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Aelfhe1m

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Everything posted by Aelfhe1m

  1. @ttikkoo That's because you've got EVA handrails but not KIS. The parts in EVA handrails have a CCK category tag defined (cck-eva-items) but the mod doesn't define that category itself. The category is defined in KIS. The "No Duplicates" patch removes parts from the default categories if they have a cck tag declaring they belong in a custom category.
  2. I'd prefer not to? I try not to add hidden nodes and stuff like that if I can avoid it. Engine mounts at least have a consistency, and the LM is borderline unbuildable without it. But for a simple cylinder module? I'd rather just let people adjust with the translation gizmo as-needed. Personally, for one-off scenarios where adding (or moving) a node on a part would be useful for a particular vessel build, I find the Node Helper mod can be just what the doctor ordered. (It also helps when KSP somehow "looses" a node in the editor and you need to fix it).
  3. It's not RO/RP-1 converted. Use the stack inline chute instead.
  4. RealChute - Look for the parachute symbol custom category in the part menu. The inline chute can be resized as needed by selecting it with the action menu open.
  5. That's the folder inside your KSP GameData that holds the KSRSS EVE configuration files
  6. @adriangm44 The following text file from Kerbal Animation Suite might help: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/blob/master/KerbalAnimationSuite/hierarchy.txt It looks like it was generated using DebugStuff, but it was extracted on an old version of KSP - the Kerbal model may have changed and you need to extract your own copy.
  7. @donnager fan -> <GameData>/KSRSS/KSRSSVE/EVE
  8. @pTrevTrevs Your log is showing a lot of exceptions from KerbalConstructionTime.KCT_GUI.DrawBuildListWindow. That looks like something that happened to me a couple of years ago when the build queue in one of my .sfs files got corrupted somehow. Depending on how valuable you consider your current build queue/warehoused vessels you can try either a quick (nuke the queue) or more methodical (remove one vessel at a time and test) method to fix this. Load KSP and go to KSC screen. From pause menu make a named save. Make a copy of the save then open that save in a good text editor then find the section: SCENARIO { name = KerbalConstructionTimeData ... } Inside this section there are lists of KCTVessel nodes representing the individual vessels under construction/stored in the warehouses. Carefully, delete the KCTVessel nodes (all at once for the nuke solution attempt) or individually. Save the file. Reload the save into KSP and see if the problem is fixed. If trying the bit-by-bit approach may need to edit and load multiple times until you find and remove the corrupted KCTVessel node. Thinking about this while typing, it could also be that one of your mods has updated since a vessel was added to the queues/warehouses and a part that was on the vessel is no longer present in the mod. Maybe that would also break the queue handling? Anyway. Hope this helps.
  9. https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Express-Installation-for-1.12.3
  10. @Antares777 The gravity-ring and greenhouse are not supported in RO. The RealismOverhaulConfig for Kerbalism disables the greenhouse by changing its file extension from .cfg to .disabled (its probably also missing all the configuration settings to set the part up correctly). The gravity ring is missing entirely (no folder in KerbalismConfig/Parts). Configs would need to be written to get either part to work.
  11. @Oaterson This looks like a prime candidate for fixing: [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: EngineLightRelit 1.6.3.3 GameData\EngineLightRelit\Plugins\EngineLightRelit.dll [AssemblyLoader] Exception when getting assembly attributes: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. Additional information about this exception: System.TypeLoadException: Could not load type of field 'EngineLightRelit.DynamicSettings:toolbarControl' (2) due to: Could not load file or assembly 'ToolbarControl, Version=0.1.9.4, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:ToolbarControl, Version=0.1.9.4, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none> AssemblyLoader: Assembly 'ToolbarController' has not met dependency 'ClickThroughBlocker' V1.0.0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) I'd try reinstalling ClickThroughBlocker and ToolbarController to make sure you have the latest versions.
  12. By default it uses a separate button, but there is a config option in the settings section of the window to have it replace the stock resource panel.
  13. To get Contract Configurator to ignore some science experiments when generating contracts you need to add a ModuleManager patch like the one below:
  14. It's part of the source code for the compiled DLL rather than something that the average user can change for themselves. Only the .cfg and .xml files are trivially changeable with just a text editor (and ModuleManager for patches).
  15. That's the stock EVA construction/repair system. Kerbalism has its own system.
  16. Doesn't look like it is exposed as a field. The range for inspect and repair actions seems to be fixed at 3.5 (metres presumably). This line is the relevant one in the code: https://github.com/Kerbalism/Kerbalism/blob/1d6c68e090d9f07092306f2e0702aec4a5908e1f/src/Kerbalism/Modules/Reliability.cs#L543
  17. You should be able to use NFS and Kopernicus together (I do). Were you using a planet pack with multiple stars? If so there's a separate file on the Kopernicus download page that you need to get (MultiStarSolarPanels.cfg) but which should not be included for single star systems.
  18. The B9PartSwitch on the NFS panels is not finding ModuleDeployableSolarPanel, probably some other mod you have installed is replacing the default solar panel module with a custom variant and that's causing the error in NFS. You should check through your ModuleManager log file to see what patches are applied to one of the parts (e.g. search for "nfs-panel-deploying-advanced-1x1-ikonos-1") and then seeing if any of those patches affect ModuleDeployableSolarPanel.
  19. Ah, I'm pretty sure that's a core game limitation with the recover button only appearing when you're landed on the home world.
  20. @Locho Not sure what might be going wrong for you. Just tried the following test: Launch KSP 1.12.3 Start New career save Cheat menu to give myself lot of science and funds to unlock parts for a rover Build rover in SPH and spawn to runway. Drive about 30km away from KSP Press CTRL K to start Kerbal Konstructs editing Spawn New -> Med vehicle spawn Instance Editor -> Edit launchsite -> gave it name and description and saved Facility type -> RecoveryBase -> Save Facility Static Editor -> Save CTRL K to close KK editing Click KK button to bring up Flight Tools window. Clicked open base button Clicked Operational Facilities -> Show/Hide -> Med Vehicle spawn -> Open Closed flight tools window Clicked Recover Vessel Checked "Parts" tab on mission summary showed 100% recovery from new named launch site
  21. Multiple install problems: 1. Multiple copies of ModuleManager. You should have only one ModuleManager.4.2.1.dll in the root of your GameData folder. All other MJoduleManager dlls should be removed. 2. Missing dependencies: [WRN 15:36:59.118] AssemblyLoader: Assembly 'PatchManager' has not met dependency 'ClickThroughBlocker' V1.0.0 [WRN 15:36:59.118] AssemblyLoader: Assembly 'PatchManager' has not met dependency 'ToolbarController' V1.0.0 [WRN 15:36:59.118] AssemblyLoader: Assembly 'PatchManager' is missing 2 dependencies 3. Old version of B9PartSwitch B9PartSwitch v2.18.0.0 / vv2.18.0 Should be using v.2.20 4. Old version of DMModuleScienceAnimate DMModuleScienceAnimateGeneric v0.19.0.0 Should be v.0.23.0.0 5. Old version of Firespitter Firespitter v7.3.6354.39102 Should be v.7.17 6. Mini AVC. Install Zero Mini AVC There may be further issues with out of date versions of mods, but I stopped checking at this point. Try fixing these first.
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