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Felson

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    Bottle Rocketeer
  1. I know it's hard enough just to get RSS to work, but has anyone had any luck getting it to work with Principia? I can get either to work as long as the other isn't there. Game crashes when trying to start a new game.
  2. any chance to get this updated in CKAN? Sorry. just saw that this is mentioned in the the tittle section of the first post...
  3. Any chance someone can update this in CKAN? Would be handy. @SilentWindOfDoom Thanks for posting the link back the the older post. that saved me ALOT of pain.
  4. @IgorZ Awesome. Thanks. Easy fix, I will just add a node to my config, and posted the answer in EPLs forum.
  5. I have been having the issue where the Survey Stakes would not attach to the ground. After some chatting in the KIS thread, IgorZ found the answer. Adding the following to the part.cfg file for the Survey Stakes fixes the issue. node_stack_bottom = 0.0, -0.19, 0.0, 0.0, -1.0, 0.0, 0
  6. Thanks for the replies. @IgorZ As Aqua said, EPL = Extraplanetary Launchpads. The thread for that mod has another person bringing this up, but no solution except to downgrade. I tried to see if I could find a configuration change that would fix the issue, but had not luck. My best guess, is that there is something in EPL that is wrong, since the concrete base from KIS, the pylon from KAS and the peaceable light from MKS/OKS all work correctly. However, even changing the Survey Stakes to have the same settings as known working parts, it still doesn't function. For issue 2, you might be right. I have 'allot' of mods running. I suspect that it should be a rather common set, but there are still a fair number of them. MechJeb KIS/KAS Extraplanetary Launchpads Kolonization (MKS/OKS) Karbonite Karbonite Plus SCANSat ScienceAlert [x] Science KerbalStats TweakScale KerbalAlarmClock Add-on Version Checker Toolbar Also a number of dependencies that came with the listed mods, and a patch for ScienceAlert that fixed a can't transmit data bug. I did see the line in the config that referenced KASModuleStrut, and obviously that is meant to allow the struts to stack. Fixing this is rather simple, so really, the only reason I mentioned it was because I was already making a post regarding a bug... Removing all my mods, and testing is a bit of a pain, but I may give this a shot later in the week, adding back one mod at a time till it fails. @taniwha Thanks in advance for looking. As a software developer, I know that these kinds of issues can be a huge pain to figure out. Add that to the fact that you are doing all this in your spare time... I have I HUGE appreciation for guys like you that put in this much time for little to no financial reward.
  7. Realized I should have posted this here instead of on curse. Found 2 bugs. 1) EPL Survey Stakes wont "Attach" to the ground as of 1.2.4, but will in 1.2.3. I tried making the "ModuleKISItem" settings the same as kis_concreteBase1, and it still doesn't work. 2) Struts don't stack in inventory. Adding "partName = KAS_Strut1" to the StackableItemOverride in the settings.cfg file fixes this one.
  8. Thanks. That was it. Would it be hard to replace the amount detected with "Locked" for when it isn't unlocked?
  9. I can't seem to find any API docs. I was wondering, since SCANtype/sensorType are bitwise numbers, can I have a single SCANsat module that can do multiple resources/scan type. EG: 2 = Colour Altimeter 8 = Biome 16 = Anomaly 128 = Ore 8192 = Water So 8474 does all 5?
  10. Not sure if this is the source, but all my [crust] sensors now read ether 100% or 0.1000% in all locations. The other sensor types seem to work correctly, that is Atmo, Ocean or IntPl.
  11. Did you delete it once? It "usually" defaults to 0.5 for me. I have found that if I change settings on something once, it seems to take that as the new permanent setting. Once in a very rare while, it will change to a new setting if I change it again, but usually it stays set to my first custom setting when I launch new vessels.
  12. LOL I think the only stock part on the vessels I am trying to build is the docking port. The simplest one is using the base and drill from USI, Struts from B9, and a tank that I made using a USI model. The part I made is rather simple, just the USI tank (White cardboard tube) set to be equivalent to it's max settings with tweekscale, and Proxy Logistics module added to it. I do have a question about distance though. I think read that it is 100m? I was trying to place the object about 70m out. I noticed that when I do try to build something over 100m out, but within the 2km render range, it behaves exactly like I described regardless of plan type.
  13. ok. New problem for me. I have 2 stakes set to Origin. No other stakes paced anywhere. When I finalize build, the vessel shows up correctly where it should between the stakes, then suddenly relocates to the survey station that it was built at, in a "not quite" random orientation. The "not quite" part is that it is the same no matter how many times I try, but it is not the same as the stakes, or the station, and none of the axis are directly vertical. Built from SPH. I mention that, because I had the same issue about a month ago when I first started using this mod, and switching to use Sub-Assembly parts only seemed to fix it for me. - - - Updated - - - Ok. I can confirm that building the same craft from Sub-Assembly plans worked, and SPH would not.
  14. 1) Ya... That was the problem... 2) WOW Just WOW... I had never even considered using them. Didn't see it in the thread anywhere. I feel like a knob... Obvious, intuitive, and from a user perspective, simple. Good job.
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