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WIbigdog

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  1. No worries, curious to see what the cause is as it seems like a fairly simple implementation based on what you're detailing on github.
  2. That slider. I presume it's meant to turn down the color of the objects in the sky, but it seems to do nothing.
  3. It seems like the saturation slider isn't working right now. Doesn't change the color saturation on the planets at all unless I'm misunderstanding what it's meant to do.
  4. I take it I can just comment out the random orbit generator and it won't change how that contract functions?
  5. Okay, I looked through the files, I found the relevant thing in : CC_RB_TelescopeSearchSkiesContract.cfg It just generates a random orbit while it's active...but there's no point as it's not a requirement to do anything with it to complete the search skies contract as far as I'm aware? Unless you're supposed to move one of your telescopes there? but it never says to do that and it doesn't prevent the contract from completing as it just autocompletes when the timer is done?
  6. I am, and I'm aware of those contracts, but there are none that match this orbit, nor that have that company name. I went to a bone-stock version of KSP with just Research Bodies and Distant Object Enhancement and these seemingly random orbits are still showing up in the tracker. They must mean something but there seems to be no documentation in the mod about what they are.
  7. What are these "REPOSoftTech" orbits visible in the tracking station? Research Bodies is the only mod that appears to use this name anywhere so it must be related but I cannot find any information about what these orbits are. There's two of them here, this blue one and the green one closer in. I tried putting a satellite matching the green one but it did nothing. Help? I can include my log if desired, but I search every ERR within it and it's just some texture things with Parallax, nothing showing up related to orbits or RB as far as I can tell. I presume this is just some function of the mod I'm not understanding rather than an error. Edit: I am also having a problem with not getting progress when looking at objects with the telescope either. I can get thousands of science by repeatedly scanning them, but no progress on the object percentage in the observatory.
  8. This might be the same thing caused by a bug between Kopernicus and Scatterer causing it to unload custom textures. The scatterer dev posted a modified .dll here: https://github.com/LGhassen/Scatterer/issues/183 that seems to have fixed the issue for me. You just drop it in the scatterer folder to replace the regular .dll
  9. Hey, sorry for a late reply, just reading this and wanted to answer you. To fix it you need to right click on the KCT button on the toolbar to get the KCT settings. Then disable the "KSC Upgrade Times". This lets Bureaucracy do its thing with construction budgets. I think it managed to do it on its own anyways but the popup was indeed very annoying.
  10. Just for anyone else, it seems you have to start the game twice to get the icon to show up on the toolbar. At least that was my experience and I saw someone else had the same one.
  11. Hey, would it be possible to make the window remember the position it was in last time? Each time I open it I have to drag it back to where it fits amongst the other windows I have open.
  12. Settings menu is now back and the Kopernicus error is gone by reverting to an older version of Parallax as Galaxy Unlimited doesn't support the newest Parallax. Still have the B9PartSwitch errors going on.
  13. Active Mods: https://imgur.com/a/89qCmRn Errors during start-up and at main menu for B9PartSwitch and Kopernicus: https://imgur.com/a/Hm1mq2s It also says "1 error related to GameData/KerbalismConfig/Support/NearFuture.cfg" New log: https://mega.nz/file/utVBFYZJ#M2A7dHSBuwsu8JQXAWSU15Q3befzeCPzZEU6tFfMM-Q Would like to know what I should do or if some mods are incompatible. I do use CKAN but it's also my first time trying to use it.
  14. Log file: https://mega.nz/file/O1lW3TaT#LvzYub0LWsD24pvUrZnHc_B1sUXsH6rJwvXWZmVRzMU Active Mods list album: https://imgur.com/a/89qCmRn One of the relevant fatal errors in log: Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Fatal exception while loading fields on module ModuleB9PartSwitch on part ---> System.Exception: Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch ---> System.Exception: Exception while loading fields on subtype PartSubtype NSW ---> System.Exception: Exception while loading field tankType on type B9PartSwitch.PartSubtype ---> System.InvalidOperationException: The tank definitions have not been loaded yet (done after game database load). This is likely caused by an earlier error or by ModuleManager being missing or out of date I have Module Manager and Communty Resource Pack installed afaik, assuming CKAN installed them properly, which have been mentioned in other threads about this.
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