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theJesuit

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Everything posted by theJesuit

  1. Got this wrong. Being the same as the NF changes, methane becomes LFO engine, LH2 becomes CryoFuel. Methane engines are then slightly more powerful LFO engines. I have made these support changes now with RMM's engines and the titles for the Methane Engines will be adjusted as well. What stopped a release was teething the VAB Organizer patch as i kept missing my own partsm and then rethinking how i wanted to adjust with supported and recommended mods in mind. This shouldn't take too much long. You're welcome. Happy to add in support. Expecting to release update Saturday morning NZ time.
  2. RMM has Methane and LH2 engines. In the same ruthlesness as I showed with Nertea's engine mods the Methane will be CryoFuel and LH2 will be LiquidFuel.
  3. Cool. DeepFreeze, Near Future Electrical and Propulsion, are already supported. I'll add support for Rocket Motor Menagerie, and look into Universal Storage II as well. Give me a few days.
  4. Cool. A good list of mods. Yea - definitely CRP. Umm... so, I guess SIMPLEX Resources and CRP aren't really compatible, Simplex looks to replace CRP and support any mods that use it so that CRP doesn't have to be installed - and the Cryotanks are with CRP are triggering the B9PartSwitch LH2 issues you raised. Which of these mods are you using that need CRP?
  5. Updated to 3.19 with the above fix and also added VAB Orginizer support
  6. Yea. Pretty sure this is CommunityResourcePack. Remove it and all will be well.
  7. Did you have any other NearFuture mods installed? I think I have a fix. Sorry, you put your ksp.log there, but I can't download it as it requires an additional app (I'm a simple kind of guy, don't like extra stuff cluttering up my PC). I assumed I knew what the problem was, but I've tried to replicate the B9 issues now I'm at my PC and can't seem to see an issue. My guess is that you have Community Resource Pack installed. Try remove that and I reckon you'll be cooking with gas. FURTHER EDIT - perhaps Near Future has the issue. Looking into it moar
  8. @pololop and @Fubarbrickdust An easy fix, but I didn't update as I'm looking at support for VABOrganizer mod as well which took longer than I hoped. This should be in a text file with a .restockwhitelist somewhere in Gamedata and will fix the issue for the latest Restock // ReStock Whitelist for Cargo Containers in 1.5 ReStock Squad/Parts/Cargo/CargoContainers/ Squad/Parts/Cargo/StorageUnits/Assets/
  9. Kerbalism adds in radiation belts around planets, and Kerbol and creates a heliopause. the Kerbalism Modular Science mod may be a goer fornyou ifbyou dont want life support and part reliability comcerns.
  10. Yup. I'll possibly whitelist the stock containers. I havent been at my computer to be able to check out the new update yet.
  11. Do you have the latest ReStock installed?
  12. And i thought i fixed it. So maybe not. Thsnks for letting me know. I'll sort it over the weekend.
  13. Nice! I have to say, I 'm not sure that I noticed this issue, but I'll be looking next time I boot my game up and, if so, this will be a win! Thank you
  14. I expect that your original crafts either saved or in flight will be fine as the parts will still contain the full code in the craft save file or the persistence file of the actual save.
  15. MMM. Okay - thanks! I think then that maybe I'll treat Venus like a gas planet - flyby, orbit, crewed orbit and flying high as being the four different contracts/icons. Maybe flying low for Venus.
  16. Further to this? Is a flag planting mission to Venus also acceptable for a flag and footprints to everywhere?
  17. Hi everyone! Whilst I am working on putting together a set of icons and contracts for AngleCan Achievement Tree, i wonder how practical it is for a flag planting on the two comets. Could someone please give me some advice on whether crewed missions to Halleys and 67P work orbcould be expected?
  18. This is great Nertea. Thank you for another excellent mod!
  19. I got some time to try out my four quarters square node... and i didnt like it. Looked, too minimalist. It was useful in remebering how I'd put this together though! So now instead of two hanging icons there will be a third for the flyby. The main icon for each body is still orbit though. Flyby contracts for main bodies and Mun and Minmus need you to reach kerbin orbit first. Flyby contracts for other moons require you to unlock the parent body flyby first. So you can unlock Laythe et al flybys when you enter Jool SOI but dont have to enter orbit around Jool. The logic of having to unlock before being able to see contracts is to allow you not to have dozens and dozens of active contracts all the time.
  20. It may be the space weather stuff. My hunch is that when kerbalism on one machinebin multiplayer triggers a random event like a solar flare then it all goes wrong. Background processing like for EC maybe play until it triggers an event like you run out of EC and it tries to tell you with a HUD message. Try turning off all messages on all craft, perhaps each one individually. Actually, with multiplayer can you see all craft in the kerbalism window in flight or in the space center?
  21. I'm getting so many 502 errors so couldn't check back on thr errors today. If it is Luna Multiplayer, try turning OFF the space weather in settings.cfg. this will impact some of the radiation science you can access but nothing wlse should be affected. Still looking into the NF Spacecraft one tomorrow.
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