salajander

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About salajander

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  1. You know, this comes up a lot. I was thoroughly confused by it when I first encountered it. It may be better to have Fuel Cells default to dump when installed.
  2. No problem, thanks! FAR isn't as necessary anymore now that the stock atmosphere isn't thick as clam chowder anyway.
  3. Is anyone using this with FAR? GravityTurn does a reasonable job with the launches, but there are two issues. The fairings separate almost immediately after launch, no matter what value I put in the Fairing Pressure config (I've tried -1000, 1, 10000, 100000) The stats show ridiculous amounts of air drag. On a normal launch that uses around 3400 delta v to low Kerbin orbit, it's showing about 7300 delta v in air drag loss.
  4. Must have been something with the PartsDatabase. I can't repro this with a clean install, and the fully-modded save I initially saw the problem in is now working as well. ¯\_(ツ)_/¯
  5. I was, along with a pile of other mods, which was why I made sure to reproduce it with eeeeeeverything disabled. I'll see if I can reproduce on a completely clean install. I'm not sure what cache files KSP or other mods generate that aren't in GameData, though.
  6. Not completely clean - I just moved everything out of GameData except KCT, Magicore, and the Squad folders, then launched KSP and started a new game to test. I'm not running from Steam, it's a local install.
  7. It's not happening in a new save with all my mods re-installed. I guess write it up to ModuleManager weirdness? (And, I guess, add MM to the requirements?)
  8. English. I'll set up another test. I initially saw this with a modded install, so I reproduced it with only KCT and MagiCore. I didn't have ModuleManager installed at all when I reproduced this; I did't think MM was a KCT requirement, as I didn't see it listed as one on the first post, and I wanted to make sure I had as minimal a test case as possible. Ok, I did one more test, this time with MM installed, and .... it's working. An install with just KCT and MagiCore (and without ModuleManager) seems to have this issue. In both cases I started a brand new Career mode game, with Making History installed, using the default English locale, built and launched a simple ship to get science, and researched Engineering 101. In both cases, the R&D lab displayed it correctly. Without ModuleManager, KCT displayed it with the #autoloc_ tag. KSP.log for the no-ModuleManager run uploaded at https://file.io/BVhvzs. The save file is at https://file.io/c9VpLF I'm going to put all my mods back in now and see if it's still happening.
  9. Tech nodes being researched are showing up as "#autoLOC_501024". This is with a brand new save using KSP 1.6.1, KCT 1.4.6.3, MagiCore 1.3.1.5, and no other mods.
  10. Testing with 1.4.6.3 beta and all seems to be working normally again. Thanks!
  11. Glad to find out it wasn't just me! Thanks for looking into this.
  12. There's a chance to play it right now if you follow @N70's instructions...
  13. Ok, so I opened the same KSP install (with that short list of mods above; essentiall just ScrapYard and KCT), started a brand new career game and: used the default KCT preset, put all upgrades into the main build queue opened VAB built a craft with Mk1 command pod, parachute, Ant booster added it to the queue went to space center warped ahead to build and rollout launched, choosing Valentina as crew had no kerbals on board It tried to load Val into the booster. This save had no crafts or remants of previous mods. I don't see those errors in the log. In the save is the temp.craft which I believe KCT uses to launch; I'm not sure if that holds any clues. I don't know what to look for in those. I've uploaded the log and the whole save folder here https://drive.google.com/drive/folders/1btS0axI3gBs3LhyrKW2aeF-lONsCd74j
  14. Ok. I have KSP 1.6.1 with only this in GameData: 000_ClickThroughBlocker 001_ToolbarControl KerbalConstructionTime MagiCore ModuleManager.4.0.2.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree ScrapYard Squad SquadExpansion I built a KV-1 Onion with a Mk 1 capsule on top, a parachute, and a goo container. Sent it to be built with KCT, launch, fill seats, and at the launch pad there are no Kerbals. It tried to put Jeb in the Goo and Bob into the parachute. I'm at a loss on what's going on here. I've uploaded KSP.log and the save file to https://drive.google.com/open?id=18Peh-VUjj4dN64p-ycqSaViG8iBb3KoN