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Padrone

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Everything posted by Padrone

  1. Thank you, that indeed was part of the issue. In testing a few different scenarios, I learned something new about Mechjeb. It's safer in this case to leave the 'Auto-deploy solar panels' option off from the start of the launch. (My launch vehicle had panels on it, in addition to the cargo having panels) In some cases it seems to leave that function on even if you unclick the radiobutton after launching.
  2. First off, I love this mod, thank you for your work in creating and maintaining this! I have a general question for anyone who can help. I've got four 'two-frame' commsats lined up in a hull, each attached to their own mini-docking port. My intention was to have a 'planet net to go'. But when I decouple them from the docking port while in orbit, the solar panels automatically open. Sadly, this is before they clear the hull. The panels get the satellite stuck inside my craft. Is there some way to stop them from auto-opening? Thanks in advance if anyone can help.
  3. Running 150+ mods on Ubuntu. The game behaves fine, except with Contract Configurator. I'm trying to use all the packs except for Advanced Progression. If I strip everything out of the Game data but Squad, Contract Configurator and Contract Packs and start a new career, it works fine. I get contracts that progress, and they come from all the different agencies. But, I have only Squad parts. I then add all my mods into that Game Data folder. When I open the working career game, all the contracts now come from USI. It appears that once completed, all new contracts have the same agency mindset and I think it's the default as if I had no Configurator installed. If I start a new career, absolutely no contracts are available at all. (That new career is where the below log snippet comes from) [EXC 19:54:27.263] ArgumentException: 'Kerbal Space Tourism' is not a valid agent. ContractConfigurator.ConfigNodeUtil.ParseAgentValue (System.String name) ContractConfigurator.ConfigNodeUtil.ParseSingleValue[Agent] (System.String key, System.String stringValue, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue[Agent] (.ConfigNode configNode, System.String key, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue[Agent] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, Contracts.Agents.Agent defaultValue, System.Func`2 validation) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Agent, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Agent) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractConfig>d__14:MoveNext() ContractConfigurator.ContractConfigurator:Update() [ERR 19:54:27.266] ContractConfigurator.ContractType: CONTRACT_TYPE 'Tourism_Station': Error parsing agent They all seem to have lost their agents according to the log. I looked in the folders, nothing stood out as amiss. If I go into that same Game Data and delete everything except Squad, Configurator and Packs and re-enter the original Career game, the contracts are back to coming from many different agencies. A new Career has the right contracts, but this time they all come from the "World-Firsts" agency. I'm a bit lost. Might I get some guidance on how to proceed with troubleshooting? TIA!
  4. OK, thank you. I double checked and indeed did have the old version. <scratches head, wondering why I remember installing the new version> In any case, thank you also for the example! Crystal clear now!
  5. Could someone be kind enough to simply make available an example or two of this "Situational" text instead of saying how it works? I can read the conflicting documentation at least two different ways: There's supposed to be a layout file name for each situation, or there's supposed to be a chain of situation_text blocks in one layout. Except it's not clear to me how that works, since one of the how-to's says "A SITUATION_TEXT element behaves similar to the TEXT element. It has all of its properties except Text. Instead, it has the following additional properties, each corresponding to a different flight situation:" Except there's no "Text" in a text element. There is a value, tho. Or does it mean that you have a block that just says "SITUATIONAL_TEXT" instead of "TEXT"? I find it confusing. Some examples would be very helpful to me, as I think I would really like this mod for my galleries. TIA
  6. @ Koprolith The only thing I know of that might help is the mod AmpYear Power Manager. I haven't experimented with it myself yet, but all my 'must have' mods aren't quite ready for 1.0.2. So I'm idling along in sandbox checking out the changes from .90.
  7. I may have found an issue. In FTT, two of the engines look for "LqdHydrogen" and it's defined as such in "\CommunityResourcePack\CommonResources.cfg" in the mod's zipfile. But in the Universal_Storage CommunityResourcepack files, I found it's in there as "LiquidHydrogen". So I bopped over to Github and looked at the CommunityResourcePack CommonResources there. It's LiquidHydrogen. Changing the FTT Engine config files (FTT_Engine_375_03 and *_04) allowed me to continue experimenting with 1.0. Do I need to go learn how to submit this thru Github, too? (I figure this should appear here to help any forum dweller if they run across this)
  8. It works for my Ubuntu installation. I find if I add one mod at a time it seems to soothe the memory kraken. I'm currently running about 130 mods, ATM included. (That's more for the speed of loading the game than anything else). It takes up about 10 gig of memory while running. Once in a blue moon the game just abends and I'm staring at my desktop. Other than that, it's good. I'll take that tradeoff for the ability to mod it this heavily. YMMV
  9. I have to vote in on RAM-Toaster. 128 Mods. (Yes, I'm running Linux)
  10. I had a similar issue, in that my Habitat Rings would not present the right click menu in the hanger. Commenting out the second item of the "Lab_Rebalance.cfg" (the @PART[OKS_HabRing] part) brought it back. So I don't know what line is the offending one, but it appears that's the offending modification.
  11. I created an account here just to add my voice in support of this mod being continued. It *rocks* compared to the stock .90 interface. I'm a part junkie (Not part time junkie, a junkie who likes parts!) The .90 stock interface is damned near useless compared to Part Catalog, IMO.
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