-
Posts
300 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ebigunso
-
Very ambitious plan, I'd love to see this kind of thing one day. I think if you talk to the KSPI, StarSystems, ExtraplanetaryLaunchpads, and one of the colonization mod devs and get their support, you might just be able to make it happen If it is ever going to happen, somebody has to go out and "make" it happen. So it might be worth a try if you really want to see it happen!
-
It's fine if you can abandon your old saves and start a new one, but when you have a save game that you have put so many hours into... it's a major problem. I had missions ready to go to so many places, and this problem is not letting me continue on it Edits on the last post, please take a look at them too.
-
TreeLoader, I had deleted from the files at the time I tested. Also no TM either. EDIT: About the nodes, I thought it was the KSPI tree as there were KSPI parts in places I remembered, but I took a more careful look to find the Fusion node gone. So maybe it wasn't loading the KSPI tree after all without. I will try with only TM installed when I have time. For the time being, I checked in the log file and found this line, the only lines containing the word TechManager and showing some sort of error. idk anything about coding so I have no idea if this points to anything but posting just in case. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) IsolatedStorageException: Could not find a part of the path "C:\Program Files (x86)\KSP\saves\DestructiblesTest\TechManager.cfg". at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at System.IO.File.Open (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <filename unknown>:0 at ConfigNode.Save (System.String fileFullName) [0x00000] in <filename unknown>:0 at TechManager.TechManager.SaveLocalConfig () [0x00000] in <filename unknown>:0 at TechManager.TechManager.OnGameStateSave (.ConfigNode cfg) [0x00000] in <filename unknown>:0 at EventData`1[ConfigNode].Fire (.ConfigNode data) [0x00000] in <filename unknown>:0 at Game.Save (.ConfigNode rootNode) [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (.Game game, System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at MainMenu.ConfirmLoadGame () [0x00000] in <filename unknown>:0 at MainMenu.DrawLoadGame (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) EDIT: I tried loading my old saves with only the TechManager and stock game files in the GameData folder, the problem persisted. I'm pretty sure it's the TM causing the problem.
-
I had treeloader deleted, and techmanager not installed due to more serious issues with it (mod preventing save to load in the first place). That may have been the issue, idk, but I can't try out with TechManager installed due to the problem I stated. Posted bug report already in TechManager thread.
-
[Reporting problem] For some reason, this mod is preventing me from loading existing saves. I have done tests on it to confirm that this is the mod causing the problem (adding mods one by one until I reproduce the issue), and the game loaded just fine when I removed only this mod from the whole set of mods I was using. The game goes to the menu screen just fine, then when I go to select a save game and click "load" the game doesn't do anything. More clicks, still nothing. It works fine when I create a new game though, so it must be something conflicting with the old saves? idk. EDIT: tried creating new save, exiting then trying to reload the newly created game. This worked perfectly. I tried to load both a career mode save and a sandbox mode save, both did not work. Career mode save was with interstellar mod installed. Saves were from 0.23.5 which I was previously playing. I will happily provide the saves in question if you need to take a look at it. I also tried to load up the career mode save with the "tree.cfg" and "WarpPlugin.cfg" removed from the save folder, this did not help resolve the issue. At this point I had to give up figuring this out. For some reason the tech tree looks just fine when I loaded the save in without this mod, so I'll be playing without for the time being. Please figure out what is wrong Settings: 32bit KSP 0.25.0 Win7 64bit OS
-
I just upgraded to KSP 0.25 and I suddenly found all my radiators retracted and without an option to deploy them. What is going on? My solar panels were fine, so it must be the interstellar that is doing the weird thing. The problem was there regardless of radiator size, I confirmed with small and medium sizes on my craft. Anyone have an idea?
-
So the mod in question is this: http://forum.kerbalspaceprogram.com/threads/48720-TT-NeverUnload-Vessel-Unloading-Preventer The concept looks fascinating and I think a lot of people would want this, but unfortunately the development seems to be stopped. I am looking for someone who can continue his work, or otherwise make something that does a similar thing. What I myself is looking for is to see things blow up with shock heating (yes, deadly reentry) even when detached early, which usually results in the parts ending up farther than 2.5km. So something that would make all parts not unload would be nice also, not just those that a specific part is attached to like in the original TT-NeverUnload. If anyone is up for the job, please post below. Any help is appreciated
-
Mod to allow in-space fixing with spare parts
ebigunso replied to ebigunso's topic in KSP1 Mods Discussions
Just clarifying as you might have misunderstood, I'm not trying to add new solar panels on the same spot to make it LOOK like it's fixed, but rather bring the spare parts and actually FIX the broken remnants of the panel (i.e. the panel box and such). -
Damn I bumped into a solar panel again, now its broken I assume most KSP players have did this before. Now if you do this, there is no way to fix it but to reload the game. There are plenty of other things that can be fixed by EVA, like landing legs and rover wheels, why can't solar panels be fixed? You could just make it repairable by editing the parts file and such, but that is not to my likings. The reason being that with solar panels, parts actually get torn off and fly away as debris while those repairable in the stock game don't break away. It would be unrealistic to just allow instant fixing with EVA. So I thought, what if I could bring spare parts into space, and if I have the proper parts I could fix those panels on EVA? That would be realistic enough. Also best if it could be compatible with KAS so that the spare parts could be stored inside KAS containers. I myself can't create mods so I'm relying to whoever reads this post to step up and make it happen! Please help in making everyone's (and my self's) KSP life better If you are willing to create this mod, please leave a post below. All help is appreciated!