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Einarr

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Everything posted by Einarr

  1. Using the latest build I have GUI issues with the darkened backgrounds vanishing, particularly in the editors, specifically for the pull up resources and veseel info panels (usually located along the bottom of the editor window). From just starting KSP up and loading my savegame, I can pop into an editor and do whatever I want, make or edit as many craft as I want, but the moment I leave the editor (to launch something, for example) the problem shows up. Returning to the editor, and the dark translucent background used for those pull up windows, or for the middle click part info windows is entirely transparent, making the white text difficult to read depending on camera position/angle. I seem to recall Science Alert having a similar issue just after it's initial 1.8 update as well.
  2. I did note a ui glitch (with RC 2) that the cores and wedges containing resources have when in the VAB/SPH. If you change their length they will list the resource in the tweakables window multiple times. However, those extra resource lines are a lie and will disappear if you close the tweakable window and reopen it. The correct amount of resources seems to always be in place.
  3. Yeah, surprise surprise...having the correct file extension fixed the problem entirely...wonder how I missed something so easy for a day and a half... PSA for people making MM patches: Ensure your patch file's extension is .cfg !
  4. So, more testing was done. I copied one of the @PART {} blocks and added a :NEEDS[HellToFreezeOver] soley to see if MM would show an entry indicating that that particular :NEEDS could not be met...no such log entry appeared... It's as though it refuses to even parse/process the patch at all... And now I notice my fatal flaw... Notepad++ seems to have saved the patch file with a .txt. extension...even though I remember telling it to save as a .cfg...we'll be right back after this next KSP reload... :facedesk:
  5. Removing the NEEDS didn't work, I also tried using the correct names for the parts (including the special characters) while keeping the NEEDS out. No effect.
  6. I've seen in the MM logs where NEEDS aren't met with other patches and it makes a note of it. No such log entries exist for my patch. I'm going to remove the NEEDS and keep the FINAL (in an attempt to ensure they patch in the correct order).
  7. Yes, I've tried using the special characters in the names of parts in place of the ? and I get the same problem.
  8. I'm having trouble diagnosing an issue with one of my Module Manager patches. MM seems to parse it without warning or errors, yet nothing from the patch actually executes. As a result, none of the changes I want to make are actually made. I've gone through and checked everything I can think of and still can't solve the problem, so now i'm asking for help. Patch is here ( Note that "description" entries are temporary and meant to show me whether the patch is being applied and that the question marks (?) in the @PART entries are there in place of special characters contained in the part names themselves): ModuleManager.log is here (KSP.log can also be posted, but it's significantly longer): So when did pastebin get so restrictive on the size of things free users could paste...
  9. I've noted that this does not properly detect some antennae. Usually modded ones. In particular, I've got Restock and Plus and the formerly stock antennae are not detected by this mod. Going to be looking through the config files of antennae it does detect and compare them to the configs of ones it doesn't to see if I can spot an obvious issue. I do have far more than just Restock (and Plus) in my modset, but none of them should interfere...in theory... Edit: Should have noted that I was noting the issue in the VAB and further testing showed that it was not detecting any antenna I added to a craft until after leaving the VAB and returning...odd...might just be a setting somewhere I need to tweak... Edit 2: Although...some of these parts still aren't showing up in the Antenna Parts list when selecting a target...
  10. Yes, the new screenshot shows it well. A shame really, as the Corkscrew is rather fuel efficient otherwise.
  11. Have to echo this question. Kinda annoying having more than one of those style of engines on a craft as they will cause said craft to flip end over end most of the time.
  12. That fixed it, thank you. Might want to add something about it to the OP.
  13. Some of the example craft files will not load as I do not have required parts. What mods are needed for the various crafts?
  14. Oh, I seem to remember that in Fractal's KSPI you had to have someone EVA to do the upgrade, probably with a limitation on where the upgrade could be done (possibly LKO only). Nice to know I don't have to worry about it for now.
  15. I've had some KSPI-E stuff on a vessel that's been around awhile. I've unlocked new techs since that vessel was launched that should be able to improve some of the parts on that vessel (radiators and TEG mostly, perhaps even the reactor itself). How do I go about upgrading them these days? I seem to remember there was a trick to it with regular KSPI back in the day, but don't remember what it was... Also, I'm considering using the laser beam stuff as long range antennae, but don't know what all I'd need to set things up in this fashion. Wish there were some good tutorials (perhaps even videos) for the beamed power network stuff.
  16. Hate to nitpick, but you forgot to update the.version file for x.18. AVC is still yelling at me.
  17. The Candle makes a small amount of power on it's own anyway, no need for a seperate generator unless you're going way overboard on what you're trying to run...or are trying to use it as an RTG rather than an engine... I've got relay sats that use the Candle as both a power source and the main engine and it works fine. Also got a Duna flyby probe that uses the same setup.
  18. That'd be the 3.75m ISRU. This was back before stock ISRUs (and not many mods had them either).
  19. An old ship, but one I may see about rebuilding once I unlock the requisite techs. It was originally built back in 0.23.x or 0.24.x with whatever KSPI was available then. https://imgur.com/a/sBtxc Unfortunately, I can't embed the whole album, it seems. So there's a link.
  20. @FreeThinkerDid you accidentally overwrite the 1.11.14 file on Curse? Or has Curse not been updated to 1.11.15?
  21. On the subject of reactor embrittlement. I have a long duration science vessel that was designed to gather All The Science! from the Mun and Minmus. It's conventional (though uses mod parts) for the most part. However, my power source is a 0.625m MSR and associated thermal generator. I did not send any Lithium6 up with the reactor initially as I was not planning on breeding tritium with it (also hadn't unlocked tritium tanks yet). I've noticed that the embrittlement has gone up a bit and decided to send up one of my tankers with a tweakscale reduced Lithium tank (down to 25% of normal size IIRC). However, the resource the tank contains is not the Lithium6 that the MSR has internal storage for. I did end up reconfiguring a regular fuel tank to carry a bit of Lithium6 and delivered it, transferred it to the MSR, etc. I want to ensure I sent up the correct resource to reduce the embrittlement rate. Should I have used the Lithium from the Lithium tank instead (I should be able to attach such a tank to the science vessel with KAS/KIS) instead of the Lithium6 that the MSR has internal storage for?
  22. So I sent up a long term science ship to the Mun/Minmus area and realized I forgot to give the MSR powering it some Lithium to increase longevity. I tried adding one of the lithium radial tanks to my tanker (and TweakScaling it down to something more manageable as a 0.625m reactor doesn't need that much Lithium...) Only, once I got the tanker docked to the science ship I noticed that the tank contains Lithium, and the reactor needs Lithium6...
  23. @FreeThinker: Any chance the thermal turbojet and ramjets (the all-in-ones and the modular) could be updated to use the thrust as a function of speed calculations that modern stock jets use (x thrust at mach y)? I suspect such a change would have to be done via the module, as the module probably overrides anything the basic config files say anyway.
  24. I've been away a bit, Skyrim called and I got dragged there by the ear... Yes, I use 7Zip for all my compressed files. I just used the default settings for zipping things up. Guess WinRAR doesn't like something. Unfortunately I have no idea what that something is, so I can't fix it.
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