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Grimmas

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Everything posted by Grimmas

  1. @zer0Kerbal Unfortunately I declared victory too soon. The bug still shows up. Not always, but often. Sometimes it goes away but then I launch a vessel and after returning to KSC it's back again. Also, it seems to pop up when I try to set AdjustableModPanel's own settings to "KSC only". If I enable it for all scenes, it stops showing up all the time. Edit: After playing with it for a while, it seems that the panel consistently returns only when I try to disable it for all scenes. Otherwise it behaves. This might be an issue unrelated to the previous one with the path location.
  2. You could try replacing core heat with SystemHeat, though I don't have experience with this particular bug and can't comment whether it will also affect SystemHeat or not. And I don't think it will fix vessels in flight so those would need to be relaunched (maybe try isolated in a separate save file first). I do have patches to convert MKS to use SystemHeat though. As well as patches to convert MKS to B9 and a bunch of other things.
  3. @zer0Kerbal I think I figured it out. I went to test the previous version as you said, then I noticed that it had a different folder structure from the current version. After moving the folder from GameData\Morse\AdjustableModPanel to GameData\AdjustableModPanel it now works correctly. If you update the zip's folder structure, it should fix this problem.
  4. Your log file shows a gazillion other mods, many of which are throwing exceptions. One or two of them might be responsible for your plight, though nothing immediately stands out. Your best bet if you want to play JNSQ with KK is to first do a clean install with only JNSQ, KK, and their dependencies, then keep adding a few mods at a time until you find the culprit. Also I'm not sure about the Stock_DepthMask_Config-1.0 folder, from the name that does not sound like it was installed properly.
  5. I am experiencing the same issue. It basically replaced many annoying buttons with one annoying panel that opens every time I return to KSC which is unfortunate :-) Bug report here.
  6. @Amisonist First of all, you have too many parts mods. Even a supercomputer will buckle under this mod list. To be clear, I have an M2 PCIe SSD, 64GB of RAM, a RTX 3080 Ti and an i9-12900K and even with that I can't run all of those mods together comfortably. That's probably why your VAB lags, it can't keep up with all of those parts. I would recommend cutting your parts mods to half. Or at least I would not recommend running all of BDB and all of NFT together, especially not with SOCK/Habtech/SEP/Tantares in the mix too. Also, the following mods on your list have previously caused various lag issues for me personally (YMMV) (*** = worst offenders):
  7. You might have some other mod interfering, maybe. Are you testing in isolation? I would suggest you look through the MM log and cache to see a)what is patching that part and b) what the output patched part looks like.
  8. Works fine for me. With all three converters turned on, the heat output is 30MW as expected. Though I would use something else other than FINAL, probably NEEDS[FarFutureTechnologies]
  9. Hard to say without seeing the actual config that did not work for you. Could be any number of things including just a typo. Post it here?
  10. @jaxmedI haven't used this mod in a while but from past experience from what I remember: 1) The rotation at load time depends on the orientation of the vessel's control point and/or the orientation you set in the BonVoyage controller part. So experiment with changing those first. 2) In the BonVoyage general settings there's a toggle for disabling rotation IIRC. 3) Slopes are great at messing with BonVoyage - make sure that the target waypoint is on reasonably flat terrain. 4) Even after all of that it can still be pretty finnicky so good luck. You could also try reloading and disabling crash damage until after the rover is in position.
  11. Are you collecting the samples using X Science? I remember an old issue where using X Science to collect experiments from some Universal Storage wedges would permanently brick them.
  12. BDB Apollo CSM comes with a part switch for Universal Storage already, just FYI.
  13. You can use Sandcastle which provides all alternative parts you'd need, in a nice Restock style. Then go into your Extraplanetary Launchpads folder and delete the Parts folder.
  14. Yes, there are a few ways. For instance through assigning the kOS name of the part and parsing the name in your script, or through an input terminal after launch, or by editing an external script file.
  15. Bugs are more important. You can still play the game with semi-decent framerate on a potato PC at low settings and low resolution, but you can't play if your saves get corrupted all the time. That said, the performance is obviously not great. Nowhere near as bad as people make it out to be, but still bad.
  16. @KotahR007 You might want to look at the existing RO stuff, a few (many?) BDB parts are actually already configured by RO.
  17. It is certainly possible. Knes is ultimately just a parts mod. The parts will show up, however they may not be correctly configured for Kerbalism in terms of functionality, ie the cabins may not have shielding or experiments etc. You will likely have to write your own MM patches for this. You'll have enough science for it. And if you are playing career mode you can get infinite science through contracts, too.
  18. Docking Port Sr is one option. Konstruction is definitely an option too. I've used both for SSPX. You can just delete the other parts from Konstruction if you want. A third option would be constructing directly in orbit, using Extraplanetary Launchpads / Simple Construction / Sandcastle, Global Construction, Konstruction, or similar. A fourth option is just ignoring physics and launching the whole thing directly from Kerbin - with enough boosters it is possible.
  19. @cheriksp The KSP.log is in your game's install folder, which you can open via Steam if you installed from Steam, or go there directly in Explorer.
  20. We do, there are some mods for that. And in KSP2 we have native procedural wings and later procedural radiators and perhaps even solar panels. It should be much more expensive actually, I think that every loaded part needs to interact with every other loaded part so that sounds like exponential cost (O(n^2) ie pretty much as bad as it could get) but I'll let someone who is more familiar with KSP physics answer that as I might be wrong.
  21. That's fair, but the counterargument would be that it helps reduce part count. Every extra part in KSP makes the physics simulation more complex and less stable.
  22. B9 Part Switch patch for MKS is now in the repository. Between this and the Kontainers and Malemute patches, it should now be possible to play MKS comfortably without Firespitter. The following parts of USI still depend on Firespitter, I did not convert them as I don't use those sub-mods: ART, FTT, Karbonite, NuclearRockets. Edit: Packrat B9 patch is in. Edit 2: Karibou is in. Also added a patch for Sandcastle/EL compatibility with MKS.
  23. Engine plates in KSP2 do indeed not have a built-in decoupler, it seems to be by design. Maybe they'll add it later (or we'll have to mod it in).
  24. I also saw from YouTube and Discord that this fix worked for many players. Sadly, my decoupler (or more accurately it was a stack separator attached from below to an engine plate) was already in a separate stage to begin with. I tried out many solutions, including reloads and restarts, and eventually just landed together with the transfer stage (it was a Duna lander mission and I had overengineered the transfer stage to the point that I had enough dV to spare for this lol).
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