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LemonSkin

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Everything posted by LemonSkin

  1. This mod should be backwards compatible, provided you're using the correct version of Contract Configurator. The Kopernicus compatibility that I added will just be ignored if it's not installed or you're running an older version of it.
  2. Heya @linuxgurugamer, I've sent a pull request for additional CLS functionality for parts that make sense to be passable. I also tried fixing the MicroGoo texture but it's not seeming to play ball for whatever reason. Maybe you'll have more luck!
  3. Not really. I don't use them myself, but if people find any bugs in them, I can probably take a look at fixing them if they message me
  4. This is an issue with Kopernicus, as pointed out above. One of the more recent versions of Kopernicus altered all solar panels from ModuleDeployableSolarPanel to KopernicusSolarPanel so they could handle multiple light sources correctly. @JPLRepo has stated that this has been fixed in one of the more recent builds, but it doesn't look like it has been updated just yet. If you're using the stock solar system or systems with 1 sun, you should just be able to comment out lines 16 to 19 in Kopernicus\Config\SolarPanels.cfg until JPLRepo pushes the update through.
  5. Hey all, I've created a new forum thread for this: http://forum.kerbalspaceprogram.com/index.php?/topic/162133-13-contract-pack-bases-and-stations-continued/ Enjoy
  6. Contract Pack: Bases and Stations Continued This is an update to severedsolo's fantastic Bases and Stations contract pack since they have stopped supporting it. Original thread: http://forum.kerbalspaceprogram.com/index.php?/topic/102390-122-contract-pack-bases-and-stations-361-30042017-formerly-kerbin-space-station/& I plan to add a few more features and try to fix some of the lingering bugs, please let me know if there's anything specific you want me to add! Introduction A complete overhaul of the stock Space Station and Base missions. Featuring no fewer than 15(!) extra missions for your stations/bases when they are in orbit. Also stops continuous "build a new space station" or "build a new base" missions. You'll only be asked to build one if there isn't one already on that celestial body. The Pack This pack will completely disable the stock space station (and build a base) missions, and replace them with my own flavour of missions: The Missions Additional Mods that are required or supported by Bases and Stations. (that isn't to say other mods won't work, but these are the ones that B&S is specifically aware of). Contract Configurator by nightingale - available here - REQUIRED DEPENDENCY Module Manager by sarbian - available here - REQUIRED DEPENDENCY StationScienceContinued by ethernet and tomf is highly recommended because it's one of my favourite mods and the pack is specifically written with it in mind. It is available here NearFutureElectric available here TAC Life Support available here USI Life Support available here IFI Life Support available here Kopernicus Support available here Contract Pack: Tourism Plus by nightingale is also recommended The Legal Bit This pack is licensed under MIT License It also contains elements of CosmoBro's Base Construction pack (with permission) which is licensed under MIT License (see below). I have sublicensed this under CC-BY-SA-NC 4.0. Contract Configurator is licensed under MIT License. Mini-AVC is licensed under GNU General Public License v3 Thanks/Credits Massive thanks to Nightingale for all your help, and Contract Configurator - without which this would not be possible. Thanks to metl for your time, patience and massive amounts of code contributed to this project. Thanks to CosmoBro for allowing me to take over Base Construction Agent Flag by Dale Humphries on www.flaticon.com and is licensed under CC-BY 3.0 Thanks to severedsolo for the original creation of this pack Known Issues Possible problem with vessel definitions. More Data needed. Please see this post if you can help. ScienceExperimentModule may require a scene change before it will complete once you recover the science at KSC. This is a minor enough issue that I let it through the net. I think it's a CC bug and nightingale is investigating. Life Support checking is... sloppy to say the least. Don't rely on the pack telling you to send up a crew only when you have LS on board. Check first (working on this) Planned Features Installation CKAN Download: https://github.com/LemonSkin/KerbinSpaceStation/releases
  7. Okay cheers. I'm making a git repo now, I'll upload everything there and change the link when it's done. As for taking over, I might give it a shot and set up a new forum page later this afternoon.
  8. Cheers, I'll test it now! TweakScale is pretty notorious for being incompatible with mods across updates. Good luck fixing it!
  9. In that case, I've posted an unofficial update here: https://github.com/LemonSkin/KerbinSpaceStation/releases/tag/3.6.2 I'll potentially be adding more to this in the future as I absolutely love this mod and don't want to see it disappear from the scene. Please let me know if any further issues are found or if you have any specific requests and I'll try and make it happen. Cheers!
  10. I actually just discovered this! I've spent the last 45 mins trying to alter the config file in Bases and Stations to accept the new Kopernicus naming system. I'll upload the file with @severedsolo's permission if I can get it working Edit: I believe I've fixed it, just waiting on permission, otherwise I'm happy to send the files directly if people PM me.
  11. Heya, I've got the same issue. I don't suppose you've figured out how to fix it have you?
  12. Heya, just letting you know that the most recent version of your mod causes a metric tonne of log spam and slows the game right down while bloating the hell out of output_log. It appears to only occur when certain stock engines are on the craft or are dropped into the SPH/VAB, even if they're not attached to anything. Hope this helps, thanks for all your work!
  13. I saw your comment over in the Extensive Engineering Report thread. I'm doing a bit of testing on this issue now, it seems to start as soon as a ship is loaded (whether in the SPH or VAB). Can you let me know what mods you're using so we can do a cross-check? EDIT: After quite a bit more testing, the false spam seems to only occur if ANY stock engine (and apparently only engines) is placed in the editor, even if it's not attached to the craft. EDIT 2: So after extensive testing, I've determined that it's the Smart Actuators mod. I'll let the mod author know, hopefully that fixes your issue!
  14. I'm not using FAR and I'm getting this issue. It's absolutely killing my performance, unfortunately. EDIT: I have removed both EER and Ship Sections and I'm still getting the spam.
  15. Hey Linux, for some reason my rescue mission Kerbals aren't being given 1 unit of fuel when I go to rescue them. I'm not getting any errors related to your mod in the debug logger, and the only mod I could think of that might cause an issue is the KSPRescuePodFix mod, but this is just sets a list of pods that can be used for rescue missions for heavily modded games. I'm running the latest version of your mod on 1.3 on 64-bit Windows 10, if that's any help.
  16. Seems to work fairly well for me. Had an interval of 33 - 35 seconds pre-use, went up to around 45 after first alt+end and then around 48 - 52 after the second alt+end, and no significant change after a third alt+end: http://imgur.com/a/dZ0xI. The two sets of two red bands close together on the left of the image were when I hit alt+end. I can upload my output_log file if you want, but it's 19mb and lags my computer to hell just to open it (running a 4790K @ 4GHz wut?), and trying to post to pastebin just crashed Chrome haha. Quick question, do I have to change any values in padheap.cfg apart from total to allocate more ram? I've got 16GB, KSP uses 9GB with mods (10 when 1GB is allocated with MemGraph) and I'd love to squeeze every drop of performance out of my PC if possible. Also, do my padding settings get saved? Or do I have to run through the alt+end cycles a couple of times with every boot? Cheers for the mod, nice little utility you've made!
  17. Yes, all hatches are open. If I enable CL in the SM options, the overlay from SM shows all the living spaces connected. However, if I pull up the overlay from CL, well, the image is the one I linked before. EDIT: As for setting ports in VAB, how is this done? I just opened up my station core in the VAB to double check this, the Clamp-O-Trons are all listed there in the CLS window. EDIT2: Never mind. The docking ports are all attached to nodes, so they are open by default. EDIT3: http://imgur.com/a/Iaxef This is the overlay provided by SM with CLS enabled in options. If I actually try to transfer crew this way, I'm told that CLS is preventing crew transfer, even though I have Allow Crew Unrestricted Transfers enabled in CLS options. EDIT4: Here's something even weirder. I undocked the module on the end and redocked it, now it refuses to connect its living space.
  18. I thought that, but the radially attached port linking the lander module to the rest of the station was working last night. All of them (bar the one on the left, which was launched with the station itself) stopped working as soon as I linked the orbiter module.
  19. Hey there, thanks for your work on the mod! I'm getting a bit of weird behaviour with CLS (and maybe due to SM?) After I docked a second module to my space station, I was suddenly unable to transfer crew from my first module: http://imgur.com/a/6wd8X. The first module is the lander at the bottom in the image, the second is the orbiter with the orange ring on top. I get the notice that "this module is either full or internally unreachable". I have tried undocking both modules and testing them individually, but the living space still won't connect up. I've triple checked that all my ports are open and tried almost every combination of settings. Furthermore, if I initiate transfers via SM, I'll occasionally be able to transfer from the lander module to the capsule on the left connected via struts, but it'll tell me I have to EVA to transfer in the reverse direction until I click around on other modules, and then the EVA button sometimes decides to swap back to Xfer (I can't seem to replicate it reliably). If this info is useful, my SM settings are: Realism Mode On Crew XFers On Stock Crew Xfers On Crew Fill and Empty Ops in Pre-Flight Off Override Stock Crew Xfers On Enable CLS On -> I'll probably just disable this temporarily so I don't have to EVA every time I want to transfer. Any help is appreciated, or maybe I'm just using the mods wrong? Cheers!
  20. I was having that issue. Removing the CactEye DoE patch from CKAN fixes it. You'll have to turn off planet flares in DoE to be able to zoom in on any of the planets with your telescopes which is a little annoying. Luckily you can toggle flares on the fly, so I just leave them on until I need some of that sweet, sweet science.
  21. I believe the Distant Object Enhancement patch needs updating. It spams the debug menu saying it's missing an older version of DOE.
  22. Any idea when this update will be pushed out? Just like Lennartos, my performance has absolutely tanked on even small stations. I have a 78-part station that I average 10 fps when piloting. The second I get a Kerbal out on EVA, it shoots right back up to 60+.
  23. Hey nightingale, just started a fresh save and completed the first few launches. The administration building says I can have max 2 strategies (I've taken Local Science I) but if I highlight another strategy, such as Pilot Focus I, it says 'The Administration Building cannot support more than 1 active strategy at this level.' I checked your issue tracker, and this doesn't appear to be in there anywhere.
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