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nobodyhasthis

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  1. This is a wait it out situation for your previous work to filter through then. Sure enough the version 23 seems to run absolutely dandy in 1.0.5. Can now confirm that CKAN is good to go on my last install. All this comes from that change over from Kerbalstuff. CKAN was hanging on to version 22.2 which was a little bit odd in 1.0.4 anyway. Also the link to the forum shown there directed users to the development thread that you wanted locked. Hence the confusion. Sorry about that. Any other users seeing issues need to confirm they also have a cleaned up and gone for a fresh install of version 23. The good news is the 23 update seems to have cleared things out and I am pretty sure CKAN will be looking in the right place now after things settle down. Always a bit of a little bump in changing game version but right now things are looking up. Thank you for the support and your patience in dealing with the transition to 1.0.5
  2. Thank you. Sorry for any confusion. The file error I was referring to was the missing .wav files in the CKAN download. They where only found in your manual firespitter download folder. The version listed in dependencies is correct but will only get the firespitter .dll folder. It will not get that extra Sounds folder containing the engine noise .wav files. Is it not possible to put the sound files in the SXT folder instead and correct the file path? Currently CKAN works but users will need to manually set up engine sounds by getting the missing .wav files. Apart for that everything appears to work but some parts descriptions showed corruption in version 1.0.4. They will continue to do so in 1.0.5 but it appears that the everything else is fine so far. CKAN assumes that SXT is 1.0.5 compliant unless you decided otherwise.
  3. Thank you! Did not see the answer from Torgo. Save game has been saved by using the manual adjustment.
  4. Can you please find a way to switch off the very stupid contract decline penalties. I know they nothing to do with you but I am only asking because your probably the best qualified person around. I know there is work around where we can stop any type of contract at will with Contract Configurer settings. That is what I am using now to fine tune progression and timing when all the various contract packs appear. However this new game play feature in stock where contracts can't be avoided is so dumb. Lets kill if off please. I seen this one coming and was actually going to ask you do something similar. Then changed my mind because it is mostly done in another way in the SETI contracts pack. I don't know the exact way it was put in but my idea was based on the diagram of SETI http://forum.kerbalspaceprogram.com/threads/106130#SETIcontracts . Take a ruler and draw lines across in and you see a pattern. At the top is low technology contracts and at the bottom is high technology contacts. As the player moves along the flow chart give him an increasing score and use that to judge what the next technology tier is available to spawn contracts. So if orbit and recovery is unlocked you can use this score to trigger say the Remote tech pack. That way Remote tech does not appear until after the first successful orbit. It just gets toggled on in settings when the score hits the right number. Right now I deselect the pack in settings and switch it back on when appropriate manually. It could be a way to automate this based on progress. Anyway. It will be interesting to see what you turn up.
  5. I don't really understand you here. There seems to be an issue in 1.0.5 stock where a initial records can't be declined. Apart from that it works exactly like 1.0.4 and even better with Contract Configurer which can still clear off any offered contract types or reinstate them at will in the settings screen. Up to now I can switch off all stock contracts plus any add on Contract Configure Packs at will. This recycles the available list. This option keeps SETI straight in 1.0.4 and I can't see a difference in 1.0.5. For example although I have remote tech contracts installed. They don't appear unless I let them and I am only happy to do so when SETI advances passed orbital unmanned missions. Have I missed the point here? EDIT: Ok penny has dropped . Now I see it. Did not notice because I have dodged the problem in Contract Configurer by not doing stock contracts. The penalty does not seem to be there for those will look harder. Kind of puts your question about stock vs SETI as a done deal. I am leaning towards thinking their trying to fix a problem in contracts that was in 1.0.4 that I don't have because I play with SETI progression. If I wanted a penalty for declining then there is a mod for that too already available. Now it seems we need something to put in to give back to freedom of choice. Like I said before still can't see anything new that has not already available as a mod. Water landing since .90 for example. EDIT: Nightingale here I come asking for help
  6. @TaranisElsu Looks here good also but please have look following in line with new upcoming CKAN Fuzzy version changes as it is not automatically approved yet. 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  7. Are you sure because under game setting you can switch the game default time between 6 hour Kerbal and 24 hour Earth clocks RSS just sets the default time over to 24 hours as far as I know.On another point. If this is 1.0.5 compatible can you update the thread title please?
  8. There is also minor compatibility issue for specialized no stock science containers in Station Science and Orbital Material Science mods. They have experiments that use stored resources to count time till completion. The experiment then must be finalized and returned to Kerbin before complete. As a work around For Science to be toggled off in tool bar if these containers are present or it causes problems or stops working. Can I ask you to also please confirm 1.0.5 compatibility? As this currently only assumed by CKAN.
  9. Can't see the compatibility in the thread title so got to ask if this for 1.0.5?
  10. CKAN users beware Confirmed and it has a bug in file structure as reported before. There is evidence that it should be version restricted.
  11. I need some advice as a happy user of CKAN. However I am bit scared to ask.... here goes.... It is very long story. I skip it and head straight to the answer where you can dig into Paul's handy links of the story https://www.patreon.com/posts/ckan-fuzzy-and-3606785 Which might also answer Which is the lesser of two evils because.... Well actually nobody to blame really. We kinda all jumped up and down and threw or toys around when CKAN failed to keep up with stable builds. After a bit of CKAN bot "counseling" it got smarter. So here we are now. So here we go with the question.... How do we down vote mods off 1.0.5 compatibility when the authors are not around. Is this the original problem but in reverse? Be gentle EDIT DURING FURTHER INVESTIGATION : Oh no! Too late here it comes... Red Alert.. Shields up! Dev Note 23 day ago At the moment, we default strict mode to false, meaning all 1.0.4 mods will be 1.0.5 installable unless marked otherwise. BOOM !!!! https://github.com/KSP-CKAN/CKAN/issues/1513 See told you it was good to go down this road but how do we chuck out the odd bad egg in our metadata nest that is not 1.0.5 friendly? We know your all over this people. Thank you for your efforts. I am still a happy little CKAN kerbal. DOUBLE EDIT...... Ok here is a few examples... [1.0] CrossFeedEnabler v3.3 May 11 (approved for 1.0.5. Is it not in stock now? - Asking becuase it done by the man that can best answer the question) [1.0.x - OBSOLETE] ClampsBeGone - Stop clamps following your vessels into flight! [Aug 17] (yes it is obsolete in 1.0.5 so can't be 1.0.5 approved) time to ask an adult for help please https://github.com/KSP-CKAN/CKAN/pull/1499
  12. Yay ! I really hope this works with 1.0.5 stock part feature creep. We see how the community reacts in coming weeks. So far I have yet to see anything that I don't already have thanks to a wonderful modding community. Off I go to do more testing...... As a distraction to that sorry. A little experiment just for fun back in 1.0.4 This from a while ago but I wonder if Nori is still around and still has an outline for Tantares in 1.0.4? . I am getting a bit less enthusiastic for HGR and want to have a bash at using Tantares in my next career. Liked the spreadsheet and it a great start. Did any of this find a way into an experimental 1.0.4 SETI config?
  13. Place it AFTER launch!!! Press H to use KIS tool. Which must be in the hand of an engineer. Read the KIS documentation. You can find it as an in game item and even read it during a mission for reminders. This how it works right now read the instructions in on KIS again. However space in pods is limited. There is nothing wrong with using different kerbals to do different KEES experiments by stowing stuff in existing personal cockpit KIS storage. they DO NOT all have to be engineers. There is a couple of tactical choices to make when setting up missions. Engineers are only needed to attach the mounting plates. Anybody can move the experiments. So if you going to be in a situation where the re-entry in going to be at a harsh angle or involves long aerobraking. Plan ahead and leave out the KEES containers although they are quite tough . The cockpit stowage is safer but smaller. Sounds like you have not installed KIS yet. See here http://forum.kerbalspaceprogram.com/threads/113111-1-0-4-Kerbal-Inventory-System-(KIS)-1-2-2 First off this for KSP 1.0.4 only at the time of writing.
  14. Hopefully my last post has not fried my brain. Here is a little problem in SETI that I having trouble with. The HGR config file. Should the LOM-7 Inline Chute not be moved to a better tech node? PART{ // --- general parameters --- name = InLineChute module = Part author = Orion // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size node_stack_bottom = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 1 // --- FX definitions --- sound_parachute_open = activate // --- editor parameters --- [B]TechRequired = landing[/B] entryCost = 4600 cost = 1000 category = Utility subcategory = 0 title = LOM-7 Inline Chute manufacturer = Home Grown Rocket Parts description = A parachute decoupler hybrid. This version fits most standard rocket sizes and is useful for those times when you need to put something on top of your parachute. With a movement of //---LOM-7 Inline Chute @PART[InLineChute]:NEEDS[HGR]:AFTER[HGR]:FOR[SETIctt] { @TechRequired = enhancedSurvivability } } Could be wrong here. Don't even know if the LOM-7 Inline Chute in my game is coming out of HGR. There a connected living space config in there that absent in other HGR work. So it may have come from some other mod. All I know is it is not appearing on the SETI tech tree in career mode in the right spot. It should come in as a requirement for the two man pods. It is needed to build the kerbal "soy juice" knock off of the Soyuz spacecraft. Thoughts on this?
  15. Ok here is my two cents. I warn you that I am tired and dyslexic. However I do care deeply about where this going and only want to find the best solution. I will defer to the rest of the community on this. Just thinking an analysis of my user experience might help a little bit. I have given some thought to this. This is going to be embarrassing for me but it is a little self sacrifice for the progress of best KSP mod Some facts 1. I am the village idiot here. If you give me a chance to do dumb downloads that is what I will ask you to debug. 2. There will be some future game breaking failure in SETI from a bug. One that is comes from me having 103 mods on top of SETI. 3. There are currently 29 mods with modified tech trees. 15 mods have SETI balance modifications that I can see in SETI In the future how do we make it easy for you guys to fix the bugs hidden in there and eliminate the chances that my instal method is the thing that is wrong? I am kind leaning towards option 2 here with CKAN dependency switched on. Is separate files easier to debug? I really don't need to understand the separate files and CKAN is smart enough to link them and download both without me following the instructions? Following the evidence and personal experience option 2 looks better. The manual downloaders are only avoiding 2 risks in CKAN. Number one is the uninstalled configs problem. Trust this. There has been a pretty deep dive into the code discussion elsewhere and we not getting into the details here.The second CKAN issue is conflicting dependency in certain mods caused by bad dependency folder use. The current SXT mod being a prime example of this. Sounds a lot of hassle but it is not. This is rare. I think that some older ksp players over react to passed CKAN issues. Both of these cases rare now and can be avoided by end user discipline and good file structures. New up to date modders can even mark their mods up with "fuzzy version numbers" to approve minor updates without having to go fix stuff when Squad does updates. Which is a huge improvement in CKAN. See here if you have never heard of fuzzy version. https://www.patreon.com/posts/ckan-fuzzy-and-3606785. Don't go there just yet just be confident I did my homework in an effort to judge the future choices. At present I will not touch SETI if it is not on CKAN. Anything marked solely as .90 is out the window. So I will not look at the current separate balance mod. I have flavours of SETI available right now 1. SETI tech tree and parts balance mod 2. Optional contracts add on 3. Optional Greenhouse add on Based on past comments and community feed back (how many times have we had the SETI is broken because you can't collet science question?). The future CKAN options should be 1. SETI tech tree (part movement to correct nodes only) 2. SETI Balance (Let’s fix all the problems we see and enhance gameplay). Dependence on number 1 forced in CKAN. 3. Optional contracts add on ( Future proof and help nightingale) 4. Optional Greenhouse add on The forum thread needs to have 3 text lists which are community supported. 1. Mods that are modded by option 2. "They fit in to the SETI experience. We love them in our game. Warning come here first if something breaks and don't bug the original author just yet" 2. Mods that are not modded at all but "fits into SETI like magic". Atomic Rockets mod we are looking at you as an example. 3. Mods that are on "the edge / todo / avoid like the plague" scope of SETI . Tantares mod as an example is full of sweet goodness but breaks the feeling use with care. Everything not listed drops into the " your on your own bin". A potential 4 list could be the "It works fine with SETI but is not being kept up to date on Kerbal stuff list". HGR stands out as a good example here. User beware. However my solution is automatically waived if it makes it harder to debug or do future updates. The first duty is to provide Yemo with best working mod environment before considering the end user download options. Sorry a long post but that is most fair analytical look at the options presented and hope it helps to some degree.
  16. Glad to be of service. Now here is a bit of a challenge for you. I have feeling you might enjoy this. Try to run through the Kerbal Aircraft Builder missions before accepting the SETI contract for Manned flight over 18km. First manned mission goal becomes a flight to 2500 meters on propellers. A few later flights over nearby biomes will give you enough data for early jet technology. It is a bit little weaker that stock but enough to progress. You will eventually be asked to fly at 20km from a plane launched from the runway. Come up a jet plane built around a procedural hybrid booster in the central fuselage. That will give x-15 style plane. With less that 30 parts it can be done very early in the game. This will get you through the first SETI manned mission. With a craft that is 100% recoverable once landed back on the runway. It will never be good enough for spaceflight but will give enough high altitude atmospheric data to progress onto proper VAB built early Mercury / Vostok missions. Tourist flights will keep cash coming early on. Eventually it is going to feel like to small a reward once your space program grows into a cost of millions. Which gives you an excuse to switch to the Tourism Plus contact to arrange orbital passenger flights.
  17. This is the most common question I see about SETI. These are material science experiments. Your taking some material up to space and bringing it back to kerbin. Although looking at the samples in space might give you a clue to the results. It is best if the actual material is recovered to a full research lab on Kerbin. Trouble is where to you store it in a crew pod?How do you avoid contamination of the samples when removed from the test chamber? What to use to analyze the sample if you don't have a full kerbinside science lab? As a way to answer these questions. SETI expects that the whole container will be brought back and there is no way to just "collect data" from a material science experiment. This also fits in with a number of other mods that work exactly the same way. Nehemiah Engineering Orbital Material Science and the Science Station Mod both require return of experiment containers to Kerbin. As kcs123 has pointed out the KAX mod is supported. Contracts that provide exactly what you want are also available in Contract Pack: Kerbal Aircraft Builders which fits into SETI very well. http://forum.kerbalspaceprogram.com/threads/127220
  18. Yes indeed. Thank you for the for updating this. Apart from adding a lot of flavour to the game. I can honestly say that this set of contracts has actually taught me quite a few facts about the space program. Fun and educational the perfect mod.
  19. If a burn is not completed for any reason it gets stuck in computer. This clearly a bug that needs still fixed. After all commands can be removed with this exception of the executing maneuver. Even with communications established there is no way to cancel this unfinished command. Even removing the maneuver node will not clear the bad command. Is there a method of wiping out unfinished executing maneuver commands? EDIT found solution I picked custom heading and it deleted the unfinished executing maneuver. Recalculating next burn now and off we go
  20. All good in the end. Thanks for working on this We all appreciate your efforts. Thanks for the update. I notice there is no Kerbal stuff /CKAN update on this yet at time of posting and version 1.6.0 is still getting downloaded. Worth mentioning as people still might come back and ask for a fix not realising that it has been done. Happy to wait out on this as imho this is best set of contracts yet.
  21. This is excellent advice. DO NOT TRUST CKAN TO UNINSTALL. Sorry to type it that way but Kcs123 has got it absolutely spot on in his description of why most problems pop up whilst using CKAN. It is not a error in CKAN but just a clash of features. The way I do it is to copy the vanilla game folder. Then add the extra copy of the game into the CKAN loading menu. Install mods via your .CKAN file and the modded game will run fine. I currently have five copies of ksp all with separate mod packs running. CKAN just asks which one I want to load and boots the right one. If I uninstall a mod for any reason. I also make a new .CKAN file and the totally delete the whole game folder. With the only exception being the save file if I want to keep it. Then I copy the vanilla game folder again and use the .CKAN to put the mods back in. Boom back in business in around 30 seconds. A bit drastic but then there is no folders from deinstalled mods or crappy config files left to mess the game up.
  22. Strange. Ok. That does sound like a bigger problem. Sorry but I have to ask for you some questions. Station Science is a big mod and not everything is explained well. Just want to check two more things. Check the Research Lab menu. Does it say "Lab Status: Not enough crew"? There is also an assigned tab in the Space Center Astronaut Complex. Does that have at least 3 scientists in vessel locations that look like "Seat:Seat1, Part:StnSciLab"? The seats are numbered 1 to 4. However you only need 3 filled. The extra scientist in seat 4 just makes things go faster. If the answer is no to the first question and yes to the second then you might have a bug. I really hope this helps a bit. If you are still stuck try posting your question to the mods thread and see if other station science owners can help. The forum link is http://forum.kerbalspaceprogram.com/threads/54774-1-0-4-Station-Science-%28v1-5%29
  23. Yes indeed. In fact it is much better that mine. Welcome to the forum Click on "start research" on the Research Lab. That should get the four scientists to start producing Eurekas which are needed for the plant growth experiment. The bad news is once you have completed the experiment. You still cannot complete the contract because the experiment must be taken back to Kerbin. The station you designed seems to prevent this. You need use docking ports to collect the modules and bring them back. This can be done by docking another ship with the experiment or using a probe core to build a self returning experiment. Both types are shown in the Scott Manley video. At the end of that notices how an experiment ejects from the station to return home.
  24. What I will not be doing is any changes until 1.1 comes. The upcoming 1.0.5 is just going to restrict the number of mods. Plus lets face it most of us already have it installed with mods. I am grateful for a new patch to be released. The trouble is I just don't have the space for it with the RAM limit. Until that gets fixed I will stick with specific mods.
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