Munchkin9

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Everything posted by Munchkin9

  1. Thank you for the info. I think I'll hold out until this is more stable. I really want to make a career mode out of this
  2. Alright thank you for the info. Guess I'll wait till this is more stable. I want to make a career mode out of this
  3. I've looked through this thread in depth and through several other threads and I am curious about what the current bug situation is for this mod? There isn't an up to date bug thread on the OP that I can see. I know there was an issue with solar panels but I believe that has been fixed with the hotfix on Kopernicus. There have also been issues with views in the KSC, but I don't know where that is at. Also there is an issue with the SOI so that it is impossible to orbit suns? And finally adding this to an existing save will displace (and promptly destroy probably) crafts currently in flight. Is there anything else I am missing?
  4. I've looked through this thread in depth and through several other threads and I am curious about what the current bug situation is for this mod? There isn't an up to date bug thread on the OP that I can see. I know there was an issue with solar panels but I believe that has been fixed with the hotfix on Kopernicus. There have also been issues with views in the KSC, but I don't know where that is at. Also there is an issue with the SOI so that it is impossible to orbit suns? And finally adding this to an existing save will displace (and promptly destroy probably) crafts currently in flight. Is there anything else I am missing?
  5. It occurs to me that since everything broken is probably caused by that glitched node I should see if I can fix that first. So I'm going to start testing mods in order to find the one (or two conflicting) that cause the issue. Will post more info when I find out.
  6. As you can see the nodes on the left are the ones I've unlocked and can see, so they are working correctly. Then that middle section is where the rest of the hidden nodes are. And then on the right we have this whole tree of nodes that are visible but not accessible yet. I do wonder if it is due to that glitched out one in the center that is green. I forgot to mention it before. I selected it so you can see which node it is. It doesn't have an image, is green like it has been researched, but hasn't yet as you can see on the right. It isn't connected to anything else either. Really weird. The mods I have installed are: Action Groups Extended (AGExt 1.33a) Active Texture Management - X86 - Aggressive (ActiveTextureManagement-x86-Aggressive 5-0) B9 Aerospace Procedural Parts (B9AerospaceProceduralParts 0.40) CapCom - Mission Control On The Go (CapCom 1.2) Chatterer (Chatterer 0.9.6) Community Resource Pack (CommunityResourcePack 0.4.4) Contract Configurator (ContractConfigurator 1.7.6) Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.0.1) Contract Pack: SCANSat (ContractConfigurator-ContractPack-SCANsat v0.5.2.1) Contract Pack: Useful Space Stations (ContractConfigurator-UsefulSpaceStations 1.1.1) Contract Window + (ContractsWindowPlus 5.3) Crossfeed Enabler (CrossFeedEnabler v3.3) EVAManager (EVAManager 6) Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 5.2.2) Ferram Aerospace Research (FerramAerospaceResearch 3:0.15.5.1) Field Experience (FieldExperience 1.0.2) Filter Extensions - Plugin (FilterExtensions 2.4.1) Final Frontier (FinalFrontier 0.8.6-1370) Firespitter Core (FirespitterCore v7.1.4) Fog Of Tech (FogOfTech 0.1) Hullcam VDS (HullcamVDS 0.50) Infernal Robotics Model Rework - Core Pack (IR-Model-Rework-Core v01b) Infernal Robotics Model Rework - Expansion Pack (IR-Model-Rework-Expansion v01b) Interstellar Fuel Switch (InterstellarFuelSwitch 1.17) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 1.17) Karbonite (Karbonite 0.6.4) KarbonitePlus (KarbonitePlus 0.5.0) KAS Portable Science Container (PortableScienceContainer 1.3.0) Kerbal Alarm Clock (KerbalAlarmClock v3.4.0.0) Kerbal Attachment System (KAS 0.5.4) Kerbal Construction Time (KerbalConstructionTime 1.2.2) Kerbal Engineer Redux (KerbalEngineerRedux 1.0.18.0) Kerbal Inventory System (KIS 1.2.2) Kerbal Joint Reinforcement (KerbalJointReinforcement v3.1.4) Kerbal Mechanics: Part Failures and Repairs (KerbalMechanics v0.6.4) Kerbal Stats (KerbalStats 2.0.0) Kerbalized Flags and Space Agencies (KerbalizedFlagsandSpaceAgencies 1.5) KSP Achievements (Achievements 1.8.1) KSP Interstellar Extended (KSPInterstellarExtended 1.5.11) Landing Height Display (LandingHeight 1.4) LightsOut (LightsOut 0.1.4) Magic Smoke Industries Infernal Robotics (InfernalRobotics v0.21.3) Mission Controller 2 (MissionController2 1.23) ModularFlightIntegrator (ModularFlightIntegrator 1.1.1) Module Manager (ModuleManager 2.6.8) Procedural Fairings (ProceduralFairings v3.15) Procedural Wings (ProceduralDynamics 0.10.0) RemoteTech (RemoteTech v1.6.8) SCANsat (SCANsat v14.2) Select Root (SelectRoot 2015-05-17) Sequencer for Infernal Robotics (InfernalRobotics-Sequencer 0.4) Ship Manifest (ShipManifest 4.4.1.1) StageRecovery (StageRecovery 1.5.7) Surface Lights (surfacelights 1.0) Take Command (TakeCommand 1.2) Targetron (Targetron v1.4.2.1) TextureReplacer (TextureReplacer 2.4.10) ToadicusTools (ToadicusTools 16) Toolbar (Toolbar 1.7.9) Tweakable Everything - Engine Staging Toggle (TweakableEverything-EngineStagingToggle 1.13) Tweakable Everything - Fairing Staging Toggle (TweakableEverything-FairingStagingToggle 1.13) TweakableEverything (TweakableEverything 1.13) TweakScale - Rescale Everything! (TweakScale v2.2.1) USI Kolonization Systems (MKS/OKS) (UKS 0.31.10) USI Life Support (USI-LS 0.1.5) USI Tools (USITools 0.5.1) Hope this helps. Love the idea of the mod btw. Always believes that spell lists or research technologies and things like that should be hidden to allow for the thrill of discovery. Which is why I'm fighting so hard to get this mod to work properly Thank you for the help!
  7. I still have nodes showing up after the default ones. I can take a picture if it would help but it seems to include every modded object. KAS, Interstellar, Karbonite, etc. Any idea what is going on? Do I need to refresh the Fog of Tech mod somehow?
  8. I'm having a weird graphical glitch. I have no idea if this has been mentioned in the past but I did a quick comb through and didn't find anything. The button on the top-left toolbar that belongs to this mod (I am 80% sure) is overlapping with the stock funds/research/reputation button. I have a picture for clarity: Is there a way to fix this? EDIT: It actually seems to do this on every screen. It always overlaps with the first most left stock button. Is this a toolbar issue or an issue with this mod?
  9. I really need help with the toolbar plugin. I don't understand what is going on. Everything works as expected except that on certain screens the toolbar doesn't like having buttons added to it. It starts spazzing and glitching. From what I can see from the flashing it is trying to flip between a size that includes all the buttons and the default size. This makes it extremely difficult to use the toolbar. Attempting to re-size it manually only makes it worse, at best. Certain buttons also don't have graphics and just take a slot (and are functional). This would be livable if it wasn't for the fact that the main game scene is one of the scenes that doesn't work. Any suggestions for how to fix this would be much appreciated. I tried re installing Toolbar as well as using the included versions from mods. Nothing seems to help. I deleted the toolbar-settings.dat but that just led to the same issues coming back. What aggravates me so much is that I see pictures of people using it fine with even more mods than I have.
  10. Pretty sexy work Daemoria. Thanks all for the other suggestions. Yeah the X series is one of my favorite game series but much more focused on combat which I don't really want to deal with right now lol
  11. Thank you for all of these. I especially like the Wayland Corp. Stuff. Thank you Also thank you for linking me to the Active Texture Management. I had no idea this thing existed and it has officially saved my life(game). Brilliant!
  12. Wow this is the first time I've ever double threaded O.o My bad. Glitch in my internet...I guess. Moderator delete one please?
  13. I know I'm probably going to get strung up for this as KSP is a modern technology focused game. But I must ask anyway: Are there any good part packs out there that add futuristic looking parts (not just engines but also structural stuff). I'm really jonesing for a futuristic space exploration game and Kerbal is the best out there, despite it not being futuristic. Anyway, any suggestions are appreciated though I should mention that I know about the Interstellar mod and the Near-future Propulsion one. On a slightly off-topic side note: if anyone knows of any good futuristic 3d (preferably) space exploration games with large ships with hangars and all that feel free to share. But I'm not expecting too much here, I've searched and haven't found anything. Think Firefly, and you are on the right track. (The X series and similar games are not what I'm thinking, I really want more exploration than combat). Oh, and thank you, of course.
  14. I know I'm probably going to get strung up for this as KSP is a modern technology focused game. But I must ask anyway: Are there any good part packs out there that add futuristic looking parts (not just engines but also structural stuff). I'm really jonesing for a futuristic space exploration game and Kerbal is the best out there, despite it not being futuristic. Anyway, any suggestions are appreciated though I should mention that I know about the Interstellar mod and the Near-future Propulsion one. On a slightly off-topic side note: if anyone knows of any good futuristic 3d (preferably) space exploration games with large ships with hangars and all that feel free to share. But I'm not expecting too much here, I've searched and haven't found anything. Think Firefly, and you are on the right track. (The X series and similar games are not what I'm thinking, I really want more exploration than combat). Oh, and thank you, of course.
  15. Has anyone found that the SubAssemblies button is disappearing? Ever since I installed the Part Catalog with the Hotfix I can't access SubAssemblies (you can use them in Sandbox right?)
  16. Nooo, no no no. Sorry, I put that badly. Put exactly (not including quotes): " TechRequired = start entryCost = 0 " Under "// ---engine parameters---" And above "cost = <something>" I mention both because sometimes it doesn't say 'engine parameters' some parts leave that line out. But there will always be the "cost = <something>" line. Let me just give you the first one as an example (I really hope I don't get in trouble for this): PART { // --- general parameters --- name = KAS_Container1 module = Part author = zzz mesh = container1.mu //Waiting scale bug to be fixed by squad [url]http://bugs.kerbalspaceprogram.com/issues/1123[/url] //MODEL //model = KAS/Models/container1 //} scale = 1 rescaleFactor = 0.50 // --- node definitions --- node_stack_bottom = 0.0, -0.3968, 0.0, 0.0, -1.0, 0.0, 0 // --- editor parameters --- TechRequired = fieldScience entryCost = 0 cost = 680 category = Utility subcategory = 0 title = Container Type A manufacturer = Sklifosovsky Labs description = A KAS dedicated container for storing grabbable parts. Right click on it to edit content. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 maxTemp = 3400 fuelCrossFeed = False breakingForce = 15 breakingTorque = 15 MODULE { name = KASModuleContainer maxSize = 40 } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) attachNodeName = bottom customGroundPos = true dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, 0.0, 0.0) bayType = containerA bayNode = bottom bayRot = (0.0, 0.0, 0.0) } }
  17. At the moment this is only available in Sandbox mod but if you really want it in career mode it isn't hard to fix at all. Just go into the .cfg files of every part and add: TechRequired = start entryCost = 0 Above cost = ??? This will give you every KAS part from the beginning in career mode. If you want them to be unlocked more logically, then change the 'start' part to whatever research node you want. Only work you have to do is find the correct name for that node (hint: its not exactly the in-game one). There are plenty of threads on that subject. Currently I have them in: TechRequired = fieldScience Which makes the most sense to me.
  18. I would be interested in mods that take the game into more futuristic technologies. That would definitely require the tree to be expanded. Plus other mods that add things completely unrelated the the current technologies (Robotic Parts) just don't make sense being slotted into the existing tree. In any case considering the mod-friendly-ness of the game it would make most sense that they give us as much access to everyone system as possible.
  19. So I've seen how it is possible to add a Tech Requirement to Parts. I've seen how it is possible to add additional Nodes to the Tech Tree by overwriting the Tech Tree (right?). My question is: is it possible for multiple mods that add nodes to the tech tree to co-exist? Or will they replace the node additions?
  20. Hey I don't know if you take suggestion if this has already been suggested (that's a lot of pages) but I'll post and idea I recently had that would be phenomenal in my opinion: First off let me say that I absolutely love this mod, it adds so much power to the game that some truly amazing creations can be made (it should be in the base game). However, that functionality gets a little limited by the complexity that comes from having a lot of robotic parts. The list of parts gets very long. What I would like to see added is a system of pages. Basically apart from setting control parts in groups, groups could be placed in pages. A page would be used to represent an autonomous system (such as one of two robotic arms on a space station). The arm itself still has multiple groups to control the different motions, but each arm can function independently of the other. The trick is, that the parts on a page only react to key controls what that page is up. So it would be possible to reuse keys for different systems (once again the two arms example: the two arms could have the same controls but could be controlled independently without having to lock all the parts). I personally see a lot of potential in this, anyone else? On a separate note, this is more of a question: is it possible to set numpad numbers as controls for robotics?