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Atlas Gaming

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Everything posted by Atlas Gaming

  1. It's pretty simple... if you have dependencies (like most of 8000 mods that are on it) you just need to specify them. If something is not on CKAN it's only because the author hates CKAN (and a few do for some reason) or the author didn't have 20 minutes to set up a json file. And including dependency dll's in your mods zip is a bad idea anyway because you'll end up with overwritten dlls as each mod updates their own version with install. In CKAN you can reference dependencies but not include them in your ZIP, and it will take care of the install for both. Having it update every new release is also great, because most people would not proactively go check to see if some of their mods have been updated ever day the way CKAN does for you. But ultimately it's the mod authors call of course.
  2. With 150 mods... its even faster if you just cut the group in half each time... cut 75, if problem still there, it's in THAT 75, if it is gone it's in the other... then cut 37... etc... BUT I'd love to just have someone who's seen this tell me what it is its not a game stopping bug, just a visual glitch.
  3. yes tried all the FKEYS = may well be a mod, but for the life of me I don't know how to turn it off and don't want to remove mods one by one if I can help it
  4. I somehow turned on a red dot which apears to be a center of mass. I am not sure if this was a stock feature or some mod has this, but for the life of me I don't know how I turned it on nor how to turn it off (which is what I'd like to do!) Anyone see this dot? How did you turn it on or off? Image below.
  5. Hey I don't see you on CKAN... easiest way to be on automatically is to select 'add to CKAN' in spacedock. Then if you don't see it within 4 hours, go to the CKAN discord and ask if they saw the submission. Someone on there will take a look and get you in. Once in it should be mostly automated every release.
  6. Oh... found the problem.. will push 1.1 up today on ckan. Some parts like RC-L01 are designed by Squad to NOT be able to be deposited in Inventory. I leave thous parts as intended by Squad. Smaller Remote Guidance and Probe cores should all work. Also most moded probe cores should work - unless author manually disabled. EDIT: update 1.1 is up
  7. Latest version (1.0) of the Mod should have fixed that... can you check that you're running latest version from CKAN and if still issues can you provide a list of which probe cores you are seeing that with? Definitely the intent is to be able to carry probe cores.
  8. Ah... they don't have a version in French... I get it.
  9. LOL... just as I uninstalled KER, the update comes out!
  10. Ok here is the problem with making some of the Ranger parts fit in inventory. A part can not both HAVE and inventory and be able to fit INTO an inventory. I'll keep seeing if there is a workaround but, not sure there is one.
  11. FYI The Torch engine (ReStock installed) seems to have a shifted off visual effect. It's off in y axis a bit and significantly in Z
  12. I just updated Parallax (for stock) and latest Kopernicus R58 and am getting a ton of these errors: [LOG 20:34:39.222] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 20:34:39.222] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 20:34:39.222] Critical error: Input was a string, but it should have been a float: Textures / normalSpecularInfluence Also [LOG 20:34:46.175] [Parallax] Subdivision Error (Adaptive Parallax): System.NullReferenceException: Object reference not set to an instance of an object at PQSModExpansion.PQSMod_Subdivide.OnQuadBuilt (PQ quad) [0x000bd] in <b6b3af8f70dd42d7adac8493f5bd45d3>:0 Full log https://www.dropbox.com/s/8oosmlwei55la07/KSP.log?dl=0
  13. I;m getting nonstop spam at the end of the log as seen below... I can't tell what MOD is causing this - any help apreciated... That same line repeats thousands of times.
  14. I've not had time to look yet... guy on KIFA forum mentioned USI Pioneer modules (bases really)
  15. Ahh... ok so moving away from global construction... On OSE mod forum there is work being started to use stock containers rather than KIS. I'm just figuring out WOLF complexities! hopefully new Konstruction will be very straight forward! Honestly between @RoverDude new mod updates and @Nertea new FarFuture and Dust mods this has been a great Xmas!
  16. KIFA both adds cargo modules if none are on craft and makes mod parts be able to fit into stock containers. But I think there is some built in limits from Squad on types of things (bases) which can fit into stock containers. I'll play with it some more this afternoon.
  17. Hey someone asked me below question for KIFA... so other than size of part (base) is there a reason NOT to allow the part to be put into inventory? I'd rather get your opinion on this before spending any time on it My personal feeling was that base parts should be built or stored using Allistas mods.
  18. I don't see this mod in CKAN... any plans to add to CKAN?
  19. Ok good to know... I actually started with a probe (BTW there is just 1 of each right? 1 sat and 1 probe that I see) and didn't see anything on Mun, so started trying telescope... and with your help found some other planets, so now time to send up probes. Can I assume that the probe from Far Future works in the same manner as the Dust one?
  20. Very cool! Hey check to see if you can build station modules and landed modules (USI MKS) in it. Apparently there are some of those modules which are simply not fitting into inventories even if enough space. I'll be looking at this issue in my KIFA mod as well.
  21. Let me see if there is a reason (volume defined by part for instance) which would prevent them. There could also be a functionality limiting some part types made by Squad, in which care I wouldn't be able to do anything about it. But let me take a look.
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