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Kurbalizer

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Everything posted by Kurbalizer

  1. Sorry to bother, but I've been chewing on a problem on my installation for a while. It boils down to a problem that appears together with "System Heat" and MoarScience (Station Science). Seperately they run fine, but together they won't. Especialy on the Station Science part. If installed together, the experiments of Station Science cannot be completed. Even when cooling is tightly watched (none of the parts overheat! so can't be the problem here), at the start of the experiment the game immediatly throws an error and says that the experiment detached from the vessel and cannot be finalized. Well, if interested in the issue, the logs and a screenshot of my GameData is found under: https://www.dropbox.com/scl/fo/8aohyeitdtt7d35v4lu78/AKyutzSezlDhPS0SN7aKdJ8?rlkey=mri26dl7jzmk05f5vnhxjvdy3&st=8g5olh7u&dl=0 (P.S.: I posted a similar text on the other thread, because I don't know on which side it could be solved. Thanks in advance.)
  2. Sorry to say, that I stumbled over a problem. It occurs in combination with SystemHeat by Nertea. I only installed Station Science and SystemHeat, as can be seen on the sreenshot of GameData. I also included the log-files. When doing the experiments they are interrupted and cannot be finished(finalized). I took care for the science parts not to overheat. It says that the Experiment detached before being finalized. There seems to be no way to change the setting on the part after that. What can be done? https://www.dropbox.com/scl/fo/8aohyeitdtt7d35v4lu78/AKyutzSezlDhPS0SN7aKdJ8?rlkey=mri26dl7jzmk05f5vnhxjvdy3&st=8g5olh7u&dl=0 P.S.; I posted something similar on the corresponding thread, because I don't understand on which side it could possibly be solved. Thank's in advance for your efforts.
  3. Maybe I'm overlooking something, but it seems to me the KLF-750 Radial Propfan Engine (LFKA_Jet_PropFan_01) and the KLF-750 Radial Turboprop Engine (LFKA_Jet_TurboProp_01) are pretty much the same. Seems like a doublete with different names to me. Is this intended? They are even in the same technology node (subsonic flight).
  4. @SerGo ahead, change what's needed. As I posted - just a suggestion. And "Oops", thought I read somewhere the Dessert Launch Site and Runway were for everybody. Edit: And of course you are right. I only appended the last two entries. The others I only copied and pasted. Never intended to take any credit.
  5. My suggestion for the new DefaultRunways.cfg including the new Desert Runway What do you think?
  6. @blackrack You're the man ! You did it. Using KSP 1.4.3 including the DLC now and the last Scatterer files - all the weird dark and reddish atmospheric colorings together with the dimmed sun (Kerbol) that were occuring with root-parts using B9PartSwitch and with the Mk3 BlockII cockpit from Cormorant Aeronology (which doesn't use B9PartSwitch) are gone for me. Splendid!
  7. Encountering similar issues with: KSP 1.4.2 Build 2110 ExpPack 0.11.0.0 Example is on Kerbin. But with less gravity (e.g. Minmus) the effects are worse. https://www.dropbox.com/s/5bfcz16vcn6wxja/Jumpy.flv?dl=0 When I replace the file model.mu of the RatPack's "miniWheel" with the corresponding file of Squad's "roverWheelM1" and change the values of "ejectDirection" in the .cfg file of the "PackRat_Seat" to 0.0, 0.1, 0.1 - similar to the values of Squad's "externalCommandSeat " - the issues are gone. If of interest, here is an example that shows assembly in the field is still possible: using KIS 1.11.6659 KAS 0.6.4 https://www.dropbox.com/s/ki0fjgem7om6pxn/BuildRover.flv?dl=0 As you can see the rover is quite sturdy.
  8. @Trekkie148 I had a similar problem on KSP 1.4.2 with SSPX and EL. It turned out that my install was borked and I missed the file with the MetalOre resource definition. From my understanding one mod (in my case SSPX) uses B9PartSwitch, tries to offer a switchable part, because of a condition that is met in a MM file including for example :NEEDS another mod, and can't find the corresponding file with the resource definition. Curing that helped in my case. Besides it is always wise to check if you have the lastest compatible versions of the used mods including CRP. Bundeled dependancies are not always up to date. Looks like the same happened to "DerGolgo", whom you quoted.
  9. @TK421d I used this in 1.2.2 last time with a few tweaks and it worked for me: https://spacedock.info/mod/572/ART Hatches for CRP
  10. Encountering the same problem. After recoupling the "Open Hatch" doesn't seem to work even though it shows "open" in the GUI. In 1.3.1 the whole vessel used to flash briefly yellow. Didn' encounter this in 1.4.1 or 1.4.2. I installed from scratch, just stock and CLS including MM. If of interest , a screenshot of my GameData folder with the CLS versioning, screenshots and the outputlog.txt file are here: https://www.dropbox.com/s/2d8p0u7r78x6273/Screenshot 2018-04-14 15.16.55.png?dl=0 https://www.dropbox.com/s/mzi5pw4yw0l45pp/screenshot0.png?dl=0, https://www.dropbox.com/s/wdt7ncgxe58ans0/screenshot2.png?dl=0, https://www.dropbox.com/s/0a43r88dkah0lbp/screenshot3.png?dl=0 https://www.dropbox.com/s/wtyvaah4c6xot29/output_log.txt?dl=0 These files were created with KSP 1.4.2 build id = 02110 2018.03.28 Connected Living Spaces ver. 1.2.6.1_04092018
  11. @LatiMacciato , sorry for the fuss I made. You were right all along. My EL install was borked. Missed a file. No idea how that happened. All sorted now. Thanks a lot.
  12. @LatiMacciato Sorry for the bother. I figured it out now. Nevertheless your hint with the patch manager was helpful. Didn't know about that before. The actual problem seems to be an incompatibility between EPL and "Stockalike Station Parts Redux", which depends on B9PartSwitch. And the latter throws the error. Posted the problem on that thread.
  13. Unfortunately there seems to be a problem between this awesome mod and "Extraplanetary Launchpads". I checked having just the two mods installed. The error message appears from B9PartSwitch but with other mods like "Near Future Propulsion", which also depends on B9PartSwitch, the error does not occur. ... It doesn't matter if CRP is installed or not. Hope this helps to pin it down.
  14. I installed 1.4.2 including the DLC with the intructions from V8jester (just tried to get the newest downloads!), because I love to use the parts from @Jeast and what do you know? It works! Only the Legacy Parts don't seem to work. Disregarding KJR - I only use the Stock Part Reinforcements (works just as well) and: Hello! I can even launch a Cormorant Shuttle with 54t (MaterialKits - RoverDude) payload including a Canadarm to my SpaceStation in a 150km orbit! Relieve cargo with the Canadarm and return to KSP runway for full recompansation on parts recovered- "Stage Recovery" (Tried it with Cormorant Shuttle MK II)
  15. @taniwha Absolutely love your effort. Have been playing with EL since May 2015. @LatiMacciato I definetly appreciate your efforts to merge this with MKS. Still, since KSP 1.4.2, I try installing all my favourite mods. But whats new, is: EL doesn't work well with MKS. Since I like to play with the extra effort of MKS, which changes the production chain, and thus I don't need the extra parts EL provides, (sorry taniwha) I constantly get an exeption error, which terminates the game. I also like to construct complicated interplanetary craft in orbit, which extra-planetary launchpads provides. The bundeled B9PartSwitch throws an error about not having MetalOre defined, which I don't need because of the changed production chain. Whatever I delete or amend does not seem to do the trick. Is the resource of MetalOre hard coded, (I checked all CFG-files left)? I tryed this MM-Patch to no avail: Not that I have much experience with MM-patches. What can I do? Where is my mistake? Am i making the wrong assumptions? Help is much appreciated!
  16. Sorry, @StarStreak2109, I checked and didn't see any German text yet. But you are welcome to check. Maybe you have suggestions for improvement.
  17. https://github.com/Kurbalizer/KSPPreciseManeuver/pull/1 This is my German Translation. I hope this is compact enough for your taste. I play the original KSP, so I'm unaware of the German vocabulary used by Squad since version 1.4. You could check with @sebseb7
  18. @LucasHood You're probably also using Kerbal Joint Reinforcement That's an old problem, which keeps surfacing. Maybe this helps:
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