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Stratickus

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Everything posted by Stratickus

  1. That makes sense. I think I came across this bit of information when I was trying to figure out this problem. I haven't changed any of any of transformName since I just copied everything over from the Squad KS-25 config file. The stock T-1 config file doesn't have any transformName to have accidentally edited by MM. The stock KS-25 has 3 transformName values, all different. But again, I didn't change them and they work just fine for the stock KS-25. I appreciate the help. Is there a better place to ask this question as there doesn't seem to be too much traffic here? Cheers,
  2. I'm just trying to change the exhaust plume for the T-1 to the exhaust plume from the KS-25 using Module Manager. I'm pretty sure I've done this before, but can't seem to figure this one out. This is what I have, but I end up with no exhaust plume at all: You can see I have removed the default exhaust effects for the T-1, changed [ModuleEngines] to [ModuleEnginesFX] and added the EFFECTS from the KS-25. I am using VSR if that matters, but I've looked at the VSR configs and they don't seem to touch the exhaust plume at all. Am I missing something else? Cheers,
  3. I've already started doing it manually. You are absolutely correct, I do not expect either mod maker to do it, I would imagine it to be a large amount of unnecessary work. Like I said, the conflict with each other was expected, so not really a problem per se. Only a problem in the sense that I am trying to come up with an elegant way to implement the two mods together using MM, but I'm not sure that is possible based off what I've seen with the Variant Module.
  4. I for one plan on using both ReStock and VSR. I have started messing around with it and simply installing both mods will cause problems (as expected). I know the maintainers of VSR were able to successfully implement the Variant switch to allow for stock Squad textures/colors and VSR colors, but only on some parts. As of right now, with both ReStock and VSR installed without messing around with anything, many of the parts that utilize the Variant switch overlap each other, while the simple 'delete current Model' and 'add new Model' parts invariably end up with the VSR textures since MM applies patches alphabetically unless told otherwise. The Mk1 Lander Can is an example of the latter. You end up with the VSR lander can instead of the Restock, simply because VSR overwrites the Model last. Hopefully someone smarter than I will be able to come up with an elegant implementation of both using Variant switch. Looking at the config files, both VSR and ReStock go about their business in a similar fashion, but are also subtly different. As I understand it, it wont be a simple MM patch to integrate both mods together using the Variant switch Module due to peculiarities of the Module itself.
  5. Thanks. I am still not getting the contracts to generate. I did figure out whey I wasn't seeing any of the contracts in the All tab of Contract Configurator in Mission Control, because Station Science does not have its own contract group. I did, however, take a look at the config file: I have definitely unlocked the correct experiments/labs for contracts to generate. Is there some other pre-req I am missing? Cheers,
  6. That's exactly the problem I was pointing out. I cannot link the experiments to the Central Station, or anything. Cobalt's post is what prompted me to update SEP, KIS/KAS. Previously I had be using the 'old' KIS/KAS in order to retain SEP functionality.
  7. When I click the link and hover over the picture it gives me a zoom in option. Not sure what the resolution is, but it fills the whole screen. What info from the menu are you looking for?
  8. Correct, I have been right clicking the power conduits to try and connect them to each other. I had been using the old version of SEP and KAS that was listed several posts ago, but have since updated all the associated mods. The SEP station in the picture is a brand new station, not one of the old ones. Picture Imgur and Flickr (or the website) were being weird and I couldn't embed the photo.
  9. I have a slightly different problem than everyone else seems to be having. I can place the Central Station, experiments etc and attach the Power Transfer Conduits, but I cannot link them together. I've tried using the red screw driver (which seems to work fine for me), wrench and power wrench, but nothing is allowing me to link the experiments to the Central station (or anything for that matter). I'm using SEP 2.7.1 / KAS 1.1 / KIS 1.18 on KSP 1.6.1; all mods uninstalled/reinstalled with CKAN. Let me know if you need logs or anything else. Cheers,
  10. I have unlocked the Plant Experiment and the TH-NKR Lab and no Contracts are popping up. I have double checked that the StnScience contracts are selected in the Contract Configurator settings. The Station Science contracts are not showing up at all under the CC 'All' tab within Mission Control. Is this a simple matter of SS not being updated to work with the latest CC? I realize SS only updated to 1.4, but the mod seems to work fine otherwise in 1.6 Cheers,
  11. I was waiting or VSR to get updated for 1.6 before I started using 1.6. VSR is that important that it is effectively stock for me now. Even though its been said before, thanks for all the work you do to keep this mod going. I just recently started messing around with the VSR 1.6 branch linked above on KSP 1.6.1. So far everything looks great, but I noticed a few very minor things: - The new (old) Poodle has lost the variant switch (Bare/Shroud Big) ability. Only 2.5m is available and no more 1.25m. Unless this was intentional. - T-1 Aerospike has variant switch with only one variant available as if that Module was inadvertently added to the config file. Cheers,
  12. If you're willing to use the Create Kerbal cheat, there is an option to make your created Kerbals veterans. I use this to make 3 more veteran Kerbals to closer mimic the original 7 Astronauts. USI LS seems to treat them the same as Jeb and the gang. Then again, I've never let them run out of Supplies, so I don't really know if this does the same thing you are attempting to do.. Cheers,
  13. Problem solved. It looks like BBT was the culprit after all. Snark pushed out a new update and all seems to be working. Cheers,
  14. Let me know what would be more useful and I will try and help. This isn't the first time I've run into a problem like this, so I can understand your frustration. At least from and end user stand point. Cheers,
  15. BBT 1.8 + KOOSE 1.1.11 + a literal butt-load of other mods = game freezes on load. BBT 1.7 + KOOSE 1.1.11 + a literal butt-load of other mods = all is well. For the record, I'd like to point out, I am not insinuating that BBT is the issue, merely that where the game freezes and the logs pointed to KOOSE. Someone else pointed to BBT and this was my result. I can try it on a vanilla install if that helps, I always keep a back-up for troubleshooting instances like this. I can produce logs as well; for both 1.8 and 1.7 games. In the mean time, I'm more than happy to run 1.7. This is an essential mod for me. Let me know if there is any other way I can help. Cheers,
  16. Honestly, I did not think to associate the freeze with BBT, as the log seemed to point to the decoupler. But I did come here to see if I could find the pre v1.8 of BBT (1.7?) to see if that resolved anything. Do you have a link to GitHub or an older version? I personally have not been able to verify that BBT was the culprit without using BBT pre v1.8 and KOOSE. Cheers,
  17. Correct. Those were the two mods that were updated. However, when I uninstall Koose, with the updated BBT and All Y'all, everything works fine. I have not tried using the 'old' version of BBT and Koose though. Cheers,
  18. The game is locking up on load at KOOSE/Parts/KoosePod/KooSEpod It worked fine yesterday. I have uninstalled and reinstalled via Spaced Dock and CKAN with the same results. The only difference between my game today and yesterday is that I have updated two mods via CKAN that were already installed. I'm stumped. Let me know if logs will be useful to you. Cheers, EDIT: I took a look at the logs, it appears to be locking up on the decoupler for the cradle. Here is a snip from the KSP.log
  19. I have a small problem that I think is largely Module Manager based, but I figured I'd ask here any way. I am trying to revert the HG-5 antenna model from VSR back to Squad as it is one of the few Squad models I actually like. I am re-purposing the VSR HG-5 as an additional, slightly more powerful antenna. I have tried replacing everythign that VSR does back to stock, but for some reason the models get stacked/merged This is the MM patch I have attempted to use: I have done this with the 'new' VSR Poodle and successfully reverted the model back to the 'old' VSR model, not to mention other parts, so I'm not entirely sure what I'm missing. Cheers, EDIT: Never mind, I sorted it out. I had an another mod that was adding an additional model, so my MM patch only deleted the first model, which is why the second remained and then became stacked.
  20. 1.5.1 has also impaired the Advanced Tweakables Button slightly. As far as I can tell, the mod works just fine, but the button to access it on the toolbar is blacked out/broken. I too second that a recompile would be awesome. This modlet in particular really helps clean up the Part Action Window. Cheers,
  21. This is likely due to the part name being slighty off. In the actual part config it is sspx-expandable-centrifuge-375-1 not 'extensible' There are a few other very minor errors like this. I have found a few others, but want to wait before submitting a PR. Cheers,
  22. I really like the idea of this patch. I did notice that this skill is not reflected in KER or the part action window. Is this skill referenced anywhere that is visible to the player? Is there a fundamental difference between fuel usage and Isp? I ask because Stragegia uses a similar mechanic that I think does the same thing that this patch trying to do, though the effects are visible in KER. It also manipulates Isp instead of fuel usage. Since there is no way to see the effects (that I have found) of this patch, do you know if it either stacks or interferes with the Strategia mechanic? Cheers,
  23. Doh! You are absolutely correct. I now remember having to do this when I originally came up with this patch long ago. Turns out I had correctly applied the patch, but completely forgot about how these settings work. Thanks guys. Cheers,
  24. I am having a similar issue, but I am trying to edit a node that does not have a discernible name or id. This worked before the update: @LIFE_SUPPORT_SETTINGS[*]:AFTER[USILifeSupport] { ... } I have tried: @LIFE_SUPPORT_SETTINGS:AFTER[USILifeSupport]{} // @LIFE_SUPPORT_SETTINGS,0:AFTER[USILifeSupport]{} // @LIFE_SUPPORT_SETTINGS,*:AFTER[USILifeSupport]{} But none appear to work. I'm afraid I have not been able to figure out the proper syntnax to target an unnamed node on my own using the GitHub wiki. The first key in the parent node is SupplyTime = 324000. Would this work? @LIFE_SUPPORT_SETTINGS:HAS[#SupplyTime[324000]]:AFTER[USILifeSupport] Cheers,
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