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Grimmas

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Everything posted by Grimmas

  1. You clearly have a very deep passion for mods. If I won the lottery and retired, I would probably rather pay other people to work on the mods I like Anyway, it is good to know where you stand on this as it opens the door for others to work on it without stepping on your toes.
  2. With 1.11 out, it would be really awesome if this could be converted from KIS to stock inventory :-)
  3. While we have your attention, could you also kindly consider doing ReStock whitelist PR for USI KarbonitePlus (TriBitDrill used by ORE_Drill) and USI FTT (advancedSasModuleLarge and dockingPortSr used by FTT_SAS_500)? Edit: missed the last post above so if these are already in the develop branches then please ignore this.
  4. ReStock unloads a lot of the stock models in order to save on memory, since it replaces them with more detailed ones. So there are basically only two real approaches, afaik - either adding the relevant stock model to the whitelist for ReStock (so that it doesn't get excluded from loading at game start) or having the mod in question use the alternate ReStock model if the ReStock mod is detected (can be done using a syntax like in my previous post above but this needs a change to the mod in question). In this particular case, I've had some (possibly minor) issues with the second approach, so the whitelist approach may be preferable - needs more testing.
  5. I experienced that problem as well. Career 1.10. It was a while ago but IIRC the packrat wheel showed up as a light instead or something. I believe it's a compatibility issue with ReStock. You can try this "fix" but I'm not sure it really works, as it loads but is still missing some suspensionPivot and transform objects and I haven't tested if it actually works correctly when deployed or not: [LOG 17:43:07.646] PartLoader: Compiling Part 'UmbraSpaceIndustries/ExpPack/PackRat/MiniWheel/MiniWheel/PackRat_MiniWheel' [ERR 17:43:07.648] PartCompiler: Cannot clone model 'Squad/Parts/Wheel/roverWheelM1/model' as model does not exist [ERR 17:43:07.649] PartCompiler: Model was not compiled correctly [ERR 17:43:07.649] PartCompiler: Cannot compile model [ERR 17:43:07.650] PartCompiler: Cannot compile part Changed in: GameData/UmbraSpaceIndustries/ExpPack/PackRat/MiniWheel/MiniWheel.cfg changed model definition from: model = Squad/Parts/Wheel/roverWheelM1/model changed to: model:NEEDS[!ReStock] = Squad/Parts/Wheel/roverWheelM1/model model:NEEDS[ReStock] = ReStock/Assets/Ground/restock-wheel-2
  6. Thank you! That did the trick. I swear, I was close to pulling my hair out
  7. That's fine, it's your mod so you're free to do with it what you want of course, just as I am free to use or not use it. I wanted to bring the issue to your attention, since MKS is quite popular, as your mods are, but I don't care about it past that And yea that's what I've been thinking, both reactors are on there after the patch. Not sure why the cooling amount increased 10x as a result, but if you'll be fixing it in the next release then that's great. Edit: it seems that DBS also doesn't work with stock rover wheels. That's probably something you may want to address.
  8. So long as it gets released before Star Citizen, I'm fine with this. More frequent updates / dev diaries would be appreciated though.
  9. I've been playing around with TCA lately and I'm having some trouble. I'm trying to replicate the behavior from the "Harrier" video on the first page, where you first take off using TCA VTOL modules, then gain some horizontal speed using TCA cruise mode before switching off TCA and using stock controls to keep flying. Granted, it's an old video, so the details might have changed since then. The VTOL part works, but I can't get TCA to spin up my main engine (set to manual control) once I get to the "cruise mode" part of the video. In theory it seems that TCA should use that engine for horizontal thrust, but instead TCA only tilts the plane forward and tries to get some speed using the VTOL engines, which predictably leads to a semi-controlled descent and eventual unscheduled rapid disassembly upon landing. I noted that the thrust limiter of the main engine is always set to zero or close to zero, in flight and in SPH. If I adjust it manually it spins up the engine but TCA does not control it, and things don't go well in that case (for example, if I tell TCA to kill horizontal velocity, the main engine is still running, and TCA points the plane up into the sky, until it stalls). Here is my setup, does anything come to mind? I've tried to play around with all the settings but haven't had success so far. I'm new to TCA so chances are I'm missing something fairly basic.
  10. Re 1) Sure. Here is a screenshot of the problem, here is a list of my mods, and here is the MM cache (too big for pastebin). If you want me to upload some other file, let me know. Re 2) I'm fairly sure RoverDude doesn't need me of all people to tell him to talk to you. You are both well known in this community, while I registered last week. Besides, if you have an interest in making DBS more useful, you know where to find him.
  11. I have a few issues/thoughts about these mods (great mods btw, I routinely use nearly all NFT mods in my career games now, thanks for making them!) Using latest version of KSP 1.10.1.2939 and latest version of all mods. 1) There is a compatibility problem with the MKS patch in Near Future Electrical. It drastically increases the cooling requirements for MKS reactors. For instance, the 625 reactor usually needs 200kw of cooling but when patched by NFE it needs 2000kw of cooling. I don't think this stealth nerf is intended behavior? NFE reactors with similar EC output still only require around 1/10th of that cooling. I looked at the MKS patch config in NFE but nothing really stood out, but then I'm not very familiar with the cooling model in KSP. If anyone knows a fix I would appreciate the info. For now I just disabled the patch itself. I could upload a log if needed. 2) Dynamic Battery Storage has poor compatibility with USI. For instance, it does not account for EC consumption of kerbals (USI-LS) or of habitats, recyclers, and converters like agroponics etc (MKS/USI-LS). This isn't really an "issue" per se but it unfortunately drastically reduces the utility of DBS in USI-modded playthroughs. There was another problem with DBS reporting zero output for solar panels when used together with Kopernicus/OPM, but that has recently been patched on the Kopernicus side so I'm happy to report that it looks like that part works again. For anyone seeing this issue, I recommend trying to update to the latest Kopernicus bleeding edge version.
  12. There is a compatibility issue using this mod with Kopernicus bleeding edge, and possibly with more recent stable versions of Kopernicus. The module "KopernicusSolarPanel" was renamed to "KopernicusSolarPanels". As a result, contracts for launching space stations won't show up. [LOG 04:57:51.165] [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'StationCore' [ERR 04:57:51.175] ContractConfigurator.PartModuleUnlockedRequirement: CONTRACT_TYPE 'StationCore', REQUIREMENT 'PartModuleUnlocked' of type 'PartModuleUnlocked': A validation error occured while loading the key 'partModule' with value 'System.Collections.Generic.List`1[System.String]'. [EXC 04:57:51.177] ArgumentException: No PartModule class for 'KopernicusSolarPanel'. This can be fixed by renaming the module to "KopernicusSolarPanels" in GameData/ContractPacks/KerbinSpaceStation/StationMissions/StationCore.cfg
  13. There's an issue using this in 1.10 with the latest SCANsat - the survey contracts do not show up because ContractConfigurator throws an ArgumentException: [LOG 04:57:52.375] [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'Survey Kerbin' [EXC 04:57:52.380] ArgumentException: An invalid SCANtype name was provided. Valid values are: Nothing, AltimetryLoRes, AltimetryHiRes, Altimetry, VisualLoRes, Biome, Anomaly, AnomalyDetail, VisualHiRes, ResourceLoRes, Science, ResourceHiRes, Everything_SCAN, Everything System.ArgumentException: Requested value 'FuzzyResources' was not found. However, this can be easily fixed by editing GameData/EpicSpaceProgram/Contracts/TheExplorerProgram.cfg and changing all instances of "FuzzyResources" to something appropriate, for instance to "ResourceLoRes".
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