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DrScarlett

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Everything posted by DrScarlett

  1. Yup, saw that. I don't know any of you well, so to see people reacting that way to topics that could be considered intrusive, makes me very happy. The three devs I got to know a little bit are decent people!
  2. Installed with CKAN this time. Yaaaay, @linuxgurugamer, it works! Thank you!
  3. @linuxgurugamer I continued commenting on the version you built in the KW thread (where it belongs )
  4. Moving back from B9's thread, on 3.0.22: It works, the node is gone But... So are the KW parts in the node, and, more importantly, some other KW parts that I put in my vessels, like the large and small KW batteries. (KWRadBattLargeS and L, possibly more parts I don't know about). Waow when I start to bud a new vessel, only the medium strut shows up in the KW section... Gonna have to go back to 3.0.21 like this I would suggest to leave it as it was and I will live with the double node until the new CTT comes and everyone has to rethink their approach...just my two cents.
  5. Very noble, you went and fixed it anyway! Can't find where you upload new builds
  6. I do tend to agree with that assessment, tentatively, because I am afraid I will tick @FreeThinker off. I love his mod, as I do yours. I really don't want to get involved and start slinging mud I was intentionally not pointing at anyone in my previous post. I'll leave it at this and hope it has been enough. Again, thanks all four of you (incl @Nansuchao) for all the help. Really appreciate your space work and efforts!
  7. Hiyas @linuxgurugamer, @FreeThinker and @blowfish thanks for that. And for checking out my mods Linux. I don't think I will start hacking my mods, I just like it when things work as intended and I'm trying to to put in a bit of effort. For a longer term solution, would you advise installing Roverdude's CTT mod if/when it pops up in CKAN? Will you guys be fully aligned with the CTT? 'cuz I was wondering, and don't take this the wrong way, isn't the idea of a managed communal resource pool (that's what the Community stuff is, no?) to facilitate the use of those resources and give it some structure, in stead of you guys having to duke it out between yourselves? Then again, if someone isn't happy with the resources and decides to wing it... From my user perspective, I'd prefer the clean approach *taking cover*
  8. @blowfish This is in KWPatch, the other two from WarpPlugin came up empty. Would this qualify? Looks like it... There are also a bunch of dependent parts that only appear if I turn on KW Rocketry. This would also explain the behavior of not seeing the double node when I uninstall KW Rocketry. Note the dependance of the RDNode on B9 Aerospace HX CTT, which I do not have installed anymore. Don't even think I ever had the HX part at all. But i get the node anyway. So that's weird again. Some type of caching by the module manager maybe? @linuxgurugamer If this is not it, I will send you my zipped gamedata.Heck i will do it anyway. @TechTree { RDNode:NEEDS[!CommunityTechTree&!B9?Aerospace?HX] { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[experimentalRocketry]]:AFTER[B9?Aerospace?HX]:NEEDS[!CommunityTechTree&B9?Aerospace?HX] { Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } }
  9. Just so I understand, what is B9 HX? FreeThinker sent me to Linuxgurugamer, then Nansuchao sent me to you, and you say it is not B9. I still have no clue where that second node is coming from, I cannot for the life of me find it. It vexes me I can find this one (and only this one) in KSPI_CTT.cfg: RDNode { id = experimentalRocketry title = Experimental Rocketry description = Don't take "experimental" lightly. cost = 1000 hideEmpty = False nodeName = ct_experimentalRocketry anyToUnlock = True icon = RDicon_rocketry-experimental pos = -927,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } } and I can find these two in my module manager tech tree config: RDNode { id = experimentalRocketry title = Experimental Rocketry description = Don't take "experimental" lightly. cost = 1000 hideEmpty = False nodeName = ct_experimentalRocketry anyToUnlock = True icon = RDicon_rocketry-experimental pos = -927,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } And I do not have the CTT installed as a mod separately. Perplexed They have different icons and different parentage and different node names, so they show up as different nodes. - luckily they are not in the same position, hehehe.
  10. Hi Blowfish, I wanted to let you know I think found a conflict in the tech tree between B9 and KSPI. I have this issue of a double experimental rocketry node when running KSPI_E and they tell me the conflict exist because of a legacy node from B9 in the CTT. I do not know how you guys normally coordinate with each other for a spot in the community resources, but I just wanted to let you know and hope you can work it out. I understand you have a 1.2 release upcoming? Looking forward to using B9 again!! Thanks in advance, Dr. Scarlett Here are images of the behavior and a link to my log. My KSP log
  11. OK, now I get it. I will drop in on B9 and let Blowfish know. Thanks a lot!
  12. Ahh so KSPI_CTT.cfg IS the community tech tree, but only it is bundled by KSPI. Correct? So do I understand there is a legacy node thingy from B9 and I am to ask Blowfish to straighten it out? Who is he, the owner of CTT? That would make sense, if only I would see more people reporting this. The dev's are implying they have not seen this or cannot reproduce this... it still feels strange...
  13. Yup, I use CKAN. I will wait until fFriday when my new kitten arrives and CTT pops up Thanks sir, you have been very helpful!
  14. Yes, I used to have that. But I always only installed the Community Resource pack, never the tech tree. Also Linuxgurugamer from KW tells me he thinks it is caused by me using the CTT, but I don't have it in gamedata and cannot see evidence in the log. I know KSPI_E has dependencies on the Community resource pack, and from the log it seems also that some WarpPlugin stuff is failing to load because the CTT is not found (those are the only references to CommuityTechTree i can find in the log). If this double node is caused by CTT, why can I not find CTT?
  15. I don't have GameData/CommunityTechTree ? *confusedface* that is why I asked about the location. Anything in the logs that can help me pinpoint the origin of this techtree mod? (before I do a full blank re-install, that is) EDIT: OK, tried to look at the log myself. KSPI_E has dependancies on the CommunityTechTree and I see references of stuff from there failing because the CTT is not there. I cannot find any evidence that CTT is installed. Can you tell me where you found it? Obviously, I'm a noob with this software.
  16. Ow funny, I keep close track of my mods, and I do not remember installing it or where to look for it to get rid of it But thanks Is it part of Community resources 0.6.1?
  17. Please explain how to supply you with a log? Never did that before. Okido running with KW removed, the extra node is gone, when I manually reinstall 3.0.21, and start a new game (career), this is what I get: This is what is there without KW installed: This is what my module manager tech tree says: RDNode { id = experimentalRocketry title = Experimental Rocketry description = Don't take "experimental" lightly. cost = 1000 hideEmpty = False nodeName = ct_experimentalRocketry anyToUnlock = True icon = RDicon_rocketry-experimental pos = -927,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } }
  18. Did that. Only other mod that uses this node is SpaceY heavy lifters - don't use that. KW seemed to have used it in the past (found a reference around may 2015) but I cannot see anything in the mod files now that seems to suggest anything going on with the tech tree (like a CTT file). I wil ask Linuxgurugamer in the forum. Also there is a new version, 3.0.21, but it is not in CKAN yet and I don't want to constantly manually update mods. The only other techtree references in my game I could find are the game's vanilla techtree (Techtree.cfg) and the module manager techtree. Looking in the vanilla game config I cannot find experimental rocketry. I replaced the module manager (together with KSPI_E, KW Rocketry and TAC LS, which has a disabled CTT file) but that didn't do anything. Still two nodes. Weird. Finally I ready somewhere that in the past people had problems with some "experimental" node when running science sandbox, which is what I a doing. Seems a long shot, but hey... btw, the node in my image with the long flavor text - is that your KSPI_node? It has a dependency with the previous fuel system node, and the same icon as 'very heavy rocketry'. The other node, the second one with the short text, does not have this dependency and has its own icon that looks like a rocket with an explosion behind it. EDIT: I definitely have both nodes in the module manager techtree: RDNode { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalRocketry title = Experimental Rocketry description = Don't take "experimental" lightly. cost = 1000 hideEmpty = False nodeName = ct_experimentalRocketry anyToUnlock = True icon = RDicon_rocketry-experimental pos = -927,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } } Meanwhile, with the last update of KSPI_E, 1.10.11, both the other little issues are gone. Thanks, you rock! EDIT: Linuxgurugamer confirms: no tech tree shenanigans or rocketry node adding in KW Rocketry. Where the heck does this node come from??
  19. Hi Linuxgurugamer, I wanted to ask, does KW Rocketry do anything with the techtree, does it add an "experimental rocketry" node? I have a weird issue with a duplicate node that I cannot seem to fix. Greetz, Dr. Scarlett
  20. Hi Free Thinker, thanks for the follow up, much obliged! This is what i see, both nodes have the same content, but different icons and the second one has flavor text 'Don't take "experimental" lightly': I don't worry too much but it could be an indication something is wrong with my mod setup, especially around KSPI_E that comes bundled with a bunch of other mods, some if which I have managed by CKAN or have newer versions than you bundled. If you have time to look, that would be great, otherwise no biggie. Excel overview of my mod setup. Third tab "After 1.2 Cleanse" Dr. Scarlet
  21. Dear KSPI-E team, first off I want to let you know that your KSPI-E is what got me into another round of KSP. Thanks a lot! Secondly I would like to let you know I have the same issue mentioned before in this thread, KSPI_CTT.cfg giving an error during load. Maybe it is because I use module manager 2.7.2 in stead of 2.7.1 that you supply in the download? KSPI_CTT.cfg is present in the required location. I know you said it is not important, but it is annoying, since I spend a lot of time with mod management. Thirdly two things I do not know if they are as intended in the tech tree: Experimental Rocketry shows up as a double node and Cutting-Edge solar technology is empty, no content. Thanks, Dr. Scarlett
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