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fittedorphan68

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  1. hope you're alright brotha! u do a lot for us and idk who cud fill those shoes. thank you.
  2. @Nertea or anyone who can help. I was playing around with the mk4-1 ship trying to get it to fit into RSS as best I can. I noticed while using the RasterProp IVA that (maybe?) the textures look like they're misaligned. In short, some of the displays are clipped behind the walls. I know without the scaling implemented it works fine. But any tips on troubleshooting would be amazing as this is definitely one of the best RPM IVAs I've seen.. Obviously not a critical issue, but any help from anyone is appreciated. I've played with plenty of props in IVA but never testures/models.
  3. @linuxgurugamer Couple of questions I can't seem to spot answers for: -All info on the Civilian dock only references Kerbin and its moons,. Is its functionality prevented on games with homeswitches somehow? If not, is there a max distance limit or just anything orbiting parent body? -Is the ModuleScienceLab somehow required for the university? I ask because it doesn't have the accompanying ModuleScienceConverter, making it seem rather useless to stock mechanics. -Lastly, is the .log file supposed to be logging something? I've had the mod installed for roughly 50+ civilians to generate and be recruited, but she's still blank aside from the first "set-up" line
  4. Hey I figured it out. In the .cfg files for the Homeswitch package (file path: GameData\GU_HomeSwitch_AC\GU_HomeSwitch_Celestials\_Minor_01_Mork.cfg as well as ...\02-4_Alar.cfg), the wrong file name is being referenced under Body { ...PQS{ ...Mods{ ... VertexColorMap{ ... The config defines - GU/PluginData/NovaKirbaniSystem/Alar_Color.dds and GU/PluginData/NovaKirbaniSystem/_Minor/Mork_Color.dds The files named are .pngs - GU/PluginData/NovaKirbaniSystem/Alar_Color.png and GU/PluginData/NovaKirbaniSystem/_Minor/Mork_Color.png: VertexColorMap { map = GU/PluginData/NovaKirbaniSystem/_Minor/Mork_Color.png // THIS IS WHAT FIXED IT// //map = GU/PluginData/NovaKirbaniSystem/_Minor/Mork_Color.dds //THIS WAS THE ORIGINAL// order = 500 enabled = True } Thanks again for the content!
  5. @StarCrusher96, or anyone with a better understanding of planets mods I guess, I recently ventured to Mork, using Nova Kerb Home Switch, got into orbit fine, undocked a ScanSAT probe, flew the probe into a polar orbit, and upon attempting to switch back to the main vessel the game crashes. Tried reloading game multiple times, from Quicksave and Persistent with no avail. I attached a pared down version of the log, since it was essentially these entries repeating over and over until it died. Any insight is greatly appreciated. Sidebar, the amount of love that's gone into this is very apparent, and very appreciated! Got me excited to play the game again and have sunk at least 100 into exploring. Thank you for what you do man.
  6. @linuxgurugamer This mod is by far, without a doubt, the best Quality of Life mod I have used yet! Thank you for re-bringing it back to life!
  7. Hey @RoverDude,or anyone smarter than me I guess, my game quality recently took a dive, so I was looking through the log and noticed this message was being spammed over and over. I'd estimate in the hundreds at least, and just wanted to see if this is something that needs to be fixed i.e. not getting the bonuses it's saying it didn't apply? Or am I stepping over dollars while chasing pennies? " [LOG 17:22:14.611] ExperienceSystemConfig: Added Effect 'DeployedSciencePowerSkill' to Trait 'Engineer' [ERR 17:22:14.611] ExperienceSystemConfig: Experience trait 'Engineer' already exists, and trying to add a duplicate Effect of 'FundsBoost' [ERR 17:22:14.611] ExperienceSystemConfig: Experience trait 'Engineer' already exists, and trying to add a duplicate Effect of 'GeologySkill' [LOG 17:22:14.611] ExperienceSystemConfig: Added Effect 'DeployedScienceExpSkill' to Trait 'Scientist' [ERR 17:22:14.612] ExperienceSystemConfig: Experience trait 'Scientist' already exists, and trying to add a duplicate Effect of 'ScienceBoost' [ERR 17:22:14.612] ExperienceSystemConfig: Experience trait 'Scientist' already exists, and trying to add a duplicate Effect of 'BotanySkill' [ERR 17:22:14.612] ExperienceSystemConfig: Experience trait 'Scientist' already exists, and trying to add a duplicate Effect of 'AgronomySkill' [ERR 17:22:14.612] ExperienceSystemConfig: Experience trait 'Scientist' already exists, and trying to add a duplicate Effect of 'MedicalSkill' "
  8. Hey @Nertea, obviously not a huge deal to me, and I hope no one else, but the localization key is incorrect for the Nuclear Smelter when toggling, starting, and stopping the Ablator Refurbishment process. In the localization config your key is *nuclear-smelter-375-1_ab_* but it's *nuclear-smelter-375_ab_* in the part config. Always love what you come up with, thank you brother!
  9. Wow, It was definately standing there ready to slap me in the face. Just your average slow american struggling with the metric system. Thanks for taking the time.
  10. Sorry in advance if the answer is slapping me in the face while I ask the question, but is there a "generic" / "rule of thumb" when anticipating the conversion rate of kWh to EC and mJ to EC? 1 mJ seems to convert to 100 EC, or am I missing some fundamental understanding?
  11. This is kind of the "Brute Force" workaround I came up with. It renames all science experiment actionNames with either "Log Data" or "Delete Data" as appropriate so you can than cast a broad net to run and then delete experiments. Sure it kills immersion as they now all have the same name, but it serves the purpose: @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { %experimentActionName = Log Data %resetActionName = Delete Data } MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleScienceExperiment actionGuiName = Log Data defaultActionGroup = Custom01 } MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleScienceExperiment actionGuiName = Delete Data defaultActionGroup = Custom03 } }
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