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Everything posted by rabidninjawombat
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I think you might have had a little misunderstanding Regolith is not a mod in and of it self, but actually a framework that all of Rover's mods use to accomplish resources gathering/conversion/etc. So If you have his other mods, you already have regolith, and do not need to install anything from this thread.
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[1.3.0] Filter Extensions 3.0.4 (Jul 11)
rabidninjawombat replied to Crzyrndm's topic in KSP1 Mod Releases
That did the trick =) Thank you sir! -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
rabidninjawombat replied to Crzyrndm's topic in KSP1 Mod Releases
Just loaded up the new DLL and Near Future Solar by themselves on a test install and it seems to work just fine and dandy =D Still not working on my main install, When clicking on the Filter by mod button, no folder show up. So i must have another conflict i cant find. (dont wanna delete NFS as i have lots of ships out there with the panels lol) If it makes a diffrence my test install is in the to level C:\ drive and my Main install is in the steam folder. I updated the output log with the latest one https://dl.dropboxusercontent.com/u/19908938/output_log.txt Only thing that popped out at me while looking at the output log. AddonLoader: Instantiating addon 'Core' from assembly 'FilterExtensions' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.String].Add (System.String key, System.String value) [0x00000] in <filename unknown>:0 at FilterExtensions.Core.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) Edit: Just saw you last post =) Thanks for looking into it. -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
rabidninjawombat replied to Crzyrndm's topic in KSP1 Mod Releases
Here is my output log as well if needed https://dl.dropboxusercontent.com/u/19908938/output_log.txt -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
rabidninjawombat replied to Crzyrndm's topic in KSP1 Mod Releases
Hrmm... I appear to be getting the auto generated Mod filter list, and all the tabs (question marks like you said) are there with all the mod folders, but none of them filter anything, And it also breaks the part selector whenever i select the Filter by mod button. The debug log is saying "KeyNotFoundException: The given key was not present in the dictionary." when the Filter by mod button is clicked. -
[1.12.x] Freight Transport Technologies [v0.6.0]
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
EPL was just updated, There is always orbital construction =D Thats what i do anyway. -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
Im assuming Null Ref Errors. But i could be wrong -
The airbags are part of the USI Survibablity pack. Found here http://forum.kerbalspaceprogram.com/threads/84359-0-25-USI-Survivability-Pack-%28Formerly-DERP%29-v0-1-3-2014-11-01 The Title of the thread wasnt changed yet, but the mod has been updated for .90 and works just fine.
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[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
You ROCK Taniwha! Ran a few tests and everything appears to run. -
EPL for .90 has been updated WOO! Updated download for compatibility and latest version of Regolith and EPL As a Reminder: As of .20, this no longer requires Karbonite to work, so you can run just plain stock with just EPL and this adaption if so desired (though i still highly recommend Karbonite) As of .90 Roverdude also added the ability to his MKS mod to obtain Rocketparts via the supply chain (its a little more complicated then the traditional Ore-->Metel--> Rocketparts) So if you run EPL with MKS, you wont need this adaption anymore. However you can still use it if you prefer the simple conversion chain.... If you use Karbonite alone, or nothing at all (without Kethane the Ore extraction/conversion doesnt work) You can use this adaption to make it work =) Edit: For a future update, looking into Asteroid mining for Ore via Regolith. (i believe RoverDude's already working on this anyway )
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OKTO2 Probe has no torque!
rabidninjawombat replied to X-SR71's topic in KSP1 Gameplay Questions and Tutorials
Just found this out myself after my probe arrived at Duna Makes sense...But no gimbleing engines.. poor thing. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
rabidninjawombat replied to GavinZac's topic in KSP1 Mod Development
All this is is basicly a large ModuleManager config. Barring major changes to how Module Manger or KAS works, there shouldnt be a reason this should cause you any trouble. Im using it at the moment as well, and have updated it myself with a few more recent parts -
[1.3.0] Malah's Quick mods [2017.05.31]
rabidninjawombat replied to Malah's topic in KSP1 Mod Releases
You sir.. are a life saver! Usually use PartCatalog and the feature i miss the most is the ability to scroll through the editor menu! Glad to see it can still be done. Downloaded and +rep! -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
rabidninjawombat replied to ethernet's topic in KSP1 Mod Releases
Just wanted to pop in and comment. Awesome mod Really has brought alot of fun and usefulness into station bulding for me. -
I know its time consuming. But sometimes best way to diagnose the issue is to start with a clean install then reload your mods one by one (start with the one you had the issue with) booting the game with each install and note which mod causing the conflict when added.
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Thanks for keeping up this mod Chris Its a must have for me. You rock.
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[WIP] TajamSoft Exploration Systems (Screenshots are up!)
rabidninjawombat replied to tajampi's topic in KSP1 Mod Development
Nice! Can't wait to try it. Im glad you decided to migrate it Regolith. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
Not a bug More like a "feature" of deadly reentry High G loads will kill kerbals using DRE. Its fun times. Its why i always shoot for a Periaps of about 30km, then let gravity and drag do the rest of the work. Keeps it on a nice shallow low G reentry. -
[1.1] RemoteTech v1.6.10 [2016-04-12]
rabidninjawombat replied to Peppie23's topic in KSP1 Mod Releases
This is what i usually do myself Its effective Then a couple in Keosyncronous orbit, along with 2 in a molniya orbit(one southern and northern pole) with the long range Gigameter dishes for interplanetary. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
I tried the DERP, (SrvPack) on a clean install with only it and its dependencies. Was unable to replicate the bug. Sounds like a conflict. Good idea on checking the log. And that explodeing part bug has been around forever now. I'm really suprised its never been fixed On the same note, ive got a weird bug with the parachute on the DERP propulsion module starting out deployed Cant reproduce it on a clean install.. so trying to track down the conflict