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About smurphy34

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  1. Yeah, and I like the changes you made. But I'm afraid I wasn't being clear, I was specifically talking about the cockpits and how if you want to choose supplies you also have to have mono. In other words, can we have a cockpit tank setup that has supplies without mono? Please?
  2. Thanks but it looks like you missed the j_6m_cockpit, it has intakes. Also, thanks for the non mono options, any chance of getting one that doesn't have supplies and mono? Or is it "If you don't eat your mono, you can't have any supplies!"
  3. I was able to fix it by changing the "-RESOURCE,* {}" with "-RESOURCE[ElectricCharge],* {}" for the affected cockpits. Not very elegant, but hey it works (so far)
  4. I like what you've done here, I've been digging OPT since 1.9.9 came out but I was finding sticking all the life support/habitation bits in a cargo bay bad for part count. But, I'm having a problem with OPT cockpits with intakes, specifically NullRef'ing the ModuleResourceIntake on vessel launch, NullReferenceException: Object reference not set to an instance of an object at ModuleResourceIntake.FixedUpdate () [0x00000] in <filename unknown>:0 I think it's because the ModuleResourceIntake doesn't have a Resource anymore after your MM patch, Here's the ModuleResourceI
  5. I look's like your version of the Firespitter.dll is for KSP 1.22, get the one for KSP 1.3 here https://github.com/snjo/Firespitter/releases/download/v7.6.0/Firespitter_7.6.0.zip Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager.2.8.0 v2.8.0.0 ASETPropsIdentifier v1.4.0.0 Firespitter v7.3.6212.36331 RasterPropMonitor v0.29.0.13830 KerbalEngineer v1.1.3.0 KerbalEngineer.Unity v1.0.0.0 MiniAVC v1.0.3.2 MechJeb2 v2.5.1.0 / v / v2.6.1.0 What's probably happening is with the old MM Firespitter isn't patched to the OPT parts and with the correct MM Firespitter is being
  6. I hope my contribution helps, love your work.
  7. I think there is also an issue with NFE that to get a reactor to start the vessel has to be staged.
  8. It's up there now, Curse has to approve the upload so there is a delay.
  9. Bumping this again since a month ago the missing mod threads were determined unrecoverable.
  10. Ok, thanks for the info. I guess the usefulness of the KSP.log changed in the 1.2 push and I didn't catch it.
  11. Looks like it's missing from the Mark_IV_Spaceplane_System-2.3.4.zip from Spacedock. Directory of C:\Mark_IV_Spaceplane_System-2.3.4\GameData 01/23/2017 01:40 PM <DIR> . 01/23/2017 01:40 PM <DIR> .. 12/09/2016 04:09 AM <DIR> B9PartSwitch 01/03/2017 01:11 PM <DIR> CommunityResourcePack 02/11/2016 10:03 AM <DIR> DeployableEngines 01/23/2017 01:40 PM <DIR> Firespitter 01/23/2017 12:25 PM <DIR> MarkIVSystem 01/04/2016 03:45 PM <DIR>
  12. From your log "Perhaps ModuleManager is missing or out of date?" Didn't see it listed as installed. Environment Info Win32NT FFFFFFFFFFFFFFFF Args: KSP.exe Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 B9PartSwitch v1.5.3.0 B9_Aerospace_WingStuff v1.0.0.0 BahaTurret v1.0.0.0 / v0.11.1.6 BurnTogether v0.0.7.2 CCK v1.2.1.0 DeployableEngines v2.1.0.0 DestructionEffects v1.3.0.0 Firespitter v7.3.6212.36331 ModularFlightIntegrator v1.0.0.0 / v1.2.2.0 Kopernicus.Components v1.0.0.0 Kopernicus.OnDemand v1.0.0.0 Kopernicus v1.0.0.0 Kopernicus.P
  13. Saw your post over in the MkIV thread, Hey, don't know If anyone said it yet but, Welcome to the forums! Thanks for uploading your log, looks like your problem is you are missing ModuleManager. "InvalidOperationException: The tank definitions have not been loaded yet (done after game database load). Perhaps ModuleManager is missing or out of date?" And "Environment Info Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 B9PartSwitch v1.5.3.0 DeployableEngines v2.1.0.0 Firespitter v7.3.6212.36331 AnimatedInt
  14. Can you upload your log? The instructions on how to do so are in the "How to get support for modded installs" post I linked. It sounds like you are installing the mod incorrectly, nothing should stay zipped and nothing should go in the root of KSP's install location. I know the readme says "To install, place the GameData folder inside your Kerbal Space Program folder" but since you are having problems you should do it a little bit more hands-on. Also, make sure you are doing a clean copy, delete the old folders for the mod from (your KSP folder)/GameData/ and then copy the new ones ove
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