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Tuko

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Everything posted by Tuko

  1. Thanks for the help @MaxxQ, I just hope there isn't more then one mod leaking. Hopefully if there is they won;t be split between both halves but I think that method is still worth doing.
  2. Speaking about using mods......how do you figure out if a mod is causing a memory leak? What should you use to determine if one or more of the installed mods is generating memory leak(s)?
  3. Well if you want go into the VAB and connect the command module to the LEM and fire up CLS, you'll see there is no connecting living space. Run a simulation and open the hatches and you'll see that there is still no joy....
  4. CLS(Connected Living Space) I'm using CLS with the Blue Dog parts and cannot transfer crew between the docked Lunar Descent module and the Command Module even after making all the required connected parts "CLS Passable". I realize the BD parts do not support CLS and don't expect a fix but thought I would mention it here. In addition, via various tests with docking ports opened and unlimited crew transfer selected crew transfers still don't work. Finally, I wanted to ask if there is a chance the BD parts might support CLS? I imagine it would require additional parameters added to certain parts and of course the CLS modder may need to be contacted. If not, no problem I'll just deal with it (I just go EVA when possible) but I would put in a plug for the CLS mod since it really is cool and makes a lot of sense.
  5. I'll probably just leave it alone for now. I didn't understand what you meant by stock stuff, did you mean something inside the Sunflarefix.cfg or my Gamedata directory?
  6. @JadeOfMaar, nope, just playing stock KSP 1.3 with Kopernicus, Scatterer, SVE, SVT, EVE and a ton of other part/visual mods loaded but no scaling like Sigma. As soon as Galileo releases GPP for KSP 1.3 I'm going to dump this Career Game and reload everything clean to play a new career game anyway so don't kill yourself trying to find a fix. But if it's something simple I definitely would love to see the fix Here is a screenshot of gamedata folder in case it helps;
  7. @Galileo ok cool. Does my screenshot show the intended sunflare correctly? I'm using your Yellow sunflare #3 I think. Also, I double checked and the Sunflarefix.cfg file is loaded at the root of the gamedata folder.
  8. @OhioBob No worries, honestly it's not that important to get it fixed right away. I do remember @Galileo saying something about SVE using it's own Scatterer or Sunflare directory under the SVE directory and ignoring any sunflares loaded inside the scatterer directory. Maybe the file needs to get loaded there? I'll look around and tinker with it some more but I appreciate the help a lot.
  9. @Tuko Ahhhhhhhhhhhhhh and of course Duhhhhhhhhhhhh, LOL, Thanks @Jas0n @OhioBob It didn't seem to work. Maybe it goes into another directory? (Better screenshot)
  10. I dropped the file in the Gamedata folder and booting the game up now. I'll let you know if it did the trick. Thanks for the Help OhioBob BTW, I need to ask a stupid question; How do you place the @username link into the posts like the @TUKO
  11. I'm playing KSP 1.3 stock with a bunch of Mods and waiting for GPP for KSP 1.3 to be released so I have that ugly corona visible around the star.
  12. Hi Galileo, You posted something a while back about removing the corona from the Sun when using scatterer and/or SVE. Can you tell me how to do that again? You had posted a file with code in it I think but I wasn't sure what to do with it etc...
  13. Well, I'm trying to figure what the best course of action is to take. I'm really waiting for Galileo's Planet mod to be released and want to use that and this mod along with a boatload of other mods and restart a new career mode but thought it best to tryout FAR first, etc...
  14. I'm aching to try out this mod but running KSP 1.3. Is there a dev/beta version out there or should I just be patient and wait for a general release?
  15. I'm using your Orbital Science with the Lab with other types of Probes. The Lab is crewed with a scientist and engineer, using KAS and KIS and a bunch of other mods. In addition, the "Skylab" station has a Salamander pod but no other science collecting module other then the Lab. I've collected some science already and moved it to the Lab manually. Also, I have a Plant growth module running the science collection currently and a bunch of other science devices. Finally, across Kerbin, MUN and Minmus I have probes and relay satellites all of which do not have the relay option icoon visible either. I've used your mod before on KSP 1.2.2 with no problems(I love using almost all of your mods). I do meet all your requirements as you stated above but with "No Joy". If you want to see my output log or any screenshots please let me know. The only thing I haven't tried yet is to open a new career game and progress along enough to see if it's a "New Game" issue. I'm using virtually the same mods I used in KSP 1.2.2 all of which are updated and compatible with KSP 1.3.0. ***Updated*** - 06/27/2017 I just went back into KSP and started a new career called "Test". I created a simple Mk1 capsule with batteries and a DP-10 Antenna, gieger counter, camera, Goo, etc.. for running experiments. Leaving Jeb in the Capsule on the Launch pad I went into the SPH and created the same vessel and launched Valentina onto the runway and fired up an experiment and Voila !!! The Relay-science icon appears on both ships. NEXT: I exited out of my test career game and back into my normal career game and recreated the exact same ships both on the Launch pad and the Runway and ran the science experiments and there were no Relay-science icons visible. Therefore, is it possible that by installing Science Relay while using an existing saved game blocks the Relay-science from enabling itself inside the old saved game? Perhaps there is a cached file or something that is not updating itself to load RS mod into the pre-existing save...I'm just guessing but lookinf for advice beside the obvious one which would be to restart a new Career game etc...
  16. Hi Folks, need some help with Science Relay. I'm not getting the Relay-Science icon to appear in the science GUI. I'm playing KSP 1.3.0 in Career mode at Normal difficulty. I added Science Relay via CKAN when it posted there after I had been playing my career game for about 2 weeks(Science Relay added after Career Game was already started). Is there anything I can check in the KSP settings, configs, etc... to determine if something else is effecting Science Relay, perhaps another Mod? I downloaded the Science Relay mod and compared the file structures against the CKAN install and they match.
  17. Thanks Quabbo, I'm surprised there isn't a way to build rigidity into the parts. The Bluedog Parts are by far the best ones I've seen and after building the rockets as per the PDF document I was really surprised to see the wobbling performance going nuts, lol. I never used the advanced tweakables before and appreciate the help. Also, I'm playing in career mode and just curious if adding autostrut increases the cost of the part?
  18. I'm seeing massive wiggling("Wet Noodle" effect) with some of the larger rockets especially the Sarnus SV in KSP. Does anyone have any idea what is causing this and if it can be corrected?
  19. I know what you mean with regards to CKAN. I always check the dependency's and conflicts first before installing anything via CKAN and/or Manually in order to avoid breaking things. As long as it is OK to install on KSP 1.3 I have no problem doing a manual installation. Thanks for the Help on quick response
  20. Does anyone know what the dependency listed on CKAN for Ground Construction - Core is? I notice CKAN won't allow the USI Kolonization Systems(MKS/OKS) module to be installed because it is looking for this Module; the same message shows up for Allista's Ground Contruction Mod.
  21. Do we still need to download and replace the Kopernicus DLL file as specified in the SVT post?
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