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Everything posted by Citizen247
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Good catch. That makes sense, I just installed the latest module manager and didn't think to remove it. So it looks like the latest kerbalism and the latest module manager don't like each other.
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Good idea. I just did that and the problem is gone :/. ETA: I've also noticed since rolling back to the earlier version that memory usage has been cut in half.
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Check if CryoTanks is installed, I seem to remember that was a problem and at least used to be bundled with Near Future. I think it's a pseudo resource so internal to Kerbalism. Which makes it even more curious that it suddenly stops working.
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Me too, it literally just started today as well. I'd installed Bluedog pruned some parts with JanitorsCloset then restarted and Kerbalism stopped working in the editor. I removed the new mods and undid the pruning and it still doesn't work, so I'm somewhat at a loss to understand what's going on. I get this error spammed to the log though: So it's complaining about a missing resource definition, but I have no idea what that resource may be, nor why it's suddenly missing.
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If you'd fried your motherboard you'd not get any screen output. Depending on boot order setup trying to boot from IPX4 sounds like PXE boot, which usually happens if the machine can't find a bootable drive. The best first step in diagnostics would be to strip the machine down to barebones, remove all peripherals except keyboard mouse and monitor (USB devices can interfere with the BIOS, especially if they're misbehaving). Pull everything inside the case except for one stick of memory and the CPU. No drives. If you have integrated graphics remove the GFX card and run on integrated if you can. If you can get in the BIOS then start adding internal components and see if it still gets into the BIOS and/or boots the OS once the drives are reinstalled. 9/10 something isn't sitting right or you've forgotten to plug the power in. Generally, with static damage, the board fails a few months later as well.
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AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Not that I know of. The patch that moves the engines in this requires AJE because it looks for aje engine modules. I'm not entirely sure how you'd do it with stock without manually assigning each engine a category. If I think of something I'll let you know. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I'm currently writing the engine config templates so if you can provide the information as per the op: I'll see what I can do. -
I need to create module definitions to drop into several different parts but I can't seem to get it to work. I'm getting these errors: [ModuleManager] Can't find nodeType:MODULE [ModuleManager] Error - Can not find the node to paste in @PART[AJEETemp_TurboJet] : #@AJEE_Jet_Engine_Templates/@MODULE[ModuleEnginesFX] With this code: AJEE_Jet_Engine_Templates { @MODULE[ModuleEnginesFX] { %flameoutEffectName = flameout %powerEffectName = power_dry %engageEffectName = engage %disengageEffectName = disengage %spoolEffectName = running_dry } } and PART[test] { #@AJEE_Jet_Engine_Templates/@MODULE[ModuleEnginesFX]{} } Is this possible? Am I doing something wrong?
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AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Hi All. I've not forgotten this! I'm currently working on a complete overhaul using templates for the parts to try and streamline everything and make it a bit more fault tolerant. It's turning out to be a bit more difficult than I thought though, so might take a little while. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Thanks for letting me know. As soon as I get to updating to 1.5 I'll sort this issue. I've an idea of moving to a template system so hopefully that will fix the issue. But it'll be awhile before I have time to work on it. Life is pretty busy right now. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Thanks all. I'm continuing work, just a bit busy IRL at the moment. That's strange... I have sort of backed off from ckan for a bit, but what was on there was more up to date than that. I'll try and see what's wrong when I get a chance. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
I've started to work on some statics but there's a few little things that I'm not sure about. Is there any tutorials on creating statics? I tried to search but couldn't find anything. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
No, you need the Internal folder as well as that holds the IVAs. Squared inlet and spine parts are on my wishlist. They're a bit further down the line though. My next update is aimed at improving the current parts. To that end I agree about the tandem cockpit, I want to elongate that and improve the IVA of it and a number of cockpits. The update after that is probably going to be aimed at adding ww2 style parts, primarily bomber parts for things like Lancasters with enlarged oval fuselages. I also want to add WW1 style parts, like smaller oval parts and exposed cockpits like the one NESD has put together. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
@AirShark That's a nice looking craft. It also gives me some ideas for new parts... -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I've got the file but can't load it in stock. What other mods are you using for this craft so I can install and test? ETA: Nevermind, I tracked them down. There was no engine included, but I tried several and they all worked fine. Which would suggest to me either: The engine you're using is bugged. There's a conflict with another mod. or The download is corrupted or miss-installed. Try downloading again and reinstalling. If that doesn't work it might take checking it with a clean install and adding mods one at a time to see if there's an interaction. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Do you have dropbox or similar? -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
No, AJE isn't required but it's a possible reason for intakes not working. Can you upload a craft file for one of the non-working aircraft? -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
How do you mean don't work? Which ones? All? Are you using AJE? What other mods do you have installed? -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
I've just noticed that static headings seem to be off now. Previously off you set the static heading to 90 it would align 90 degrees, but now they don't. The last runway I placed when set to 90 actually aligned to 140 degrees. Is this expected behaviour? -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
Citizen247 replied to blowfish's topic in KSP1 Mod Releases
Sorry, I've been working on updates to my own mods, I'll try and look at it today. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I Thought I'd drop my latest aircraft built using these parts here: The Osprey Thunder, vaguely based on the Panavia Tornado, variable geometry (c/o Infernal Robotics) fighter/bomber: -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
No, but I do use them in a modded install with FAR, AJE and RealFuels, so they should work with an RO install, but they won't be balanced for RO. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I don't much use IVA myself. If I've spent hours modelling parts, then hours more perfecting the craft built from them, I tend to want to see it... Hence why the IVAs have been of mixed quality, they've been a bit of an afterthought. I want to improve the model quality of the IVA in any event, but it would be nice to have good props as well so they actually look like real cockpits, it's the perfectionist in me. Equally, I don't want to lumber people with lots of mods purely for aesthetic reasons. So... My current plan is to have stock only IVAs as default and a ModuleManager patch that replaces the props with ASET ones if it's present, so more compatibility than dependency. I want to "theme" the cockpits as well, i.e. modern cockpits will be all glass multifunction displays, transitional cockpits with multifunction displays and standard dials and older cockpits (like the IRT40) with just dials.