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jfjohnny5

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About jfjohnny5

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  1. Hard to say... I have Kerbalism installed, as I mentioned. I also have kOS - which integrates with CommNet, but I don't think it touches antenna ranges. As for mods that might touch the Tracking Station in some way, I'm using Kerbal Construction Time. I'm also using Strategia - which has Custom Barn Kit as a dependency. That's really it as far as mods that might touch antenna or transmission range stats. Oh, and I verified that the base game settings for antenna range are at defaults (no range modifier applied to DSN, etc).
  2. One other little thing that seems odd: The .1875 Engine Plate (from Making History) unlocks at Tier 3 Basic Construction. However the .125 Engine Plate (from ReStock Plus) unlocks two tiers later, at Advanced Construction. Not sure if you intended for the smaller plate to be unlocked earlier, or maybe for both of them to unlock later. Not a big deal really. The current order is just a bit counterintuitive. Really is a great mod though! Thanks for your work!
  3. Created a config for CryoEngines. @theonegalen Not sure how to add it directly to Github (sorry), so here's a Dropbox link: https://www.dropbox.com/s/ubxvyq1knv95kd0/CryoEngines.cfg
  4. Not sure if this is new or if I'm just now noticing, but there seems to be an issue with adjusting results based on Tracking Station level. I'm in a Kerbalism Career save and my Tracking Station is currently at level 2. However, the calculator is showing results as though the Tracking Station is still only Level 1. For example, it's telling me a Communotron 16 will only achieve 10.4% signal strength at Minmus - range 47Mm. That antenna should have a range of 158.1Mm with a L2 DSN. Even with the way Kerbalism models data rate falloff that should still be plenty. To test it, I loaded the craft d
  5. @ValiZockt Huzzah! I think you've solved it!! I'm going to keep your version installed and keep testing to see if any parts don't respond properly, but after my initial testing your fix seems to have done the trick. Thanks so much for your help!
  6. I'm getting a crash on trying to load the VAB. I can't be certain it's NearFutureLaunchVehicles causing it, but the last two entries in my player.log file before the crash are: (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Couldn't find loaded texture at path: NearFutureLaunchVehicles/Patches/CBP/icons/5mSelected (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Couldn't find loaded texture at path: NearFutureLaunchVehicles/Patches/CBP/icons/7_5mSelected In trying to navigate to that folder, I found that t
  7. @ValiZockt I had such high hopes that would work. Sadly, it didn't... I tried adding the patch exactly as you wrote it. I also tried using an individual entry for each part (instead of a comma-separated list). The same System.ArgumentException error you pointed out was still present in the log, and KRnD still didn't work. I then tried adding all 5 of those tube parts to the Restock PatchDisabler.cfg file and KRnD still didn't work. The error is still in the log file, but I know that Restock skipped the parts as I no longer have the Orange variants in the VAB; only the stock variants. Ther
  8. Well I've just spent more hours than I care to admit trying to track down the source of the problem (also reported by others) that causes the KRnD window to be blank even when selecting parts. I feel I can confidently say it's an incompatibility with ReStock. However, I was unable to get it to work by removing the two configs mentioned above; or a whole host of other combinations of config removal. I tried to determine which specific parts were causing the issue, but I had to give up. It *does* consistently work with ReStock version 1.0.3 though. So something was changed between that vers
  9. Not sure if this is a known issue when using this with 1.9.1 (I know Restock and Restock+ aren't officially updated for it yet), but some parts seem to just be missing. So far I can't find the Ursa or the Caravel engines. I used my testing instance where I have zero other mods installed - just Restock, Restock+, and Module Manager. I started up a brand new Sandbox game, and neither of those engines are listed. Other parts are, but at least those two aren't. I checked my Career save, and they're both listed in the tech tree, but again, not available in the VAB. EDIT: I'm an idiot. J
  10. So here's an odd bug. This morning I updated Kerbal RnD to the 1.16.0.4 version. Now, anytime my Kerbals go on EVA, they... explode. I enabled cheats and enabled "Ignore Max Temperature." Upon EVA I can now see a Kerbal on EVA is automatically full red. I removed Kerbal RnD, and all is normal again. I've got a bunch of mods installed, but it was definitively the switch to the latest version of RnD causing this behavior to manifest. It was working fine for me as of around 5pm CST yesterday.
  11. For anyone else struggling with this, I figured it out. It turns out this functionality isn't part of USI Core. I made (what I thought was a logical) assumption that since USI Core included all the Kontainers that it would also include a basic implementation of Scavenging - so that you could resupply Life Support without all that cumbersome connecting of vessels on the surface. My assumption was wrong. Logistics and Scavenging require the full MKS mod.
  12. I can't figure out why these supplies aren't transferring. I set the Homeworld radius to 0 so that even Kerbals on Kerbin would need supplies. That part is working (as the four in this test base are all starving). I'm using USI Life Support and USI Core (for the logistics containers), and of course then USI Tools as well. The base has a logistics container with 0 supplies. I created a rover and put a logistics container on there with 600 supplies. The UI indicates "0 vessels sharing within 150m" but the rover is all of 2m away. Even after a full day of time warp, nothing is transferring.
  13. Looks like I'm getting a similar error: [ERR 20:32:01.217] Exception handling event onVesselRecovered in class EventListeners:System.NullReferenceException: Object reference not set to an instance of an object at ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot) [0x00000] in <filename unknown>:0 at ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool) [0x00000] in <filename unknown>:0 at EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1) [0x00000] in <filename unknown>:0 [EXC 20:32:01.2
  14. Hope you don't mind me sharing this, @theonegalen This bit of code can be added to any of the existing .cfg files in ..\Kerbal Space Program\GameData\Galen\UBM_Extended\TechTree in order to put the 4 science experiments from Sounding Rockets back into the 'start' tech node. Just copy and paste this into any one of the files (or make a new one with a .cfg extension) using a basic text editor. // Moves the 4 science experiments from 'Sounding Rockets' back to the 'start' tech node @PART[SR_Payload_01]:NEEDS[UmbraSpaceIndustries,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:AFTER[UnmannedBefo
  15. Hey @Papa_Joe great to see you're taking on the task of keeping this mod up-to-date! It's such a subtle, but awesome enhancement to KSP visuals. I noticed you said you don't use CKAN personally, but do you plan to continue keeping PlanetShine registered with CKAN?
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