Hevak
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Everything posted by Hevak
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Ok so just downloaded and installed this. Was looking for the KAS useable crates that can hold all kinds of stuff including Tacls supplies. But can't find the crates. Found a science crate but it appears to do nothing? Possibly related to issue below? I am having another problem with this mod. In the VAB/SPH All the pack rat parts except the mini wheel and the seat, all others have no textures. Just plain white models. The mini wheel and seat have the textures, also the bsp/250 karbonite converter has no textures either just plain white. Also the KE-65 mini karbonite engine. All the herp, aes and models from other mods of yours are fine. Just those listed above are plain white. It says I got ExpPack_o.2.2. And I installed it like all other mods of yours. I dont know know how to give the logs to you or if you need any other info let me know. I'll try to do what I can. I'm not good at this stuff. Lol. edit: ok so I erased and reinstalled the ExpPack components and the pack rat parts now have the textures. But the bsp/250 converter and the KE-65 mini karb engine still are plain white. And still can't find those crate containers that hold TACLS supplies as well as other stuff that I asked about in mks thread. Edit2: exited and reloaded to update Kerbal Alarm and now all the parts listed have textures. So now just trying to find the crates I was looking for.. Here is link to the TAC thread where I was shown the containers I'm looking for just in case there is misunderstanding. First post on the page. They were attributed to USI. http://forum.kerbalspaceprogram.com/threads/40667-0-24-2-TAC-Life-Support-v0-10-29Aug-No-Win64-Support?p=1466041#post1466041
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Hevak replied to TaranisElsu's topic in KSP1 Mod Releases
Lol Very true.. And it seems you'll get hooked on his stuff like crack too. Once you use one of his mods you'll inevitably end up getting more of them. Lol. He makes some amazing stuff for sure. and @ deadpan no worries on trying to remember. I figured it may be tough to, so I asked over there too. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Hevak replied to TriggerAu's topic in KSP1 Mod Releases
Its to be expected that mods have issues with game updates. Especially one that is in development. And Trigger said he is working on the update so it's coming. And well.... Well it actually didn't break my current save with the 0.25 update, so maybe something else? I've been using the regular release version fine. And I haven't seen this error at all. But it I am getting a bit of red text in the in game debug window always after something about alarm clock. For instance this time after leaving the VAB it says log ..... Kerbal alarm clock, adding draw GUI to post render queue. Then in red it says this, exception) argument exception: getting control 0's position in a group with only 0 controls when doing repaint. aborting. The above appears to happen whenever I leave the VAB or SPH back to the main space center scene. It also happens when entering and leaving the tracking center as well. No complaints or anything. Just something I noticed is all. like I said though KAC is doing ok for me. Alarms are there and work and stuff. Not sure if the above has anything to do with this mod or if it helps with anything at all for Trigger. But either way. Will be waiting for the update in the meantime. Keep up the good work. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Hevak replied to TaranisElsu's topic in KSP1 Mod Releases
Do you happen to know which USI mod these are in? I don't think I've seen these before, and I don't use all of his mods. These look like they would be great. currently doin a reinstall from steam as I've been getting a strange crash now I can't attribute to any mod I'm using. So I can't look to see if I have these containers already. thanks to everyone for all the help and suggestions. I appreciate it all. edit: asked in the mks thread and Roverdude said they are in exploration pack. Thanks for showing me these. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Hevak replied to TaranisElsu's topic in KSP1 Mod Releases
I noticed those cans from umbra, they are new I think. But I didn't consider those either. So maybe that can work too, I'll look into that as well. Haven't tried universal storage yet. But thanks for this info as well. But yeah I'm looking for a way to supply a rover to be long term at an MKS base and travel and stuff. Still learning not only the mods, but the game as well. Thanks for all the info. Edit: looks like those karry kans only have options for holding fuel in the "texture options." Was worth a shot to look at though as I hadn't even considered them. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Hevak replied to TaranisElsu's topic in KSP1 Mod Releases
Yeah I'm not looking to redistribute anything, just do the one container for the rover and stuff. Barely trust myself to do that for my own use. Lol. and didn't know about those pipes so I'll check that out too thanks. edit: thanks a bunch thourion saw the bit of code stuff you added and that worked. Appreciate it. -
I don't use chrome. But norton generally removed every DLL. File that comes with Newly updated mods. But the reason norton does this is because it is not known to be any virus, but the file is unknown and new. It happens with all the mods Roverdude creates every time he updates them, and I've come to trust his mods. Norton uses a crowd sourcing function to determine if it's bad and since it's a new file it doesn't know if it can trust it. I've never had one show up as malicious, or anything. Even when doing a malware scan. Norton just rejects it on the basis on not knowing it. If I download older mods that have been around awhile it usually doesn't reject the dll's I downloaded the KSPAPI from the direct link from the people who make it and it didn't like it. So idk how chrome does things, but it's probably for the same reasons. But in the end it's a personal choice to download or not or take any risk of such things. Just wanted to share what my experience has been.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Hevak replied to TaranisElsu's topic in KSP1 Mod Releases
Understanding there are issues with the mod and the 0.25 update can someone tell me how to do the following if it is allowable and ok under the rules here and for the mod. again if it's allowable can some one tell me if it's possible and if so, how can I make a hexcan so that I can grab it withKAS function? Been working on some rover designs for long term use, and want to be able to remove and replace say a small hexcan to replenish supplies that way when needed. I know the size scaling is currently messed up. But they still hold the correct amounts intended if the size of the model was right. I'm worried about weight is all. I was using a small half full hexcan before and it lasts about 12-13 days with one kerbal. As as I understand it, the only way to normally resupplying a rover is to dock it with another ship and transfer it like that? Just looking for an easier way to do it is all. I understand things with this and KAS mod may change with updates. But if someone could help with the above for in the meantime I'd appreciate it. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Hevak replied to TaranisElsu's topic in KSP1 Mod Releases
The core mechanics of the life support inner workings seems to function fine for me. The only issues I've noticed are the ones mentioned. The VAB build window does not work, it shows no info and flashes for me. And then the stock parts are all one size, the middle size I believe. Other than that I've seen no problems with the workings of it on the couple of ships I had in flight and ones I've made since. I must say that I DID NOT have any major bases or anything stocked with kerbals before this KSP update. So maybe just backup your save and then try it to be sure they don't all die if you really want to use it until the new update from taranis. Other mods could cause conflicts I suppose and I'm not a mod heavy user as some others are. But the core mechanics of consumption and all that appear to function ok still. -
i understand the point. But as a moderator, and I suppose general user of the forum. Your post just before this one was in many ways confrontational and inflammatory. And as a moderator posting it, it should have possibly used more standard formatting and tact to deliver your message. Instead of some giant type and a bolded message about being impatient. You posted it before addles release was up so it wasn't directed at that post. But the ones that simply linked to another file you yourself compiled and is used by this mod and stating that it can work to fix the issue. It was really a very simple and non problematic discussion of help going on until your post that seemed to be directed at people who were just being helpful within the rules here. I can't speak to the alternate release as that wasn't even posted until after. Anyways good luck luck to all the users and modders. Cant wait (figuratively) for all the mods to be updated for the new Version of ksp.
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Well idk what's happening here. But I just want to say that I don't think anyone said this mod "works". In fact I think the complete opposite was said, that it "does not work". And then a few helpful people found and offered the information that downloading said kspapi file would seem make the mod apparently work again in the meantime. I see no one violating any rules or any thing close to that. But since many of us have just been chastised for finding a way to enjoy this mod in the meantime until an official update can come from the creator I will just clarify my post a few up from here. This mod does not give any warning messages when loading KSP. But when in the game the only issue I had personally was the inability to change the size of the fairing base. All other aspects of this wonderful mod kinda, sorta, maybe appeared to function in some capacity that was kinda, sorta, maybe like it was before. I simply downloaded and replaced the KSPAPIextensions.dll in the procedural fairings folder in my personal game data folder connected to my personal installation of this game on my own personal PC. This simple change and work around offered by a few other posters seemed to kinda, sorta, maybe in a way appear to make the size adjusting button kinda, sorta, maybe in a way appear to show up again. And I am now kinda, sorta, maybe in a way able to click on these buttons to kinda, sorta, maybe in a way change the fairing base size. This has allowed me personally to kinda, sorta, maybe in a way utilize this great mod in a manner that may or may not be kinda, sorta, maybe in a way similar to how it kinda, sorta, maybe in a way worked before the KSP 0.25 update. I am in no way kinda, sorta, or in any way at all affiliated with the creation or upkeep of this mod. But I am very appreciative of all the fine helpful people who have clearly stated and posted clever work arounds for this and many other mods that have been affected by the most recent update. Just because use this and I am interested in and using a clever work around for a mod that has been affected by the update in no way means I am impatient nor am I claiming in any way that this mod "works in KSP 0.25." It does not work and I can't wait (not literally of course, I can wait and am still waiting)for an actual official update to be released. So please forgive me for wanting to continue to use the mod personally for my own benefit to enjoy and play my personal copy of KSP in the meantime.
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I have replaced the kspapi dll. Which for me was just in game data/ procedural fairings folder and the fairings are working fine. Everything seems to run ok too. As for the texture issue brought up, idk much but my fairings have always been plain white. concerning the rocket that won't move off pad, the above quote is probably the issue. Since the changed all buildings to be capable of damage somehow, I had a rocket that was slightly below ground in VAB hVe a weird and giant explosion when it spawned on launch pad. So make sure you have a slight gap now as mentioned above.
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Sort of. Only issue I've seen is can't change size of fairing base, but can still change radius size and use fairings with the standard first base sizes
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Hevak replied to TriggerAu's topic in KSP1 Mod Releases
Yeah all that you said sounds like what I mean, so does that GitHub post. and I'm new to the whole ksp thing and mods, so I didn't notice all those. Good to know it's something you've had some thought on. Hope to see it whenever you get to something like that. If I knew anything about making this stuff I'd try to help. But I'll just wait and see what comes from you or others in the community when it happens. Thanks for all the work. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Hevak replied to TriggerAu's topic in KSP1 Mod Releases
Ok first thing this resource panel and the alarm clock are absolutely great mods and can't play ksp without them. Just want to throw an idea out, and I'm in no way saying anything is wrong or anything with this mod. The ways the current iteration of ksp deals with resource presentation is just bad. so I'm.not to sure if maybe you have already thought of this or tried this idea, but idk maybe it's possible and you'd like to look into it or not. I'm in no way a modder so take it just as a thought would it it be possible to maybe make the resource panel into either a group of tabbed windows, or else something sort of like mechjeb and kerb engineer with how they make multiple configurable windows. A system where instead of just hiding resources forever or until a threshold is reached, a player could make customized configurable windows and switch between them or hide and show windows as needed. So in essence they could make say a Life support window and choose to show whatever resources they like, and then say a production, or ship window with certain resources on it. Then we could just open and close windows or tabs as needed and have an even cleaner and shorter listing of resources. again nothing negative towards your great mod. And Im not sure if it possible or easy enough to be worth doing. Just thought maybe for the future of this mod, or someone else may want to try, until squad does something better for handling resources presentation. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Hevak replied to TaranisElsu's topic in KSP1 Mod Releases
NEvermind, took awhile but found the answer -
So I just started with this mod, and I used the instant power response, but now no engines will shroud with decouplers. Is that intended? The way I read the install is it shouldn't stop them from auto shrouding just change the power response. nevermind.. Guess I have to use kW fairings too. Removed them since I use procedural fairings.
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[24.2] Karbonite Ongoing Dev and Discussion
Hevak replied to RoverDude's topic in KSP1 Mod Development
So there is no more scan sat integration for this? Just updated all the mods the checker told me to. And I lost all the karbonite scans and there is no longer any option for it under scan sat. -
If if that's to me, I didn't take it a bad way, I just didn't understand what you were getting at, so I'm sorry if mine came out in a bad way too. I had had just installed this mod and a few others and also had to start a new game. And noticed that what I did solved the problem, though I get from your edited first post that it was just temporary and once I do some scan sat that purple haze on the horizon will come back? So if I don't want to see it just toggle on and and off? Its all good though. Nothing taken bad. Just not familiar with mod yet and what you were saying is all.
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I don't understand the point you are making, but I'm not saying anything isn't working. The op that I quoted brought up an issue of the purplish haze on the horizon when you have a rocket sitting on the launch pad. All I'm saying is that when you enable scant sat in the options this purple haze goes away. Maybe it comes back wheni have scanned something with scan sat, but I'm hoping not. As it is rather distracting personally. I'm not saying anything is working or not working at all. Just adding some info that may or may not help in regards to the issue that was brought up by gh7531 the post with pic is on page 6
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Hi. I just started using this, and due to some other issue I'm on a brand new game start. But I noticed this same issue, but once I go into the resource overlay settings and enable scan sat this purple haze does disappear. Now it's a new game so I haven't scanned anything yet, so I don't know if it returns once you've done some scan sat scanning. Just wanted to offer my experience up for what ever it's worth in helping things along.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Hevak replied to cybutek's topic in KSP1 Mod Releases
Thank you very much. I will give it a shot.. Just have had had issues with some mods corrupting saves in past and didn't want to ruin my current game. Not quite ready to start over yet . Lol. thanks to obsessedwithksp as well. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Hevak replied to cybutek's topic in KSP1 Mod Releases
Hi everyone I'm new to the whole ksp thing and firstly want to thank all those making the great mods. I have a quick question. I was using the .06 version of this. Then I removed it to test out mechjeb. My question is would having both mechjeb and KER v.06 at the same time cause any issues? I like the way info is presented in the KER windows much more. But do like using some of the mechjeb for the more common mundane tasks once you get many flights going. Would running both of them either interfere with each other or cause any slow down or anything? It's my understanding these two mods are doing constant calculations in the background.