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Cornholio

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Posts posted by Cornholio

  1. Hello.  I currently have the Orbital Colony (linuxgurugamer updated version) installed and want to start using the real Civ Pop.  Is there any good way to switch from one to the other without wrecking any of my ships/missions? 

     

    Also, just want to say that you're a lifesaver for keeping all of these old mods supported.  It's got to be a ton of work and just want to say that I greatly appreciate it.  Cheers!

  2. On 11/9/2020 at 2:29 PM, DarthPointer said:

    Open settings (RMB on KCT ico in KSC scene). You can also open "show formulas" button to see everything that is designed to be cofigurable.

    In preset settings you should find "points for tech node button", I guess it is on by default and this is the reason for you to ask the question.

    I had checked out the cfgs with these formulas before but nothing appeared too obvious to me.  I didn't know about RMB while in game, that was a pleasant surprise.  Still, though, the only things I can see so far that generate budget points are tech tree unlocking (I think) and empty storage.  Are both of those correct?  Are there additional methods to generate BP?  Thanks for the help so far.

  3. Hello,

    I seem to recall there's a way to set a limit to the amount of debris that persists and is tracked (?).  If so, would someone remind me exactly how to set this?  I have some junk lying around a Mun surface base that I want to disappear.  The junk doesn't have a probe core or any command module and to me should disappear on its own but isn't.

  4. Hello.  I was wondering if there was a way to turn off or modify how solar panels become less effective the further a craft is from Kerbol.  I'm willing to install a mod or write a cfg, just want to effectively turn it off if possible.  Thank you!

  5. 1 hour ago, Stone Blue said:

    @Cornholio uhhh... are those all .zip files you have in your GameData folder?
    if so, thats not how you install mods... unless thats somehow how CKAN does it? vOv

    If thats not a CKAN thing, you need to actually unzip (extract) the *contents* of all those .zips into your gameData folder... NOT the .zip files *themselves*

    Yea, I know how to install mods. I just keep the zipped ones in there after extracting the folders because they often have version numbers on just the zipped files. 

  6. Hello I recently installed this as well as many other mods in a fresh 1.9.1 install.  I'm having trouble getting the fuel switching feature to work.  In the VAB when I right click on a tank (random tank from either stock or other mods) I don't get the option to switch fuels.  I want to be able to debug this and get it working in my career play.  What suggestions do you have?  What dependencies does this mod have?  I noticed outside the VAB that IFS has an option to load and add various setups.  But adding/applying and reloading does not seem to do much.  I very well might have another conflicting addon such as B9PartSwitch or a cfg that forces liquid/oxidizer from near future tech.

    Any help would be very appreciated. 

    EDIT: It's also worth noting that right clicking on a tank in the VAB does not provide any option for tweak scale or B9 or anything aside from reducing the default tank resources. 

  7. 15 hours ago, Phoenix-D said:

    You're missing a dependancy.

     

    
    [EXC 20:49:25.091] BadImageFormatException: Could not resolve field token 0x040001a7, due to: Could not load type of field 'KerbalConstructionTime.KCT_GameStates:toolbarControl' (26) due to: Could not load file or assembly 'ToolbarControl, Version=0.1.8.2, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:ToolbarControl, Version=0.1.8.2, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none> assembly:E:\My Games\Kerbal Space Program\GameData\KerbalConstructionTime\Plugins\KerbalConstructionTime.dll type:KCT_GameStates member:(null) signature:<none>
    

     

    Get and install the toolbar control mod (and clickthroughblocker)

    This helped with KCT as well as other addons I was having trouble with.  Thanks a lot!

  8. Hello.  I'm having an issue with this mod and am hoping someone could help me out.  I have put hundreds of hours into this game (all heavily modded) and consider KCT to be a crucial mod to peak game-play.  On a fresh KSP 1.9.1 install with no other mods installed, I have KCT 1.4.7.13 installed as well ass MagiCore 1.8.0-1.3.2.3.  When I start a new game, I don't see the KCT gui.  I am only able to click on the research facility.  Other facilities highlight when I hover over but do nothing when I click.  When inside the research facility, I am unable to leave it.  I have linked my KSP.log file here.  Thank you for the time.

  9. Hello.  It's been a long time since I've posted here, haven't played since 1.4 at least.  I used to be HUGE into KSP, put in hundreds and hundreds of hours into heavily modded career saves, going to most places in the KSP system.  I recently got the itch to play after being suggested some KSP videos on YouTube...  I only play this game modded and did a review of when the last patch was with respect to where my "bare minimum" mods are currently.  I decided that 1.9 was not ready as a few mods were not yet updated and decided to backdate to 1.8.1.  I meticulously downloaded 1.8 mods very specifically from spacedock and GitHub.  There are one or two mods that had not been updated past 1.4 or something but they are tiny parts mods that do not require dlls. 

    After careful extraction and setup in GameData, when I load KSP, I successfully get to the loading screen without any null reference errors.  Everything seems good to go except for one thing:  When I click on "Start Game" or any of the other options, nothing happens.  The text on those options does change color as it recognizes that the mouse is hovered over but will not take me to another menu or screen.  None of the options work.  They do not cause the application to crash, though, either.  As I had done in the past, to pinpoint particular troublesome mods, I will remove subsets of mods until the game will run.  I thought I had it pinned down to CTTP.  After eliminating CTTP, the game loaded and I was able to select the menu options successfully.  To confirm, I closed the application and rebooted as-is and this time was unable to select the menu.  This didn't make much sense.  I continued troubleshooting with various mods installed and removed and could not pin down an exact pattern for why I'm able to click Start Game or unable to do so.  The only thing I can conclude is that I 100% CAN click it with zero mods installed. 

    I sort of remember in the past having an issue like this and the solution had to do with ending some sort of background process that was related to NVIDIA streaming services.  I tried doing that but it did not change my results.  Maybe I missed one?

    I have uploaded my Player.log file here.  Thank you to anyone that takes the time to look or comment.

  10. https://drive.google.com/open?id=17ObhJBwHa7xOrtin-J4jkDyYCxntF5_e

    Hello.  I have played literally thousands of hours of KSP, mostly with KCT.  I haven't played in a versin or two but do want to with 1.7.  I'm having issue using KCT as seen in the screenshot below.  Please let me know if there's something I can fix or anything more that you need.  Thank you so much.

    EDIT:  I also want to mention that the log and screenshot were both with only KCT as as the sole installed mod.

    QM7BqHR.png

     

     

  11. It's been a while since I've played KSP (I think 1.2.0 was my last go).  Before my break, I put in hundreds of hours into this game.  There are a few mods to which I can no longer remember the names and was hoping that someone could help me out. 

    One mod contains multiple science parts: Time experiment, sound experiment, and others. 

    Another mod was a soviet space station mod that had massive solar arrays.

     

    Much appreciated to anyone that can help me out.

  12. Is there a mod that would allow me to instantly transmit data?

     

    I'm using a heavily modded save with remotetech and some mod MPL that provide higher data/science capacity.  I have so much science (19.3k) that I want to transmit, but it takes soo long and will get partially to 100% and then it ceases without ever completing unless I were to retry and manage to send successfully.  

     

    I see no reason to maintain the transmit science data over time based on quantity of science and would prefer to do so instantly.  Any suggestions?  Thanks a lot!

  13. I have a large assortment of mods.  If I followed correctly (definitely suspect) the option for Kerbals to 'Disassemble' and recycle items leads back to MKS, correct?  Hopefully I'm posting this in the correct thread.  If I send a Kerbal on EVA and click the disassemble option, the part explodes and gives me text about the quantity of MaterialKits that I could have saved, but could not because I did not have storage.  This is probably an easy answer, but how do I retain these MaterialKits?  Thank you anyone for your help.

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