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Starwaster

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    Defender of the Sandbox

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  1. If you want to make a derivative work, the license allows for it. But there will be no ‘adoption’ or ‘takeover’ and it’s rude to suggest such a thing to the author.
  2. @xelapis just having a list of your mods won't be enough. I need your ksp.log file from the main game folder and your ModuleManager.ConfigCache file from the GameData folder.
  3. As far as that goes, it'll work but there were (IIRC) UI bugs due to changes that were made. Nothing that recompiling from the source wouldn't fix.
  4. You're only providing information. Shouldn't be a problem. But if it causes any, that's on you to deal with. (Should be okay though. Probably.)
  5. It's not that KSP or MM care, it's that ModuleScienceLab specifically cares. It doesn't try to locate a suitable container module. Instead it relies on being told what location (what index) the container is in. In this case, index 0, which is the first module. If it's pointed at a location and the module at that location is not a ModuleScienceContainer, then it fails. I think it also prints a warning or error in the log but I forget. I actually didn't look at the log yet. But I know from past experience that it will fail if given an incorrect index. Anyway, in your example, MPL-LG-2, yes, ModuleScienceLab is second module. That's not important. What's important there is that it's looking at index 0 for the container, and first container is ModuleScienceContainer It's (IMNSHO) bad and sloppy coding. (no offense to any KSP code monkeys reading this who might have been responsible for that module)
  6. Sorry, took me longer than anticipated to get to this. Didnt look at the log yet. But in the cache, I see in ModuleScienceLab containerModuleIndex = 0 That is wrong, because the container is clearly the second module (0 = first)
  7. Would need to your ModuleManager.ConfigCache file and the name of the part that you're adding to... And log file would help too
  8. News to me as DR’s maintainer. possibly that 90% of the mod is sensible part failure temperatures. Maybe they moved responsibility for that into RO? edit: which obviously would affect my reply to you in the DR thread.
  9. Doh. Ignore if you saw what I posted in this response. Hard to read this on my iPhone sometimes
  10. Please clarify: is the chute part itself being destroyed? If it’s just the chute failing after deployment then you’re deploying too early Yes. If there’s an official response to your query in the RO thread, obviously go with that. I don’t know what that means either that they pulled it out of the required or recommended list either. I’ve been out of touch with any of the RO guys for over a year. Supposedly they’ve tried to contact me several times in that period but they haven’t.
  11. That’s technically possible in KSP1 right now, the textures just aren’t set up for it. (talking stock heat shield, which can be masked)
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