Jump to content

JadeOfMaar

Members
  • Posts

    7,714
  • Joined

  • Last visited

Everything posted by JadeOfMaar

  1. @GERULA Thanks. I had a feeling something else might need fixing. I've pushed the fix as an update.
  2. @GERULA @HansAcker That's an issue in my mod, Airline Kuisine. ("Deep Sky" is one of my brands.) For whatever reason I did not see this coming but I know what to do to fix it. Open GameData/DeepSky/AirlineKuisine/dsak_B9PS.cfg (preferably in an advanced text editor like the lightweight Notepad++) and update line 365: B9_TANK_TYPE:NEEDS[Kerbalism] // change this line { name = DS_WasteWater tankMass = 0.0015 tankCost = 1.5 RESOURCE { name = WasteWater unitsPerVolume = 1 percentFilled = 0 } } B9_TANK_TYPE:NEEDS[TacLifeSupport|Kerbalism] // to this { name = DS_WasteWater tankMass = 0.0015 tankCost = 1.5 RESOURCE { name = WasteWater unitsPerVolume = 1 percentFilled = 0 } } Let me know if that works or not so I can do an update.
  3. The zzz thing is, by my guess, the widely accepted "best practice" by those who know not to use :FINAL. After all this time you can safely assume that :LAST is still obscure or practically privileged knowledge. In most cases only one z should be necessary but it easily gets overdone when you find yourself being aggressive in the fight to run last. It's worth mentioning that :LAST should not work if the mod is not prior acknowledged by MM. Side note/Re: OPT Continued, creating the stock subcategories config and the TETRIX Tech Tree configs for OPT has taught me to create (or at least, shown me the necessity of) a map in text that can be used by tech tree mods to more easily get a grasp of what parts there are and how they can be logically grouped.
  4. Modular aircraft atomic rockets After four design iterations (and with some eccentric advice) I've finally settled on a form for the "Atomic RAPIER" solution, titled "Falx" in keeping with the blade weapon naming convention. Oddly enough, I reused and refined the 2nd iteration design. 3.75m atomic ramjet ring Comes in long (to accommodate nested nuclear rockets) and short version. Also includes an open boat tail to flush fit a nested 2.5m engine. 3.75m atomic truncated aerospike Reuses the ramjet ring model but features a closed (not open) bottom and may include tank capacity in the long version. 2.5m atomic rocket Features optional cosmetic radiators and possibly mount sizes other than just 2.5m. The rockets will be dual-mode featuring LANTR for heavy lifter potential (I'm looking at Kerbal Atomics). The ramjet will allow for burning air alone or LH2 + air (the latter for the same pros...and cons...of the Wet Panther). The Falx overall, should be well able to empower heavy spaceplanes (or landers) in the absence of ambient Oxygen. I can't give any suggestions to actual performance on Eve or Tylo until I get to the configs and balancing phase. I'm still planning and drafting. For now, I'm not hopeful at all that Falx will work well on those worlds. I might make a distinct 2.5m ramjet form and 1.875m rocket. Design still subject to change.
  5. I had LinuxGurGamer take care of that the same day I posted it. The existing OPT Spaceplane entry on CKAN was renamed and redirected to point to this. However, it's minimum KSP version is KSP 1.9. You'll need to purge/reset/reinstall your CKAN, perhaps? It all works out fine for me.
  6. ooooh. cool. I haven't used MOLE in ages so I'm unaware of that.
  7. @Neil Kermstrong Kerosene definitely should be defined in CRP. Perhaps you have an RO-related mod installed, like Tundra's RO patch, Advanced Jet Engine, RealFuels...? I would need to see your KSP/Logs/ModuleManager, your KSP/GameData/ModuleManager.ConfigCache, and your KSP.log
  8. The B9 options don't appear if you have other fuel switchers installed, namely, Configurable Containers (which is present if you have any of Allista's mods). B9 is the default fuel provider and is suppressed when alternatives are present. At first, don't try it with angle snap enabled. After placing the elevon, turn on snap, (optionally hold Shift,) and finely position it. When you get accustomed to it, try it with angle snap enabled and only hover the elevon over the thin trailing edge of the wing (not the wider upper/lower surface of the wing). Make use of the sub-assemblies storage feature of KSP to reduce the need to rebuild the wings every time you want them.
  9. It's possible that you have some mod installed that adds non-stock resources to the parts but you don't have Community Resource Pack installed. So KSP breaks due to undefined resources.
  10. @jaunco325 @DerekL1963 @jimmymcgoochie To be more precise, Angel-125 has three such solar panels. One per mod of his. MOLE (inline) DSEV (inline) Pathfinder (surface, tiny stack, telescopic. Exactly what you're looking for.)
  11. @TomfooleryYT You won't get any visible trouble for buffing crew capacity beyond what the IVA can handle. If the seats work then they are unlocked. However, there is the possible threat of losing kerbals if you update Tundra and lose your patch.
  12. @Monniasza I don't support Firespitter. You're using the older OPT Spaceplane/Main download which does include Firespitter. OPT Continued is not that (it is a separate mod/post on SpaceDock) and requires OPT Reconfig which does better integration with, and collision detection between other popular fuel switching mods (including MFT but excluding Firespitter).
  13. @baldamundo You have to edit the profile config directly to add options like that. I learned that the hard way when trying to add ISRU chains to the Chemical plants. You may also be missing a module that helps to define the fuel cell's process but idk for sure. My goal wasn't to add options like this. My goals were different. And I've given up or declined to alter the profile config. (mainly because Sir Mortimer wasn't around at the time to help me troubleshoot).
  14. An ISRU chain for Glykerol is not given Because DeepFreeze does not assume that you'll need to create it in flight or cater for a large crew needing to freeze and thaw more than once (like on a grand tour challenge with life support, visiting 2+ gas giants in the same trip, or any significant 1-way trip with multiple stops). I've devised a more Rational™ chain for Glykerol versus the old and very imbalanced version in Pathfinder, and, in USI fashion, set it up to appear in the stock small Convert-O-Tron. Save this as a .cfg file in GameData and let me know if it works. @PART[MiniISRU]:NEEDS[DeepFreeze] { MODULE { name = ModuleResourceConverter ConverterName = Glykerol StartActionName = Start ISRU Glykerol StopActionName = Stop ISRU Glykerol ToggleActionname = Toggle ISRU Glykerol INPUT_RESOURCE { ResourceName = Hydrates Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 4.5 } OUTPUT_RESOURCE { ResourceName = Glykerol Ratio = 0.0125 DumpExcess = false } } }
  15. Good guess is that @Specia1 is using newer TE on older KSP (so the craft files, being built in newer KSP, are marked as incompatible). Otherwise, they all contain parts from the recommended mods which likely aren't installed, like KRE for the landing legs and gridfins. I can't begin to imagine how making an edit to the USI patch causes the Pathfinder patch to apply to that part. I'll look into it soon-ish. But I'd like to point out that I'm not one to use USI and WBI together since support between the two is very scant and I like Snacks!
  16. I'm sorry @Ruska but I can't help you. The current RR version is 1.9.0 (in case you're using an older version) and problems like yours have already been fixed. This mod is not sensitive to the KSP version so you can safely install the latest version of this on older versions of KSP (except where some B9 Part Switch functional problem may occur).
  17. @TomfooleryYT @damonvv I did not remove the USI config. It's still there, however, while it supports Mk3 Starship and the small pods, it actually doesn't provide for Mk4 Starship. That is easily fixed.
  18. Hey @linuxgurugamer I'm messing with this mod and WBI in KSP 1.9.1. I've tried to run with prior advice from a previous maintainer (Pamynx) that I could easily integrate this mod (by using just one partmodule, and skip out on the parts) into other mods and it seemed to work out well. However, when a Childbirth timer reaches zero, it often goes negative, sometimes for a very long time, and when a kerbal is finally born, if I try to quicksave or quickload, the exception (given) happens and I'm unable to quickload, quicksave or change scenes. Also, if I click the Time UI button at any point, the UI breaks and goes blank and can't be closed. To be clear, I cut out all the parts and the configs (patches) that concern them or supported mods that I don't use. If you have any suggestions or recommendations I would be grateful. Otherwise, I can simply leave this alone. It's not vital to my gameplay goals. And there's a good chance I've damaged the particular install. [LOG 16:04:40.523] Flight State Captured [EXC 16:04:40.527] NullReferenceException: Object reference not set to an instance of an object KerbalRoster.ValidateAssignments (Game st) (at <55ba45dc3a43403382024deac8dcd0be>:0) Game.Updated (GameScenes startSceneOverride) (at <55ba45dc3a43403382024deac8dcd0be>:0) Game.Updated () (at <55ba45dc3a43403382024deac8dcd0be>:0) PauseMenu.<draw>b__25_12 () (at <55ba45dc3a43403382024deac8dcd0be>:0) DialogGUIButton.OptionSelected () (at <55ba45dc3a43403382024deac8dcd0be>:0) DialogGUIButton.<Create>b__23_1 () (at <55ba45dc3a43403382024deac8dcd0be>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update()
  19. @Friznit I realized why Fresh Air isn't accessible in the Castillo Depot's OmniStorage. As a crewable part it is setup to "keep" certain resources when a life support mod is installed. These are ElectricCharge, Snacks, FreshAir (when Snacks! is present). Due to some developments I led @Angel-125 into (with regard to Mk-33) that feature now excludes resources from OmniStorage for very good reasons. You basically want to do this: @PART[wbiStorageDepot] { @MODULE[WBIPackingBox] { !resourcesToKeep = NOPE } } The Depot can hold crew (when inflated) so it has these settings, however, it's still a tank, and Snacks resources don't get added to it on scene change (due to the Depot not holding crew at all in its default/deflated state so it's best not to have it. I will send Angel the update(s).
  20. @Not a Spy There are at least 3 obvious problems with your install: 1: These folders are supposed to be inside WildBlueIndustries/ ... 2: You have more than one version of the MM dll. Only have the latest version present. Delete the others. 3: You have a GameData folder in your GameData folder. That's a huge no. (Scatterer might be in there, with whatever else.) Problems aside, JSI is involved with RasterPropMonitor. It shouldn't be terribly important unless you're really concerned with IVAs and whatever parts are packaged in it.
  21. By principle, yes, they are incompatible. Classic Stock is a tiny, alternative resource pack made for Angel's personal use, and by consequence, for use by anyone else (including myself) who enjoy his mods and simultaneously happen to be displeased by the size and weight of CRP.
  22. Needs Taniwha's DiamondGrid (do not) launch clamps.
  23. @theJesuit Kottabos very likely has a preference or filter to what kinds of mods qualify to be reviewed by him. I can't accurately describe it but the main thing is that it has to deliver some amount of tangible content that adds to the universe, like parts, planets and KK bases. That said, he does review plugin mods like autopilots and things that add to the HUD/UI. But there isn't much juice to be squeezed (or much interest to be had by him) in mods for tech trees and resource placement, moreover, if it's a mod that's pretty empty by itself and needs other mods to complete it, he's less likely to touch it. He seems lazy or resistant to install complementary or dependency mods (such as when he reviewed Universal Storage but most of its parts actually don't appear without a life support mod installed too). The best way to get his attention is with plane parts or ringed planets. @hemeac Kottabos has made clear that he'll never re-review a mod. He's fearful of the can of worms that this leads into-- that he'll get pestered to re-review mods every time they have a major update. There is a potential exception to this rule: If it gets adopted and then has a major update by the new owner he might re-review it.
  24. @Grease1991 The problem there is that the Passenger Gondola part has a procedural drag cube given in its config, entirely unlike other Gondola parts which have a fixed drag cube given. That is something for Angel to copy over and release as a minor update. This problem applies to any part that has procedural or dynamic drag cubes (due to mesh toggles or animations) and a solar panel module. Until Angel posts said update, this patch should work for you: @PART[WBI_PassengerGondola]:NEEDS[WildBlueIndustries/Heisenberg] { @DRAG_CUBE { !procedural = True cube = Default, 5.338,0.9535,0.3821, 5.338,0.9534,0.3821, 5.259,0.9989,0.0965, 5.259,0.9989,0.0965, 6.524,0.9594,0.244, 6.549,0.9189,0.705, 8.833E-05,0,-0.1293, 2.584,2.534,2.105 } }
×
×
  • Create New...