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LudificorPayne

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Everything posted by LudificorPayne

  1. Here's the popup from Zero MiniAVC . I'm going to proceed through the loading if able and check the log.
  2. the path file is ShipManifest-6.0.3.0>GameData>ShipManifest>Plugins>CLSInterfaces.dll using the latest release on Github. Edit: Duplicate DLLs will pop up an alert during loading and ask you to quit and delete the duplicate copy. The duplicate DLL issue is why @linuxgurugamer maintains Zero MiniAVC I believe.
  3. Unless I've missed something incredibly obvious you might want to link the discord in the OP. It took some google-fu to find a link on a forum post somewhere.
  4. Just removed harbor, no immediate issues although I'm just testing in sandbox at the moment to get everything playing nice. Much appreciated.
  5. Simplex Colonies, Propulsion and Resources are not on CKAN. Neither is Anglecan Progression. On a side note: Would you consider sharing a 'modlist' of the various mods Anglecan is designed around? They appear to be designed to work together, it's just difficult to identify which mods they connect with. To be clear I'm just asking for a list of mods you would use in a Simplex "Suite". I understand that mod packs are frowned upon for very good reasons, and have no expectation for you to moderate functionality as listed mods update. I'm currently testing an MKS instance, but I've been working on a Simplex one in the background. I tried opening config files to guess at the significance of relevant mods, I've read forum and space dock pages, and some of it is confusing. For example; what mods that use CRP can be used with this mod. NF Electrical is mentioned, Simplex Kerbalism could be, DeepFreeze is mentioned somewhere and of course there's the list of recommended mods-- but without asking for a complete dissemination of CRP dependent mods and their relative compatibility, what would you personally use? Perhaps this info is somewhere obvious that I've missed or too much a WIP to say anything, or perhaps I'm making assumptions and sound vaguely paranoid and conspiratorial . I have ADHD and memory issues so it can be quite difficult to parse something like this, I just like the sound of pretty much all of your mods and want to figure out what sort of mod list a dedicated playthrough would utilize. I appreciate any response, even if it's a flat out no.
  6. So... I am looking at ways of minimising/removing kscharbor. I am not sure if it's a hard dependency or part of the overall intended "package". I am considering: A) removing the contents of its folder B) removing the pieces via the konstructs build system or: C) moving the pieces underground. I guess a similar question could be extended to removing/hiding the ksc extensions from one of the GAP dependencies if they're seperate from KSC harbor. I really like your contracts, in fact this very mod has inspired a week long period of researching, designing and testing various submarines and mods to create them. That being said, KSCharbor is at odds with my sensibilities and upon investigation, repairing it seems a lot of effort for something I can skip with water launch sites or VesselMover. (As well as having no guarantee it wouldn't disrupt your mod if it is coded to specifically interact with these konstructs.) Any advice? Should I just ignore it?
  7. Okay I'm not playing MKS until the full release and have never played, but I checked the wiki, and there is an article that states the design. It hasn't been updated since 2018, so take this with a grain of salt. Agroponics is used for recycling mulch while cultivation is used for generating more supplies. Agroponics produces way more supplies yes, but only by recycling pre-existing supplies. The resources they consume and the purpose they serve are quite different. It's not a closed loop either, you need resource extraction for fertilizer to restore lost nutrients for supplies. You also can't use agroponics to raise your net supplies above the starting amount without bringing in more mulch or supplies.
  8. would deleting the subcategory file prevent the mod remaking the category every new game launch?
  9. I love the visuals although my computer can't really handle more than spectra and eve. That being said, the shadow glitch fix in scatterer is a huge boon and I'd like to keep that no matter what. If I disable all the other features of scatterer via the in-game config, will that keep the fix while preventing the tax on my computer? Are there certain settings I can't change in game? I really love the mod, it's such a shame my 8 year old computer can't handle the extra load
  10. Hey there, I was having similar issues as above with the grid not displaying. Fresh install and the hotkeys stopped working. I added some more mods to try and figure what was causing the vanishing grid from above, but the same hotkey issue persisted so I thought I'd mention it and add my log before I continue checking what is causing the grid problem. KSP.Log General behavior for hotkeys: The period hotkey doesn't do anything. The only way to enable/disable the grid effects is clicking the app button. Not a huge problem by itself. Similar behavior for the K key - the grid will show once enabled and a part is selected and can only be disabled by clicking the app again. G, J, N, M and L all seem to be working, I will test further while I look for the culprit vis-a-vis invisible gridlines. Edit: So far I've only got G and N to work. Hovering over parts doesn't allow me to apply any changes, it only works once selected with the rotation tool. So currently, the only thing I can do with the mod is select a part to focus the grid on, and align their forward directions. Very odd, I had all the functionality of the mod before, sans visible grid lines on previous modded versions of KSP. Going to try reinstalling and stripping back everything but hangargrid and start again. Edit two: Completely clean install save hangargrid. Redownloaded and reinstalled mod and all requisites. KSP.log. Same deal as before, got all hotkeys except Period to work. L does something, just... not what you'd expect. Doesn't want to align to what the grid is showing as the nearest point, I discovered that the grid display doesn't update with changes in step, disabling and re-enabling via button works displays the correct version. Mouse hover functions do not work at all, all hotkeys only apply when a part is selected via rotate or offset. Flickering when a part is selected with the place tool suggests it's trying to do something, but is over-ridden. I still have no idea what was causing the 'main' grid to fail to display on my more modded versions, but I think I'll just use Precise Editor for aligning parts rather than trying to troubleshoot this. It's a very good mod when it works, but it seems to not want to play ball, with myself at least.
  11. I think I can see the matrix... Since updating I can see semi-opaque 'plume' cones coming from the cryo engines in the editor. Edit: Only the Parvonis and Tharsis engines. So possibly already known about. Edit 2: The blue glowing texture has disconnected from the nozzle and stays in the uncompacted position. It looks normal once the engines are toggled to extend fully.
  12. Two questions: When installing Bleeding edge - am I overwriting the constellation/older versions? The latest version doesn't have CRP. (If so, am I stepping up versions? Do I just take CRP from 112.0 and add it to 112.0.1?) Secondly, how modular are the pre-release versions in the pack? There's some USI stuff I want over others (like the updated packrat over life support). Can I safely remove anything? I don't expect this to be 'supported' in pre-release, just curious if it's possible to pick and choose the more up to date versions.
  13. Thanks, I've actually spent the last two weeks testing mods. The problem is I go into some kind of trance whenever I start building a test vessel, only to wake from my reverie with a completely unusable but cool looking spaceplane hours later. Time to kerbalize
  14. I just deleted the dll from craftmanager, it seems to be working, although I have a lot of bugs from my overambitious modlist and can't distinguish the source.
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