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Rack Mount Spcecraft Parts [Dev thread]
Aivoh replied to cineboxandrew's topic in KSP1 Mod Development
Logging into the forum for the first time in ages to comment on how excited I am to see this mod and I look forward to seeing its further development, keep up the good work. It looks awesome! -
Greetings, I've run into an issue, where if I attempt to tick the box to "Show Add-ons" it fails to do so and spams my log as well as the KSP-AVC log with null reference exceptions, until I start a new or saved game. I removed it and re-installed it.. any suggestions as to what might be causing this to occur? Thank you Edit: Reinstalled everything since I am beginning a new save and the issue went away.\
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Aivoh replied to sarbian's topic in KSP1 Mod Releases
Not MM Error Counts, removing the Log.txt (Cannot find a PartModule of typename 'ModuleEngineIgnitor) errors.. For my own pleasure. Thanks for the info -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Aivoh replied to sarbian's topic in KSP1 Mod Releases
Would the below be correct to create a MM patch to remove Engine Ignitor modules from parts that have the module in their individual .cfg files? I do not use EI and while I realize the errors are harmless I wish to remove the modules so as to reduce the errors that appear in my log file. @PART [*]:HAS[@MODULE[ModuleEngineIgnitor]]:Final { !MODULE[ModuleEngineIgnitor]{} } Thank you for your input in advance. -
First let me say that as a newb myself, I may not know what I am talking about.. that being said. I think you're referring to an engine from one of these two mods by Kommitz which I would Love to see updated. http://forum.kerbalspaceprogram.com/threads/26286-15-11-2014-0-25-FTmN-Atomic-Rockets http://forum.kerbalspaceprogram.com/threads/110077-LV-2N-LV-4N-Nuclear-Engine-Clusters However it appears Kommitz listed these with an all rights reserved license.. Which I think prevents anyone else from Adopting them.? I think that the most one could do with that is modify the .cfg file themselves. Although I believe the nodes positions and size can be adjusted in the .cfg file Also you could probably convert the texture yourself, then point to the replacement texture in the .cfg file Just my .02 If someone else can be more specific and\or I am incorrect by all means feel free to override what I have said.
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Mods are a matter of personal preference, do you prefer realism and difficulty or easy less micro management. Do you prefer sandbox or career.. Do you want to make rockets or space planes or stations or bases and so on. You can check out curse or Kerbalstuff for the most popular mods then look at compatibility for 1.05. There is also a sticky at the top of this forum (Addons > Add-On Discussions) titled the MOD Docket with some players favorites. I use close to 40 some mods myself and am not at home to review the list but I use some of Necrobones suite of mods and some of RoverDudes mods Kerbal Engineer, Connected Living Space, RealChute, Tantares, Tantares-LV, Contares, Quick Exit, Quick Revert, just to name a few that come to mind.
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Oh.. wait I mentioned those to you already... -memory fail- Sorry.. getting old blows
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- totm march 2020
- mod
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Greetings, I receive this error even in a brand new un modded install [LOG 15:55:20.245] PartLoader: Compiling Part 'Squad/Parts/Utility/mk3CargoBay/ramp/mk3CargoRamp' [WRN 15:55:20.253] PartLoader Warning: Variable buoyancySplashPartOriginLerp not found in Part What is buoyancySplashPartOriginLerp? Thank you
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@Beale all of the FUJI parts are looking for a Polaris_Crew_A_psd texture in the FUJI folder but the only texture file there is in .MBM was it supposed to be converted? edit: I used mbm to png to convert it, then stuck it in a folder called \Polaris_Crew_A_psd\ and the texture substitution errors cleared. Also _MIR_Node_B.cfg is looking got a model Parts/SALYUT/MIR_Node_B but there is only a MIR_Node_A? thank you.
- 22,710 replies
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- totm march 2020
- mod
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[1.2] TweakableEverything 1.16-beta - For all your part tweaking needs
Aivoh replied to toadicus's topic in KSP1 Mod Releases
@toadicus I noticed the TweakableLadders.dll was removed in the most recent version, but the TweakableLadders.cfg was not so if a part has a module RetractableLadder it still attempts to convert it to TweakableLadders resulting in errors in the log file, like these: [LOG 13:45:45.973] PartLoader: Compiling Part 'Squad/Parts/Utility/ladderTelescopic/ladderTelescopic/telescopicLadder' [ERR 13:45:45.997] Cannot find a PartModule of typename 'ModuleTweakableLadder' [LOG 13:45:46.147] PartLoader: Compiling Part 'Squad/Parts/Utility/ladderTelescopicBay/ladderTelescopicBay/telescopicLadderBay' [ERR 13:45:46.174] Cannot find a PartModule of typename 'ModuleTweakableLadder' I'm not sure if it causes any harm or functionality issues, but I did find the errors did not reoccur when I renamed TweakableLadders.cfg to .txt Thank you -
Apologies busy week with the holidays and all. Did a clean Install with only the Procedural Parts 1.1.9 and module manager 2.6.13. The errors still appear after module manager runs when part loader begins. KSP.LOG http://pastebin.com/L9pLnj2H or http://s000.tinyupload.com/?file_id=26178832206776032799 output_log.txt http://pastebin.com/DJKL5PKy or http://s000.tinyupload.com/index.php?file_id=32654992331759420094 Hope this helps. Thank you
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Thank you for your sweet mod and continued updates Nookos. I have not had an opportunity to try the new part out however I did notice a minor error for it in the log that it is looking for a NSS_M900_Normal while it only has a NSS_M900_Diff. Thank you