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Everything posted by Caerfinon

  1. Outside of the game files? no Inside of the game files? yes GameData\Squad\Resources\ResourcesGeneric.cfg @CessnaSkyhawk is summoned
  2. New and improved is always a good thing. I hope if it comes it will accommodate the past efforts of pack creators, but if it does not then I think mod creators will adapt in time.
  3. I've been on a bit of hiatus of late and have halted work on my current new contract pack projects, however I am still fully supporting all of my currently published Contract Packs and other Kerbal Konstructs mods. I would love to have an updated CC with some new features. My concerns would be with backwards compatibility for existing contract packs. If each had to be rewritten entirely for the new program that would be... unfortunate.
  4. The mod should be installed in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ContractPacks\KerbinSideRemasteredGAP Each contract has links relative to that directory in order to load image files. If the images cannot be found correctly the individual contracts will not load, even though Contract Configurator registers the contract groups as available. It causes errors like this one; Change the folder and you should be good to go.
  5. Around 22 or so that have visible icons in the map view.
  6. Can you post your ksp.log and also the directory structure of where the mod pack is installed?
  7. It's on the radar. Time to devote to the project, however, is a little limited right now.
  8. The storage function is set by the facility option on the static when you place it. You can set maximum tonnage allowed per craft and number of craft that can be stored. The options will show up when you place a new static. The hangers are selected from the new static part of the KK editor when you do CTL-K in flight mode. Search for hangers and chose the ones you want to deploy, If they are not the ones you want, delete them and select others. See -> Getting Started With Kerbal Konstructs for a handy guide.
  9. if you install the Kerbin Side Core from CKAN then you just get the statics and not the deployed bases from the other Kerbin Side mods. You can then add the hangers as you see fit.
  10. Originally KSC harbor and Water Launched Sites was going to have dedicated missions associated with them. Neither of these harbors currently have the missions active, however two anomalies from Water Launched Sites do have dive missions. You can remove KSC Harbor without impact to the contract pack, however, you may want to keep Omega's Stockalike Structures if CKAN tries to uninstall it. I should really get KSC Harbor changed to a suggestion rather than a requirement in CKAN.
  11. Jeb has "seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. He's watched C-beams glitter in the dark near the Tannhäuser Gate. All those moments will be lost in time, like tears in rain."
  12. Unfortunately there is no link between Rescale and Contract Configurator that would account for this kind of automation. It is technically possible but all the pieces are yet to be coded in both mods to support this.
  13. Definitely something odd going on. I did a test flight this morning, I'm on JNSQ 10 using the Navinstruments runway files My results are these (The green and red waypoints are the gs and loc locations from the runway file): Approaching Island ILS 27 Lining up for landing; I am not experiencing any offset during the flight. My list of installed mods
  14. can confirm, would use! @OrdinaryKerman
  15. The addon loader is not loading the Kerbal Konstructs DLL. Normally you should see this line in the log file; [LOG 17:06:24.165] [AddonLoader]: Instantiating addon 'KerbalKonstructs' from assembly 'KerbalKonstructs' This does not occur in your log, and not further KK: processing occurs. You are also experiencing a lot of exceptions thrown be various mods including one at the start of Module Manager processing; #### BEGIN MODULEMANAGER LOG #### [LOG 16:29:06.311] Log started at 2021-11-06 16:29:06.310 [EXC 16:29:20.489] Add to mod list threw an exception in loading PQSModExpansion, Version=, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ModuleManager.ModListGenerator.GetAdditionalModsFromStaticMethods (ModuleManager.Logging.IBasicLogger logger) [0x00021] in <a0f9d7e5c0864d32839c501c53536c2a>:0 A fresh install with only Kerbal Konstructs and dependencies might be in order and then you can add additional mods, a few at a time, to see which ones cause the conflict.
  16. You can check the state of contract parameters by checking in in the Contract portion of your game's persistent.sfs file. It sometimes offers more insight into what is going on than the contract configurator debug logs. The entirety of a contract's current state is contained there.
  17. I'll take a look. The kerbal survey team might have been a little off center as they recorded the information. Each end of the runway is surveyed separately so it can "drift" a bit, especially if the runway provides no ground markings to gauge position.
  18. If you are talking about the Original GAP then no don't install that as the missions are tied to stock Kerbin. If you are talking about the "GAP for JNSQ" mod then feel free to have that installed along side mine. There should be no conflicts.
  19. copy the .craft files from the folders in your old saved game folder into your new saved game folder under sph or vab as necessary. You may need to edit the .craft files using notepad and change the KSP version number. Also if you use any modded parts those mods need to be installed. In the newer versions of KSP Squad has depreciated some parts. You need to look in gamedata\squad\zdepreciated and then copy the missing part to another folder under gamedata
  20. Have you adjusted and saved the position of the "disappeared" statics? Sometimes statics that "clip" other statics or built-in objects do not appear correctly and a small position adjustment corrects the behaviour. Also your full ksp.log would help to see what's going on under the covers as @ColdJ mentioned.
  21. If you are new to KK I wrote a little tutorial that covers getting familiar with it. Getting Started With Kerbal Konstructs
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