Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by Krzeszny

  1. GTX 1070 Ti in minimum specs is still too high, but could be ok during EA. There's a lot of room for improvement. The performance of large crafts could be significantly improved by adding the option to enable "simplified internal physics" which would disable joint flexing whenever the player wants. I've never really understood the point in flexing. In KSP 1 there's the mod Kerbal Joint Reinforcement Next and I was hoping for KSP 2 physics to be more rigid without struts, but that's just a personal thing.
  2. Whoa there, I'm not suggesting you should work on anything. In fact, me and Rodger have done all the work. I only wanted to remind you about a one-character pull request I've made, and not for myself (I've already fixed it months ago on my PC), but for all other Kerbonauts who use SystemHeat and might not know how to fix it. Anyway, if anyone else wants to fix the harvester addon which enables SystemHeat for modded drills, all you need to do is edit the file in Kerbal Space Program/GameData/SystemHeatHarvesters/genericHarvesters.cfg and change `Thermalefficiency ` into `ThermalEfficiency ` (as mentioned a few posts above).
  3. @NerteaA pull request which fixes the Harvester Configuration add-on is waiting for 2 months to be accepted. https://github.com/post-kerbin-mining-corporation/SystemHeat/pull/96
  4. Wow you're amazing. It finally works, after nearly 1 year from my report. I'm making a pull request on GitHub. There's also another problem, but this time not game-breaking by any means: The first time you start mining, `Ore rate` shows `Load <value>`. When you restart it, it'll only show `Operational`. I tested it without SystemHeat and it only doesn't show Load in vanilla when the temperature is optimal. With SystemHeat installed, it'll never show Load after initially starting a given drill, even if the system has cooled down, even after time warping (tested in KRASH, didn't test reloading a save). I'm also reporting this in SH's GitHub (not expecting it to be fixed tbh.)
  5. Since @Eskandare seems to have abandoned the maintenance of @BahamutoD's Baha EPL Redrilled, maybe it could be incorporated into EPL (if that's allowed) or someone else could adopt? That mod adds really cool parts to EPL and still works, just with minor config bugs that I've found in 2021
  6. 1. There's no warning not to press the button. 2. The button is there. You'd assume that a bug as easy to fix as by removing a button would have been already fixed but... CC has dozens of unsolved issues on GitHub.
  7. There's no progress though In the meanwhile I found a bug that breaks GAP contracts if AJE isn't installed. https://github.com/zer0Kerbal/Fuselage/issues/5 Using :FOR[external mod] is a big no-no! ModuleManager's wiki says: "It is not recommended to use the :FOR directive to refer to other mods than the one you are writing." There's also this suspicious line in ODFC.cfg (the patch) that could be ok or could be not ok. Since :FOR ignored :NEEDS, maybe this one also ignores it? I don't know. @PART[DM-RFC]:NEEDS[ODFC,DaMichel/AeroRadial]:BEFORE[ODFC]
  8. I can't read either. Ok, so it's FOR. I looked for :FOR[Ferram and [AJE in GameData and found something. First, there's a file called Custom_FARAeroData.cfg in GameData root directory and it contains the line "@FARAeroData:FOR[FerramAerospaceResearch]" Second, there's AJE.cfg in DaMichel/Fuselage/Patches and it contains "@PART[DM-fuselage-intake]:NEEDS[AJE]:FOR[AJE]" The first file obviously shouldn't be in GameData but is the second one also coded wrong? It would seem like MM loads FOR despite the NEEDS part not being correct. Anyway, I'm removing both and seeing if KSP works now. EDIT: It works! So this is what was causing the bug that prevents the Wright group contracts from appearing.
  9. This looks interesting, but I don't know what it means: Non-DLL mods added (:FOR[xxx]): FerramAerospaceResearch (other mods listed here) AJE
  10. btw it's :HAS, not HAS: (to be clear, the same error is caused by missing FerramAerospaceResearch and AJE) I checked the last ModuleManager.log without launching the game and there's no :HAS[Ferram or [AJE The only [AJE] mentions are these [LOG 00:08:12.064] :BEFORE[AJE] pass [LOG 00:08:12.064] :FOR[AJE] pass [LOG 00:08:12.066] :AFTER[AJE] pass
  11. You don't understand and I didn't explain it well. FAR isn't installed. AJE isn't installed either. Those folders don't exist in GameData. That's why the requirements that cause the errors shouldn't be trying to load at all. In other words, NEEDS[FerramAerospaceResearch] is not functioning properly (same with the one that needs AJE).
  12. I'm getting a bug I can't debug. It shouldn't be happening. Wright group contracts aren't loading because CC can't find modules from FerramAerospaceResearchand AJE. But the config files have proper requirements so these errors shouldn't be showing up. REQUIREMENT:NEEDS[FerramAerospaceResearch] { name = PartModuleUnlocked type = PartModuleUnlocked title = Aileron or Elevon partModule = FARControllableSurface }
  13. Clicking "Reload Contracts" in the debug menu reloads... all the models from all mods. But wait, there's more! It doesn't reload the contracts! I waited until it reloaded all the models and the contracts didn't reappear in the debug menu. Then I went to main menu and got this:
  14. I found it, thanks. I'd suggest WARNING or ERROR by default.
  15. Can you please remove the log spam for real? It generates exactly 2 copied of the same message per second and that really disturbs debugging when you're trying to read the logs. Nvm, I read the OP and found a way to disable the log spam. I assume it's disabled by default?
  16. Maneuver Node Evolved is bugged at least in 1.12.3, causing input locks when you create more maneuver nodes than 1 (in a rendezvous?). With 1 node it works fine, so this mod is mostly usable. Bug information:
  17. Oh, that's good to hear. Here's something not so good to hear, errors I found while trying to find why MM doesn't let KSP launch (and it's most likely not those): [WRN 16:36:28.034] Cannot create config from file 'E:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\FuelTanksPlus\Probe\000_TPtankP_MM.cfg'. [ERR 16:36:28.040] Error: Empty part config file [WRN 16:36:28.040] Cannot create config from file 'E:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\FuelTanksPlus\Size0\000_TPtank0m_MM.cfg'. [ERR 16:36:28.044] Error: Empty part config file [WRN 16:36:28.044] Cannot create config from file 'E:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\FuelTanksPlus\Size1\000_TPtank1m_MM.cfg'. [ERR 16:36:28.052] Error: Empty part config file [WRN 16:36:28.052] Cannot create config from file 'E:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\FuelTanksPlus\Size2\000_TPtank2m_MM.cfg'. [WRN 16:36:28.062] Cannot create config from file 'E:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\FuelTanksPlus\Size3\000_TPtank3m_MM.cfg'. [ERR 16:36:31.021] Error: Empty part config file Those files are empty. Why are they even there?
  18. Hello @Angel-125 I just wanted to ask if there's a chance for you to fix the bugs I listed here:
  19. I tested the Resource Harvester Configuration addon again today (in KSP to see if anything has changed, just in case. It hasn't. I've created a ticket on GitHub, too https://github.com/post-kerbin-mining-corporation/SystemHeat/issues/91 For those who don't know, SystemHeat doesn't work with modded drills (for example with SME) because the Resource Harvester Config addon is broken (don't install it).
  20. Well, new station contracts already force players to have a docking node, 4 crew spaces, power generation and at least 1 unit of supplies. If the contract is meant to be a station core, I see nothing wrong with challenging players to bring 1 out of 5 cores of their choosing, if they have SSPXR installed. I think it would make more sense to require a station core part but not require 4 crew spaces and supplies, perhaps not even power generation if it's just a literal station core with docking ports, when it comes to restricting players.
  21. You're not saying the exception is normal and it's ok that the message that says "Avoid saving your game and backup yous save immediatelly", right? If this exception doesn't break anything, it shouldn't be an exception.
  22. (lol, I forgot to change that test name.) No, I see all of them: And the CC debug menu shows only what should be there without SSPXR installed: I'm pretty sure it's because I uninstalled the mod that adds those labs and I keep loading a save that has a contract for them. At the same time I wasn't expecting CC to throw an exception because of uninstalling a mod.
  23. Here's the log from these settings (triple DEBUG because I didn't know what to choose): https://drive.google.com/file/d/1-QmLtpFuqF8NzSZphk17B7XttWIa4fJ4/view?usp=sharing
  24. Stockalike Station Parts Expansion Redux adds 5 new station core parts: 1.25m station core 1.875m station core 2.5m station core 3.75m station core 5m station core Do you think the "Launch the Space Station!" contract should require a station core if at least one of those parts is researched? If not, how much should including a station core part pay?
  • Create New...