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Everything posted by UnanimousCoward
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SCANsat can help you do this, if you're using it. After you've scanned Kerbin, you can open the big SCANsat map and when you hover your mouse over it, it displays the latitude and longitude of where your mouse is.
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Well, looking at the part config, the only thing I can suggest is that it looks like Snacks isn't installed properly. The Snacks mod itself adds 400 units of the "Snacks" resource to that lab, as well as a "Snack Processor" module. Those don't seem to have been added to the config you posted. Better Science Labs adds a "S.N.A.C.K. experiment": This also hasn't been added to the part by Module Manager. According to the snippet you posted on Monday, Module Manager thinks that Snacks isn't installed - as evidenced by the "can't satisfy its needs" remark. All the evidence suggests that Snacks isn't installed correctly, at least as far as Module Manager is concerned. You're sure that the GameData\WildBlueIndustries\Snacks folder is present? It should have a "ModuleManagerPatches" subfolder, which contains a file called "MM_Stock.cfg". This is the patch that adds the resources and processor to the lab. If that's present, then I'm stumped, tbh. I can't really say anything else without being able to see your logs.
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I'm not sure what mod that "KSC" is, but it's not stock. One last question: Are you in career mode, or is it not showing up in a sandbox save as well? (The tech that unlocks it in career is a level 6 tech by default.) I'm afraid I can't really tell anything else without looking at the ModuleManager.cache file or your logs. If you can host them somewhere and post a link, I can look. If you can't do that, you could post the config for that part from the ModuleManager.cache file here, and we can see if there's anything immediately obvious. The part of the file we're looking for is below. Post everything from "UrlConfig" down to the matching closing braces. But if you do that, put that part of your post inside spoiler tags, or else your post will be huge and everyone will rightfully hate both of us. UrlConfig { parentUrl = Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg PART { name = Large_Crewed_Lab module = Part [-snip-] } }
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CKAN normally installs stuff correctly. I was going to suggest using it if you'd installed by hand. If you use "AFTER", then "NEEDS" is redundant. I checked some other patches for Snacks, and they all use "NEEDS:[Snacks]" as well, so I don't think the syntax is the issue. What about the other parts that Better Science Labs adds - are they present? E.g. the MPL-CC-2, MPL-MK2-2, etc. And have you tried searching for them in the VAB or in the tech tree? I've sometimes been able to find parts I can't track down by searching for them in the VAB. Can you host your ModuleManager.cache file somewhere (Dropbox, Google Drive) and post a link? I'll take a look. Actually, might as well post your ModuleManager.log and your Player.log as well (on Windows it's in C:\Windows\Users\[username]\AppData\LocalLow\Squad\Kerbal Space Program). Zip them all up together and I'll have a peek at them. Edit: actually, just make sure that Snacks is installed in the right folder as well. It should be in GameData\WildBlueIndustries\Snacks.
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"Can't satisfy its needs" suggests that Module Manager can't find Snacks. Maybe it isn't correctly installed. How are you installing it? Manually, or via CKAN?
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In your root KSP folder, there's a folder called "Logs", and inside that there's a "ModuleManager" folder. Open the file "ModuleManager.log" and search through it for every instance of "Large_Crewed_Lab". If the line starts with "Applying update", then that's a ModuleManager patch being applied. You should be able to work out which mod is applying each update. In your GameData folder, there's a file called "ModuleManager.cache". Open that in a text editor, and search for "Large_Crewed_Lab" until you find this line: name = Large_Crewed_Lab This is the final part config after all patches are applied. If there's no such part, then something is deleting it. If the lines "TechRequired", "category", and "subcategory" are anything like "none" or "hidden", then something is hiding that part.
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[1.12.x] Smart Parts Continued
UnanimousCoward replied to linuxgurugamer's topic in KSP1 Mod Releases
Which parts are you referring to? All the "smart controller" parts (the ones in orange boxes) and the fuel valves are physicsless parts, so they have no actual drag of their own, and they contribute very little mass to your vessel and practically no drag at all. They have these standard part parameters: PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 I've been using Smart Parts for ages and have never noticed any drag issues with these parts. If any of these parts are causing the issue, I think you might have something wrong with your setup. (Actually, if my failing memory serves, back in the distant past they might have been a bit draggy, but that was before linuxgurugamer took over their maintenance.) The fuel flow breaker parts also look to have fairly standard drag figures. -
This might be relevant: There's a post there that says the values that need to be modified are only the ModuleDragModifier values, and another that says you need to delete PartDatabase.cfg in KSP's root folder if you modify chute values to force KSP to recreate it. I don't know if it applies in this case, and I don't know if it's still valid, as it's from 2015, but it's worth a try, I guess.
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@IronHide4 The PluginData folder and its contents are created after the game runs. If you've just (re-)installed Trajectories, it won't be there. If you've already run KSP after installing Trajectories and the PluginData folder still doesn't exist, that suggests some other problem with your KSP installation.
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Bit late to this party, but you can achieve this in Notepad++ relatively easily. 1. Open Notepad++. 2. Search > Find in Files... 3. Point the "Directory" field at the "GameData\MagpieMods" folder. 4. Make sure the "Regular expression" radio button is selected in the bottom left. 5. In "Find what", enter the following: (name = _Metal\R[[:s:]]*float = 0).[3-9][0-9]? 6. In "Replace with", enter the following: $1.25 7. Click "Replace in Files". That's it. It should search through all the files in the MagpieMods folder, and if it finds any that have a "_Metal" value of 0.3 or higher, it will replace it with 0.25. If you want to change the threshold for the changes, you can do it by adjusting the numbers a bit. E.g. if you only want to replace the values on parts with a "_Metal" value of 0.5 or higher, you would change "[3-9]" to "[5-9]", and if you wanted to use 0.5 as the replacement value, you would change "$1.25" to "$1.5".
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[1.12.x] Tweakable Everything Continued (replacement)
UnanimousCoward replied to linuxgurugamer's topic in KSP1 Mod Releases
I installed this mod via CKAN a day or two ago, and it cheerfully installed Toadicus Tools Continued along with it for me. Not sure this is a general CKAN issue. May be more related to your specific setup. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
UnanimousCoward replied to _Zee's topic in KSP1 Mod Releases
CKAN doesn't install bundled dependencies. It downloads and installs the dependencies from their respective sources as separate mods. It keeps track of which mods it's installed this way, and it will uninstall dependencies that are no longer needed if you uninstall the mod. PBC's custom values are set in ProbesBeforeCrew\_Core\Zs_ScienceParamMod.cfg, by the look of it. As they're modified using an MM config and not in some custom version of the config in the bundled SPM itself, there's no risk of a conflict when installing by CKAN. So, basically SPM is a dependency for PBC, and CKAN installs them both correctly. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
UnanimousCoward replied to Galileo's topic in KSP1 Mod Releases
I was more concerned that @Fundati might run into the issue when he applied the rescale to GPP alongside JNSQ. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
UnanimousCoward replied to Galileo's topic in KSP1 Mod Releases
Wasn't there a memory leak issue when combining JNSQ with rescaled GPP? The game never finishes loading and eventually just crashes, IIRC. Has that been resolved already? -
You are missing some dependencies. Install ToolbarController, ClickThroughBlocker and SpaceTuxLibrary. See the original post for links. --- Edit: Also, looking at your mod folder list, another comment: Waterfall does nothing by itself. You'll need to install WaterfallReStock to actually get the benefit (and optionally also Stock Waterfall Effects to cover a few parts not included in ReStock). You may want to consider also installing RealPlume and the RealPlume Stock Configs, as well as Engine Lighting Relit. These will add improved plumes, smoke particles and lighting to some stock and mod parts that aren't covered by Waterfall, and Waterfall disables these effects for the parts it touches, so they play together nicely.
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I copied that config direct from the archive that CKAN downloads for Astroniki's sunflare. CKAN installs it directly to the "Game Data\scatterer" folder. If yours is installed in a different directory, you'd have to change the paths. Probably easiest to copy/paste it from your Astroniki config if that uses the right file paths. The key part is to put it in an MM patch and put "-Sun{}" in there at the beginning to delete the messed-up config.
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Why can't you attach them to a craft? They have vertical attachment nodes, don't they? Try attaching the experiment as the top part of your rocket, with a docking port attached to the top of that as the very top part of the rocket. Then dock that craft with the station like you would any other craft. I think as long as the experiment is part of the station (e.g. part of a docked craft), you can run it. (But I might be wrong about that.)
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Scatterer has switched to using Unity-based sunflares instead of the old method, but it still supports the old type as well. I think you can get your sunflare back by putting this code into an MM config. (Ask me if you're not sure how to do that.) IIRC, when you install Astroniki's sunflare in the latest version of Scatterer, you get a borked mix of configs from both types of sunflare. This MM patch will delete the existing sunflare settings and replace them with the settings from Astroniki's sunflare. Note: I haven't tested this, but this is how I got it to work when I was using Astroniki's sunflare.
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It's been a while since I used this mod, but if I remember right, you don't put them in the lab. You need to have a station with a lab with kerbals in it (and the right kind of supplementary equipment for some experiments, e.g. the Zoology Bay for the Creature Comforts experiment). Then if I recall right, I used to dock the experiments to the station. (I'm not sure they need to actually be docked to the lab, but it's probably a good idea.) Attach a Docking Port Jr to a free end of the lab, and another to the science experiment. If you've already got a lab with no docking port, you could try just docking the experiment to a free docking port somewhere on your station and see if it works that way.
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If you'd like to simply put those sad, lost KSC lights out of their misery, this MM patch should do the trick: //Remove instances on Kerbin from KSC Floodlight @STATIC:HAS[#mesh[FloodlightKSC.mu]]:NEEDS[KSCFloodlight]:FINAL { -Instances,*{} }
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[1.12.*] KerBalloons Reinflated - Real Science?
UnanimousCoward replied to linuxgurugamer's topic in KSP1 Mod Releases
For me, the 3.75m service bay wasn't showing in the VAB and the animation didn't work for the 0.65m service bay. Digging around, I noticed that the service bays use different animations now and that the config for the 3.75m bay was referencing an outdated model. @linuxgurugamer I submitted a PR on GitHub to resolve these issues, and while I was at it I created a patch for ReStock. Until they're able to find the time to update this minor issue in one of the Augean stable of mods they heroically care for, the following MM patches will do the job: Basic patch (won't be applied if ReStock is present): ReStock patch: -
I think the CryoTanks patch might be out of date. Something in my install (log file seems to indicate CryoTanks) was removing the LiquidFuel, Oxidizer and LqdHydrogen resources from the Static Test Stand - Engine Type and adding two B9PartSwitch fuel tanks to it, even though the CryoTanks patch in the mod is supposed to prevent this. This MM patch will restore proper functionality and remove the erroneous tanks until such time as the mod is updated: (It's possible this is not to do with CryoTanks and it's a result of one or more of the 100s of other mods I have, but the log seems to indicate that CryoTanks was doing it.)
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- launch pad
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