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Everything posted by Stratickus
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Stratickus replied to RoverDude's topic in KSP1 Mod Releases
No worries. As busy as you probably are and how quickly this thread moves, I wouldn't have been surprised if I had missed it. No doubt having to answer the same questions over and over slows down progress, so I just wanted to see if it had been covered previously as opposed to you having to re explain it. Again.. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Stratickus replied to RoverDude's topic in KSP1 Mod Releases
Your new avatar threw me off. I was confused as to who was speaking with such authority on matters that really only you should. Until I realized you were you. Anyway, has there been any sort of road map mentioned with regard to USI/MKS and GC integration? Or is it still very much a WIP with no real firm plan? I've caught bits and pieces of it since its recent integration, such as GC being about 90% of what you intended to do anyway, possibly creating your own (USI) workshops and limiting specific modules etc. I checked the dev thread and didn't see anything like a road map. Just curious. Cheers, -
This is problematic and is causing quite a bit of head scratching because based off this alone, it seems that the error is on my end. Especially, since I seem to be the only one having this issue. Unfortunately, I have uninstalled and reinstalled now several times with CKAN and manually, always with the same results. Based almost exclusively out of stubbornness I have tried to find the error and have yet to find anything conclusive. Or at least anything that resolves the errors that CC is putting out. I noticed Grand Tours did not have a group.cfg file. I took a look at the Unmanned Contracts group.cfg and didn't notice anything unusual. Which is why I cannot figure out why I am getting this error: The error specifically references " No contract group with name 'STGUnmannedMissions' ". But when looking at the group.cfg it is clearly there. Upon further digging, I looked at other Unmanned Mission error logs and found additional errors: The additional parsing errors start with the First Unmanned Flyby Mission. Error parsing title > Error parsing subject etc. The First Unmanned Flyby Mission is the 3rd mission in the UnmannedContracts.cfg. The first 2 missions (First Orbit and First Return from Orbit) in the UnmannedContracts.cfg do not have these additional parsing errors. So I looked at the UnmannedContracts.cfg and found this for First Orbit and First Return from Oribit: Contrasted with this for the 3rd mission in the file on: It should be noted that with the Text Reader I use, green colored text indicates that the game will not read it. However, green text should only follow a double forward slash ' // '. You can clearly see that there are several lines in the .cfg file that are green and do not follow a ' // '. I am completely confused as to why this is. Unless I am missing something, the Text Reader I use should have no impact on how the game reads files. However, despite there clearly not being a ' // ' in front of title = ..... for the First Unmanned Flyby CONTRACT_TYPE in the .cfg file, it is green and does correspond directly with the error logs produced and so on. Something isn't adding up and it appears to be only on my end and I have no idea why.. Hopefully it goes without saying, but the .cfg files referenced above are completely unedited by me and downloaded directly from CKAN. I'd like to help if I can. Let me know if you there is anything else I can do to help. Cheers,
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Explore Mun Contract
Stratickus replied to Stratickus's topic in KSP1 Gameplay Questions and Tutorials
It seems like you progress very similar to how I do it, though you combine a lot more missions than I do. Making sure the facilities were at their lowest level was not something I had really considered. Though usually, by the time I get the Minmus contract the only 2 buildings I have upgraded are Mission Control and the Astronaut complex. Unfortunately, I did test this and upgraded only the Astronaut complex to get the spacewalk mission and no other buildings and I cannot get Mun, no matter how many times I regenerate the contracts using the debug menu.. If anyone else has any ideas, I'm willing to try. -
Explore Mun Contract
Stratickus replied to Stratickus's topic in KSP1 Gameplay Questions and Tutorials
I'm not necessarily looking for a spoiler or even a peek behind the curtain, but every time I start a new career, I always get the Minmus contract, never the Mun. This last career playthrough, I have been very careful in how I progress. I get the Minmus contract immediately after returning from my first orbit. There is essentially no way I have been to either Mun or Minmus SOI yet. Stubborn indeed. As I mentioned, I have used the in-game debug menu to constantly clear and regenerate contracts. For some reason I never get Mun, which makes me think I a missing some key detail. Can I ask how you typically progress? It may very well be that the way I do my initial progression inevitably drives me to Minmus and not Mun. I have played the early part of career so many times now, that I do it virtually identically every time. It's not that foolish. It was variable I had not really considered before as obvious as it is. But as of late I have been very careful not to go to Mun first. Or anywhere for that matter. With an additional bit of testing, after I had cycled through the 3 various Minmus contracts using the debug menu dozens of times, I upgraded the Astronaut complex and predictably got the first Spacewalk contract. Now when I regenerate contracts I will not get anything but the Spacewalk contract even though I have literally accomplished nothing else after initially getting the Minmus contracts. This leads me to believe that whatever algorithm is being used to generate these particular contracts needs necessary triggers or events and then generates the 'easiest' contract. Or at least something that is close to predictable progression. I had assumed that getting to Minmus or Mun were similar in difficulty if not progression. Though if I had to pick one, it would make more sense to me to at least fly by Mun before getting Minmus. I understand that there is a bit of randomness to the contract generation, but I assumed that regenerating the contracts using the debug menu as akin to re-rolling the dice. Which again takes me back to thinking that I consistently miss some sort of necessary trigger or event. Cheers, -
Installed via CKAN. I recently uninstalled all 3 contract packs, plus SpacetuxSA and subsequently reinstalled. Requested screenshots: Unmanned Contracts version: Copy of one of the logs: You can see from the screenshots that there are more logs. Let me know if you need more or a specific one. Cheers,
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Does anyone know definitively how to generate the World First Explore Mun Contract? Is there some sort of necessary prerequisite? I always get the Explore Minmus contract. I have used the in-game debug toolbar to both regenerate and clear current contracts. I will get the 3 variations of the Explore Minmus contract over and over, but never Mun. I must have clicked each of those buttons hundreds of times and I never get Mun. What am I missing? Cheers,
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[1.12.x] Near Future Technologies (September 6)
Stratickus replied to Nertea's topic in KSP1 Mod Releases
@Nertea Thanks for the quick fix. I for one appreciate the hard work that goes into your mods. For free. Cheers, -
Contract Pack: Sounding Rockets 1.4 - 3/17/18
Stratickus replied to inigma's topic in KSP1 Mod Releases
I know this isn't the specific place to be asking, but I have tried my luck at the main USI SR thread as well as reddit and have gotten some great assistance, but am still struggling to find a solution to my problem. I'm hoping maybe someone that uses this contract pack might be able to help me. I have a series of Sounding Rockets designed specifically for this contract pack. One for each individual contract. I can trace their initial design back to at least USI SR v0.5.3 and I think v0.5.0 is probably when I originally created them. In any event, they can no longer get anywhere near completing the contract requirements, suffering significantly in overall performance. I have looked at all of the config files as well as change log notes from v0.5.0 on and have not found anything that would point to a loss in rocket performance. Thrust, mass or Isp. I am suspicious it might be drag, but I'm not sure how to test this. At this point, I am fairly confident it is not anything to do with USI SR specifically and perhaps a conflict with some other mod. Problem is, I have no idea, nor do I think that I have a mod that would effect drag, mass, thrust or anything to do with atmospheric performance. I do not use FAR and unless some unknown mod I have effects atmospheric performance, I have stock aero. I have tested the rockets on a clean install, with nothing but USI SR, getting the same under performing results. Additionally, I cannot think of a way to test the rockets under the 'old' conditions, since I don't know what the problem is. Cheers,- 62 replies
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[1.12.x] Near Future Technologies (September 6)
Stratickus replied to Nertea's topic in KSP1 Mod Releases
I mentioned this a couple of posts up, but I guess people keep missing it This works for all 'old' engines except the LV-T95. The LV-T95 has the same part name as the new LV-95 and MM does not differentiate between the two. You'll need to edit the actual config files or one of the two engines will need to be renamed for MM to be able to tell the difference. EDIT: Nertea has since updated/changed the PART name for the LV-95. The above should now work for all engines. -
[1.12.x] Near Future Technologies (September 6)
Stratickus replied to Nertea's topic in KSP1 Mod Releases
Worked ok for me. For anyone that is trying to 'undeprecate' the LFO engines, you need to reassign TechRequired and category = Engine in their respective .cfg files. @Nertea Looking at the new MP engines, the LV-601 and LV-95 config PART names do not follow your naming convention to differentiate them from your deprecated engines. Specifically, they are lacking the '-' between orbital and engine in the part name. Should be (per your naming convention): name = orbital-engine-0625 etc. This is of little consequence for the LV-601, but the part name for the LV-95 is identical to the old LV-T95 LFO engine. Not sure if this is intended, but it is causing a conflict trying to undeprecate the old engines using MM. Cheers, -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Stratickus replied to RoverDude's topic in KSP1 Mod Releases
I'm having a weird issue where a series of Sounding Rockets that I had created to complete the Sounding Rocket Contract Pack are no longer performing as they once were in my new Career save. I have used the rockets through several saves and usually just copy and paste them from one save to the next. For some reason in my most current save, the Sounding Rockets are seriously under performing. I looked at the Changelog on GitHub and really didn't see anything to indicate that changes were made recently. I originally designed the rockets after v0.5.0 was released and as far as I can tell that was the last time any significant changes were made to anything relating to rocket performance. I have stock aero and the rockets are 100% USI, so I am really at a loss as to what may be causing this. I realize this isn't much to go off of, but does anyone have any thoughts? Cheers, -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Stratickus replied to RoverDude's topic in KSP1 Mod Releases
Does anyone know how to add parts to the VAB/SPH category tabs? Specifically the USI added Kolonization/Logistics etc tabs? I rooted around the USI tools and the separate CCK folder, but couldn't seem to find anything. Either way my attempts to add other parts to those categories have proven to not work. Not sure if this is the right place to ask; I don't think there is a USI universal or USI tools thread.. -
[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
Stratickus replied to linuxgurugamer's topic in KSP1 Mod Releases
Congrats. I for one am glad you picked this up. I use VSR as well, so the K2 fits nicely between the stock Mk 1 and Ven's 2 seat Mk2 VA pod. Cheers, -
Jitters for me too. To be fair, this mod is still a WIP.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Stratickus replied to RoverDude's topic in KSP1 Mod Releases
Thanks. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Stratickus replied to RoverDude's topic in KSP1 Mod Releases
Anyone know where the Orca Command Pod .cfg file is located? I assumed it was an MKS part, but couldn't find it. Cheers, -
I used an identical patch and ran into a problem. In MM, % = create/edit. So what ended up happening in my case was that every pod on my rescue missions was the last edited pod. In the above example I only ever had Kerbals generate in rektmk1n pods. Again, using the above example, removing the % is what worked for me: Cheers,
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This checks with me as well. The Curse download did have the updated models for me, while CKAN and Github did not. Cheers,
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Stratickus replied to Ven's topic in KSP1 Mod Development
It's basically the same issue. I have the same problem using the Poodle/Skipper etc, but just used the smaller engine as an example. -
Interesting. I had originally picked up the mod via CKAN. Are the updated models different from the models in the first post's picture? In either case, I have deleted, reinstalled both via CKAN and manually using the github link, as well as doing it on a clean install. In all cases, this is what the parts look like for me. Cheers,