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salajander

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Everything posted by salajander

  1. 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.
  2. 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.
  3. 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?)
  4. 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.
  5. 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.
  6. Testing with 1.4.6.3 beta and all seems to be working normally again. Thanks!
  7. There's a chance to play it right now if you follow @N70's instructions...
  8. 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
  9. 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
  10. Ok, I have no idea what's going on. My success with removing MM caches didn't last, and now that doesn't seem to do anything at all. Disabling Kerbalism doesn't help. Nor does disabling most of the other mods. I can sometimes get craft that's nothing but a single MK1 capsule to work, but anything else doesn't. It's always the same error, trying to add a kerbal to a parachute or something. I'm going to keep trying to figure out what combination of mods is troublesome. Though perhaps at this point there's just something horked about my save?
  11. Yeah, it was odd. Everything was working when I started this playthrough a few weeks ago, then I moved to mostly uncrewed flights. When I went back to crewed missions, I had the issue. Even more strangely, I set up a clean KSP 1.6.1 + Kerbalism + KCT install and on first run I had the issue. At some point I deleted the MM cache and it worked again, so I tried the same thing in my full setup, which then worked again. ¯\_(ツ)_/¯
  12. It seems as though deleting the various ModuleManager cache files has fixed it. Not sure what was going on, or if there was something else I did that helped? But in any event I had a clean install with just KCT and Kerbalism reproduce the issue, until I deleted the caches. Very odd.
  13. Yep, a clean install with just KCT and Kerbalism fails this way. That's really too bad - I'm going to miss using KCT. Thanks for all the work you do maintaining the various other mods I'm using, in any case!
  14. Did a quick test, and the same thing happens in a fresh save. Should have some time to pull out various mods to see if they help later tonight or tomorrow.
  15. Wow, I guess i should look into the VAB categories area more often than never Thanks! Did you find any references to that when digging through those old threads?
  16. I've shared the entire save folder as well as a list of mods installed and KSP.log here. The Kerbalism install is a still-being-worked on newer version, but all the others are standard latest releases.
  17. Has anyone seen this problem? I can't seem to assign kerbals to rockets when launching them via KCT. Looking at KSP.log: [WRN 21:58:05.528] Cannot add crewmember Kathson Kerman to parachuteRadial. Part Crew Capacity Exceeded. [ERR 21:58:05.528] Error when assigning Kathson Kerman to parachuteRadial A different try had Sergei trying to get added to an RCS thruster. I'm running KerbalConstructionTime-Stock 1.4.6.2 on KSP 1.6.1, with a small pile of mods. This weekend I'm planning to start methodically disabling mods to see if one of them is interfering, but I thought I'd ask here in case someone else has already seen this and has a quick fix (or knows which mod would be the cause). I'm not sure when this cropped up, as I have been doing primarily unmanned missions so far.
  18. This is amazing. Thank you for all your excellent work on this mod.
  19. I haven't been adding any, yet, but I expect if I added 2 or 3 more spaced roughly evenly around Kerbin I'd end up with the same coverage as the built-in DSN. Poking around on google and looking at some forums, I think there are maybe 6 other locations actually in the game: ... but that said, for the "Enable Extra Groundstations" crowd it may be simpler if the terminating ground station could just be Kerbin as a whole.
  20. Exactly. Then I could ensure I'm in daylight; I'd still run the graphical analysis for possible eclipses, but just knowing the sun is above the local horizontal (by some amount) is a very good start. Right. I could add them (or at least enough of them to get coverage) each time I started a new mission, but I was hoping to have them added by default. Unless I'm not seeing some way to save ground stations across missions?
  21. I was thinking about this, and I have a possible feature request. Could you add elevation to celestial body to the optimizer? For my purposes above I'd probably want to make sure the elevation of the sun was greater than, say, something like 20 degrees. Also, the default Comm Analysis only has the KSC ground station. I'm running with "Enable Extra Groundstations", as I don't want to have to set up a bunch of LKO relay sats. This changes the requirements from line-of-sight to KSC to just line-of-sight to Kerbin. Would it be possible to add either the actual extra groundstations or an option in the comm analysis for just LoS to Kerbin? Thanks!
  22. Ending up doing a small correction burn to come in prograde instead of retrograde, and ignoring the longitude constraint. I'll orbit at the right inclination and wait for the stranded kerbal to rotate around in a day or so.
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