for CrewCapacity and adds snack capacity 50 or 200 per Kerbal depending on whether it can act as a command module. The inflatables in this mod don't have CrewCapacity > 0. You need to do something like this https://github.com/HSJasperism/Snacks/blob/master/GameData/WildBlueIndustries/Snacks/ModuleManagerPatches/MM_SSPR.cfg
  8. SpaceDock is (temporarily) down - NF in CKAN uses SpaceDock. You need to manually install from GitHub for now.
  9. Good day. There is a test version of Mechjeb that works for 1.7. You can try it by installing from CKAN (using the "dev" list) or https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/883/
  10. I've had the same issue with ModuleDecouplerBase, and the solution was that KER, MechJeb, and similar mods break between 1.6 & 1.7, where versions built for 1.7 will not work for 1.6 and vice versa. KER 1.1.5.7 should be the last version for 1.6.
  11. It should be fairly easy to check what's wrong on existing ships - try opening the save, or you can try uploading your save if you're not comfortable. I had a similar issue before 1.7, when using ReStock for the first time, where I first opened a save that had RealChute modules without RealChutes, then opened it again with the mod. The modules were configured wrongly and needed to be manually set through the text editor.
  12. In case anyone is using the MJ dev branch on CKAN, 2.8.3-882 doesn't seem to be stable on 1.6 despite what CKAN says. Both node execution and auto-decoupling will fail to operate optimally, and log spam close to the following message will occur [ERR 09:37:57.919] MechJeb module MechJebModuleStagingController threw an exception in OnUpdate: System.TypeLoadException: Could not load type 'ModuleDecouplerBase' from assembly 'MechJeb2'. It does however work decently on 1.7
  13. You need to reinstall KSP 1.6 using Steam's beta tab (right click the game from your library to see the tab). RealChutes will then start working again after reinstalling all mods.
  14. Good day. Thanks for looking into this, and thank you for the amazing work you put into your mods in the first place.
  15. Can confirm this is an issue. I've had this https://github.com/ChrisAdderley/CryoTanks/pull/67 pull request for quite a while now.
  16. Goal: bring stock Jool up to par with the quality of the base OPM gas giants, while maintaining mostly stock colors. Inspired by Snark's JoolBiomes Mostly a proof-of-concept of https://www.seedofandromeda.com/blogs/49-procedural-gas-giant-rendering-with-gpu-noise Subgoals: 1024x512 scaled space texture (same size as base OPM) Indexed, colored biome map, with Kerbnet colors (ongoing) Science flavor text for the different biomes (incomplete) Jupiter-esque dust ring (incomplete) EVE-based storms and cloud swirls (optional) Required: Module Manager, Kopernicus Recommended: OPM, EVE, Realistic Atmospheres, Custom Asteroids + OPM configs Incompatible: Most visual overhaul mods that affect Jool The mod disables itself when unsupported visual overhaul mods are detected. Most of the popular visual overhaul mods change Jool enough so that the biome map added by this mod is pointless (and the updated scaled space/EVE clouds they provide are much better than the ones this mod gives). Custom biome maps will be included for supported mods. --- Tracking Station Photos (w/o Scatterer & w/o EVE): In-flight Photos (w/o Scatterer & w/o EVE): --- Release link Github repository link (license is CC BY-NC-SA 3.0 for *.dds, *.xcf, & *.png; MIT for everything else) (source assets available in GIMP *.xcf) --- Work-in-progress; Open to artistic/feature suggestions
  17. It works perfectly for me. Updated versions of KAC even recognize the higher data amounts and the higher rates.
  18. The current build should work for 1.4 up to 1.6.x, but https://github.com/dkavolis/Ferram-Aerospace-Research/releases/tag/v0.15.9.5_Lighthill was specifically noted to work with 1.4.5 if you're having trouble with the latest build.
  19. Note that any changes you make will revert every time ReStock updates. EDIT: making a custom.cfg somewhere in your GameData folder with the following would be a more permanent fix (?) @PART[mk1-3pod]:BEFORE[ReStock]:NEEDS[SDHI] { @name = mk1-3pod-sdhi } @PART[mk1-3pod-sdhi]:AFTER[ReStock]:NEEDS[SDHI] { @name = mk1-3pod }
  20. A whitelist file allows certain stock assets to be loaded, but you still need to remove/disable the module manager patch. In the file restock-command-pods.cfg change the line from to Do a similar change for each command pod you want to revert.
  21. Good day. I'm unfortunately far from done - ModuleKerbalHealthAnim.cs is skeleton of needed functions, but it still behaves differently from stock modules. Meanwhile, I'm not very sure how to proceed with HealthModifierSet.cs. Right now, I just duplicated the code already in the file, but it makes the code difficult to maintain. Aside from the comment in the file, an alternative could be making the foreach loop a separate subroutine, then running the subroutine twice with different parameters (once for each type of module). What would you prefer? https://github.com/GarwelGarwel/KerbalHealth/compare/master...HSJasperism:master
  22. tl:dr there are certain "peculiarities" in stock. Without FAR, you'll have to use patches like the one below to address issues with parts. In effect, FAR is easier because you don't have to deal with the bugs in stock. The most difficult change from stock to FAR for me was FAR's implementation of aerodynamic failures. High G turns with planes are more difficult, and planning landings with heavy craft in Kerbin or Eve became more difficult. Being jostled into a angle during reentry meant broken chutes or even disintegration.
  23. ReStock & ReStock+ should have no issues - SMURFF applies generic @PART[*] changes near the very end of the patch order.
  24. There was a time when ModuleManager 4 was incompatible with Kerbalism, but now their latest versions are compatible EDIT: from the Kerbalism thread
  25. I'll provide an update once the weekend comes. Thanks for the quick response!
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