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Overlocker96

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Everything posted by Overlocker96

  1. I installed everything that this wonderful mod asked, and still there's some things missing. First I could only load South Gulf Connexion. The Dessert Strait has the "bridgeW" and "bridgeE" groups missing so it doesn't load anything. And the Route 36 there's a group called "c++ base road" that I had to delete for it to load, also the "ksideroadhump1" STATIC wasn't on the Edited Statics, so I had to take it from KerbinSide Continued old mod. If all this is fixed it works flawlessly
  2. I love this new tank, now I shouldn't need the CryoTanks Patch for He3 and De I have seen 2 "bugs" at the moment, but I don't know if they are more like features First, there's some Tank Types in the DrumTankOptions.cfg, that need RationalResourcesCompanion, not just Rational Resources, so if I don't have that installed it gives errors on loading. I just changed it NEEDS to RationalResourcesCompanion As you said in the previous post, resources are bound to change, but I like that you shouldn't need RR, even if most of the features of this Tanks are to use WITH RR Second, in the CryoTanks options on the PillTankOptions.cfg, all resources can be cooled except for He3 and De, it is by design so I must use the FTT tanks or the one from RRParts? Also I know FFT balance isn't something that this mod does by the moment, but it's nice to have niche tanks for each thing
  3. Yes, exactly that. I had only disabled that patch in the config file and I played for an hour without bugs. Here it is: https://drive.google.com/file/d/1ToEcAppIyaQ1WKVYHikNH2QsKBHQKI7l/view?usp=sharing
  4. I had just tested the same config and mod list, but disabling the ModulePartVariantsNodePersistence patch, and I'm sure it was it. Here's the relevant part of the log, it repeats for a lot of parts: As I can see, changing the index of Persistent modules, disables B9PartSwitch, that's why it didn't work.
  5. There's some bugs with PartVariants since the new update. For example engine variants and such works fine, but engine plates or adapters with variants that change it's nodes, display all the models and nodes at once, and the change variant part of the PAW simply disappears. Here's my log (I have a ton of mods but this only happened after updating KSPCF): KSP Log
  6. Here's the relevant LOG part: "sspx-expandable-centrifuge-5-1" Is the Cronus Centrifuge, the only one in 5m diameter. I think the problem may be because is an "Expandable" Centrifuge, so when it changes from stowed to deployed, the Science Lab module bugs out. All other Centrifuges and Science Bays never had this problem. Also I don't know if its better to keep discussing this last problem in the SSPX Forum, instead of the Mechjeb one. EDIT: Ok, I have found in the SSPX forums that the problem is with TAC Life Support and its compatibility with SSPX. Here's the link: EDIT 2: And also here's a simple Patch to fix the problem with the converters in those modules (I only had the problem with the 5m centrifuge, but still)
  7. Yeah, it was. I deleted it and the majority of the spam stopped. I tried the second method and the part is the SDV-X 'Cronus' Extensible Centrifuge from SSPX. I had that problem for a while using that mod even on fresh installs, is the mod itself that has a bad config file for its Science Lab. Also installed ZeroAVC and fixed any residual MiniAVC.dll that is around. Also I searched for it and the .dll itself doesn't exists, it will come with another mod's .dll
  8. I have a 52Mb Log because of a spam of Mechjeb. The thing is I'd never had this strange bug. The KSP.log is full of this: [LOG 16:41:49.214] [PR] MechJeb wrapper.Active 1 [LOG 16:41:49.215] [PR] MechJeb wrapper.Active 2 [LOG 16:41:49.215] [PR] MechJeb wrapper.Active 3 [LOG 16:41:49.215] [PR] MechJeb wrapper.Active 4 [LOG 16:41:49.215] [PR] MechJeb wrapper.Active 5 And then it repeats all the time from 1 to 5. KSP.log
  9. Building a Giant Christmas Tree like TD Channel has done, but in normal Stock Solar System, and sending it to the Supermassive Black Hole at the Galactic Core of Galaxies Unbound planet pack, I'll do this challenge this weekend.
  10. This is the mod: https://spacedock.info/mod/1245/Ablative-Airbrake Also Mk2/Mk3 Stockalike Expansion have it's set of big Airbrakes that doesn't work with the latest version. I think the problem is with any part that has the "ModuleAeroSurface" Module, and also the "defaultActionGroup = Brakes" and the way AECS handles this differently to a normal control surface.
  11. I don't know if its only on the latest version, but A.I.R.B.R.A.K.E.S don't work, even other mods airbrakes that use the same module, like Ablative Airbrakes Uninstalling AECS seems to work fine.
  12. Just downloaded the latest version, and this error appeared when loading KSP:
  13. 1.- If you use NFE config for Nervas, it overrides it, same with System Heat I think, so you depend on the onboard reactor instead of the available ignitors. 2.- You can disable EC usage, it changed a lot from one configs to others, also sometimes doens't work if you don't generate that amount of EC instead of having it sitting on the EC resource.
  14. I was testing this mod, for lack of 10m parts on the Nertea suite, and I found that the 7m and 10m tanks and some engines that use the part variant where bugged. The problem was the config file for the variants, as it used the OLD part name instead of the NEW one. Here's the fixed config:
  15. For people that use Kerbal Health, may run into the problem that loading Kerbals created by this Contract Pack, bugs the game and you can't save "bugged" Kerbals. To solve this, what I've been doing is only EVA your Pilot and enter again the Plane. That fixes most of the problem. (Kerbal Health still doesn't know the new "type" of kerbals this pack adds, but all mission can be completed and then the Kerbal is deleted without problems) I hope this helps
  16. The new update is awesome! I don't know how but the plumes are prettier The only thing is the Castor SRB from Restock+ still hasn't had a Plume, so I copied the Pollux Making History Plume and changed the name, and I think it worked but the plume is smaller than the SRB, so Castor needs a plume pls
  17. Yeah, I tried capping FPS with NVidia Control Panel, using external programs and KSP VSync and FPS cap in different combinations, it always shows uncapped FPS on the Performance Tab in the Dev Console. It uses more resources than flying 150 parts modded ships
  18. I don't know if the new Multistar model has this feature or not, but it's posible that the module manager patch that changes ALL the Solar Panels to the KopernicusSolarPanel module, can be disable when there's only one star on the system, like OPM, JNSQ,... Because some of the most used contract packs, doesn't work with KopernicusSolarPanel, only normal ones, deployable or Curved from Near Future Solar. I can simply remove the SolarPanel patch and works again, but something like I mention will make easier using kopernicus with contract packs.
  19. With further testing and advancing in career mode I have found that the 3.75m XL001 probe core and 5m N core from Near Future Launch Vehicles, seem switched places, it maybe is intentional, because the XL001 is at the LAST node of unmanned probes, and N Core is on the previous node, also the EX core (7.5m one) is on Orbital Assembly on a totally diferent part of the tree, I dont know if this is intentional or needs rebalancing, but all the other cores are in line on the unmanned probes nodes, so it seems to me.
  20. There's some way to limit FPS or unload Space Center assets when on 2D Interiors, like Astronaut Complex, Mission Control,... ? Because the FPS seems uncapped on those facilities, I don't know if anyone has the same issue.
  21. This SRB Plumes are awesome! I tried near all the compatible mods and they are beautiful, I love the effect that keeps going when the SRB finishes burning. The only "problem" I can find is, there's support for Restock+ planned? Because I use the Castor 1.875 SRB a lot. I tried finding waterfall config for Making History, because of the Pollux SRB that the Castor is based on, but no luck
  22. Hi, I have been using UnKerballed Start for my career playthrough, and lately I have been testing other Tech Trees to compare and see what's updated and what not. For starters, Taerobee mod has been updated, because of the adoption of @zer0kerbal so I updated the new part names to the config, and added the new ones keeping vehicle parts in each node. Here it is:
  23. Hi, I like a lot this tech tree, I have been using PBC or Unkerballed for some time, but there's some nodes or some mods that need support, and yours work a lot better. I have found that the Taerobee patch doesn't work because most of the part names have a "_" symbol instead a "-" symbol. I'll keep testing if I find some more problems.
  24. I have made a Radiation Config for FFT, updating the old one that only had 3 engines.
  25. @linuxgurugamer I wrote some configs for 1.875 Engines left in Restock Plus (Same engines as Making History) and the Methalox Engines from Cryogenic Engines (some of them already made previously as LF engines in Near Future Launch Vehicles).
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