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Aivoh

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Everything posted by Aivoh

  1. 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!
  2. 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.\
  3. Not MM Error Counts, removing the Log.txt (Cannot find a PartModule of typename 'ModuleEngineIgnitor) errors.. For my own pleasure. Thanks for the info
  4. 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.
  5. 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.
  6. 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.
  7. Yay \o/.. now to see if this clears up those pesky (NullReferenceException) errors.
  8. Oh.. wait I mentioned those to you already... -memory fail- Sorry.. getting old blows
  9. 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
  10. @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.
  11. @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
  12. 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
  13. 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
  14. Yea I was the one initially getting that CrossFeedEnabler error, apologies if I created more work for you @Lack
  15. Is it common for each PP part config to generate something similar to: NullReferenceException: Object reference not set to an instance of an object I'm not at home for the moment to provide more details or do more research, but I thought I could ask if it was a known thing at least. Thank you
  16. While I do not mind going directly to Github for a mod at all it does not quite provide a central location as KS and Curse do for multiple developers. The forums are too fluid to keep up with Mod discussion, mod releases, mod development and constantly in motion as forums are. I prefer KS over curse and media fire for the Ads as well as some of the features KS provides. Now that's not to say there is a 3rd alternative not listed that I wouldn't vote for. So in essence it is a vote against curse more than anything.. My .02
  17. Not to be a nay sayer, but why not submit these to rbray to include in ATM.. That aside thanks for these Edit: I've submitted these via pm to Rbray but here is a small collection of missing or improved upon config files. I do not claim to have authored them all.. https://www.dropbox.com/s/xgswnhmdq9pzs5j/ATM%20Files.7z?dl=0 The 'improved' have mostly just had Overides or normal added... cheers 000_FilterExtensions.cfg 000_Toolbar.cfg AviationLights.cfg BoxSat prototypes.cfg ConnectedLivingSpace.cfg CORE.cfg FerramAerospaceResearch.cfg Firespitter.cfg KAX.cfg KerbalEngineer.cfg KerbalFoundries.cfg KermangeddonIndustries.cfg KSP-AVC.cfg list.txt LVN_Clusters.cfg MechJeb2.cfg ModRocketSys.cfg NavyFish.cfg NearFutureTechnologies.cfg NovaPunch2.cfg PartWizard.cfg QuickExit.cfg R&SCapsuledyne.cfg raptorAeroespacial.cfg RCSBuildAid.cfg RetroFuture.cfg RLA_Stockalike.cfg SCANsat.cfg SpaceY-Lifters.cfg Squad.cfg SquadCareerFix.cfg SquadFix.cfg StaticPanels.cfg StationPartsExpansion.cfg SXT.cfg TacIconFix.cfg Tantares.cfg TantaresLV.cfg TurboNisu.cfg
  18. Oh ok so like DR, RT etc it can be ignored if I do not have that installed. Thanks
  19. Hello First let me say thanks for the cool mod (or continuing the cool mod). In my event log are errors for several parts regarding KM_Stager like shown below. [ LOG 04:46:11.859] PartLoader: Compiling Part 'Klockheed_Martian_SSE/Parts/Tanks/bottom/B1/km-tank-bottom-1' [ERR 04:46:11.867] Cannot find a PartModule of typename 'KM_Stager' They stem from the module section of the parts config MODULE { name = KM_Stager group = 0 isActive = false } So is my install missing something? What is KM_Stager and how can I remedy these? Thank you.
  20. Brilliant, sounds perfect for what I am trying to accomplish in the end (just outside of MM) I will give it a go, thanks.
  21. Hello, Is MM capable of replacing the Manufacturer name of every part with the parent folder name? (i.e. GameData\Squad making all parts in the Squad folder say Manufacturer = Squad) I looked at the code examples briefly but I admit it kind of goes over my head. There are some part packs that have a few items I like and then a bunch of items I don't use.. But trying to identify which mod every part belongs to is a pain. Thank you in advance
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