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HansAcker

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Everything posted by HansAcker

  1. This is one of the cases where a broken mod breaks other mods The "BDArmory Weapons Extension" mod doesn't work in this version of KSP anymore and apparently was superseded by "Next Star Industries" (also available in CKAN, although that one only claims compatibility up to KSP 1.10). It's causing all sorts of errors, only one of them is that Chatterer doesn't load. Then there are some errors concerning "Firespitter". According to CKAN, it should be compatible but it looks like "Cormorant Aeronology 1.5.1" in your installation includes both another Firespitter DLL and an outdated version of ModuleManager. Bad form. That is very likely to break something. Its parts don't load either because of missing models. You also have several different versions of ModuleManager 4.x in your GameData directory plus another very old version in "ModuleManager-2.7.6". That is going to be trouble, too. Lots of missing textures, the BD Armory KSPedia files dont't seem to load and some more errors I'd say it's time to make a clean copy, use CKAN to use the mods that are available (and don't set the "compatible version" too low), then carefully add those that are not on CKAN.
  2. I suspect a botched installation of Scatterer: @EndAllFilms check the "scatterer" folder. There is stuff in there that doesn't belong there. It looks like you unpacked the whole source repository and not the release archive. I'd suggest to remove it, download the mod from spacedock and install it again.
  3. What happens instead then? Do you even see the Chatterer icon (green or red microphone) in the toolbar? If you upload your KSP.log somewhere and post a link, we possibly could say more. I don't remember having any problems with Chatterer. And welcome to KSP and the fun of modding.
  4. How much do you need? SSPXr appears to add Glykerol storage to all its cargo parts, ranging from small to massive.
  5. I interpret it to look like this: It only happens in my JNSQ install when I switch from a vessel back to the space center while the KSC is in the shadow. Warping to morning brings the sun up as expected. It didn't bother me enough to investigate further or play with settings. I don't have a base on Kerbin to test with but I don't see it on other planets or moons.
  6. I don't know much about Waterfall. What I see is that the template is called "Atomic" while the engine config refers to "waterfall-fusion". Try changing the latter to "Atomic", maybe. .cfg file names don't mean much, their content defines what is available.
  7. Mods or no mods? Unmodded, I use what 18Watt describes. Zoom in and look where the camera's center point is. With mods, MechJeb has an option to display CoM and other indicators in flight (in the "Attitude Adjustment" window). A mod to test CoM movement in the editor is Fill It Up:
  8. Well, welcome to modding KSP The best advice I can offer in this case is to start with a clean install, then add mods until it crashes so you could identify why Kopernicus freaks out. Or maybe ask over there:
  9. That's part of the Rational Resources Rabbit Hole. Water can be extracted with drills in water-bearing biomes, split from Hydrates or collected from atmospheres/exospheres where available. Carbon can be refined from Ore or by splitting Carbondioxide (from atmospheres/exospheres). The RR companion mod adds ISRU recipes and extractors. The RR parts mod adds some specialized scanners and ISRU freezers. SCANsat is helpful to find planetary resources.
  10. Rational Resources (Companion) adds a recipe to produce Glykerol and Oxygen from Water and Carbon.
  11. For one, you have an old MiniAVC that was known to cause issues. Tweakscale displays insanity warnings. The main problem ist probably Kopernicus throwing lots of exceptions. I'd guess that you installed a planet pack that isn't quite up to date? Looks like RSS from the log. I never used it myself. Did you have to change version compatibility settings in CKAN?
  12. The HAS part needs an @ to match the resource. Editing amount needs another @. And you'd probably want to increase maxAmount, too. @PART[*]:HAS[@RESOURCE[ElectricCharge]]:FINAL { @RESOURCE[ElectricCharge] { @amount *= 10 @maxAmount *= 10 } }
  13. It does and it works even better than EL's in my opinion. GC can deconstruct a specific part-tree via menu, so you can attach a new subassembly. You don't need a special recyler part, it's a function of the workshop.
  14. Either copy the text of the warnings or (better still) upload your KSP.log somewhere and provide a link. It could be a bad patch or something trying to add undefined resources to a tank.
  15. The same thing happened to me. I couldn't find a reason for it. Removing the CKAN folder under AppData and re-adding the KSP instances fixed it somehow.
  16. It's always important to upload your KSP.log somewhere and provide a link. MJ works fine in all my modded installations.
  17. The resource panel looks like The Navball's textures should be replaceable with Texture Replacer but I haven't seen a black ball so far.
  18. @linuxgurugamerTwo years later I finally get around to make a pull request for what I think should fix it. That probably happens when the vessel that had the AudioSources attached disappears. If I understand it correctly, SE currently attaches them to the root part of the first active vessel after a flight scene change. I use a heavily modified version converted into a VesselModule (so the sounds not only play for the active vessel). I'll see if I can get that cleaned up a bit more. It still throws an exception occasionally.
  19. That can happen on the first start after installing a mod that came with MiniAVC. ModuleManager first scans the list of loaded DLLs, then ZeroMiniAVC renames the file and MM can't find it afterwards. Restart KSP, it should launch fine.
  20. Does that actually work for you? It seems here that Parallax processes its config node before MM had any chance to patch it.
  21. I like to watch live streams. My favourites are JackInABoot and Linuxgurugamer.
  22. A picture of the stack in the VAB might help. From what I read, autostrutting across docking ports changed in 1.12. I don't know of a way to have transparent fairings, though.
  23. Isn't that already there? Open the waypoints window and you can set radius and speed at target. Here's an old example: Radius is set to 10m and speed (the first value) to 0. In your case, try setting radius to 0 and speed to something high enough.
  24. I'd add: 4. Give it a try and report if and what features are not working. The message at startup is not an error, just an informational warning. MechJeb appears to be working in 1.12 for me.
  25. The Kerbal Electric mod included a small sterling engine that turned heat into EC. It doesn't seem to have been updated in a while and I don't use it in recent versions but it certainly means that it's possible with a bit of code.
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