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Everything posted by Krakatoa
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Does anyone happen to know if anything changed in the way certain patches are applied between 1.2.2 and 1.3? My specific problem is that I'm trying to set up a patch so that all my different mod-added ISRU units get counted for contracts where a base or station needs one. The way it used to be, simply having @Contracts { @Base { @PART_REQUEST:HAS[#Part[ISRU,MiniISRU]] { Part = CompactISRU } } @Station { @PART_REQUEST:HAS[#Part[ISRU,MiniISRU]] { Part = CompactISRU } } } would make it count, but now it isn't. I've tried with and without an @Title entry, and with and without an @Crew_Request entry and am still a bit stuck. Once I know how, I'd like to just make a general MM patch to catch all of my ISRU units, so a base that doesn't need to make LF/O or monoprop, but is making LH2 or some other sort of thing can still complete contracts in my career game. Thanks!
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[1.12.x] Near Future Technologies (September 6)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
Is it possible you set up an accidental Janitor's Closet filter? Dunno if it affects anything, but MM has upgraded one more time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Krakatoa replied to RoverDude's topic in KSP1 Mod Releases
99 times out of 100, it seems that's because of a version mismatch or a bad install. Would you mind posting a pic of your GameData folder or letting us know KSP version, MKS version, and your MM version? -
Whelp, hard to say. Without a picture of your gamedata folder, I still think it may be an install issue. That error is pretty clear that the .dll is in the wrong spot. Could you just have a duplicate .dll?
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
@sananeabim I feel like you're kinda lucky the game is loading at all. Your picture of your gamedata folder has some mods that haven't been updated in 2+ years. Some of them, particularly pure part mods, should mostly work okay, but I don't know that a 1.2.2 or earlier build of mechjeb or firespitter will work properly. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Krakatoa replied to ObiVanDamme's topic in KSP1 Mod Releases
Doesn't it have to do with the KIS inventory space you have handy? As in, you need a container with 1000L of space to build a 1000L part? -
[1.12.x] Near Future Technologies (September 6)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
@Nertea You got a shout-out on the official KSP Facebook page for your new mod, congrats! Already digging in and whew, are they pretty. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
If you have multiple Kerbals around the object, their carry weight gets higher, so you could assemble that way. I usually launch mine up and use either KPBS' landing engines or another light option and land them in place. It comes with wheels and legs, and I use those to move into place and dock up the various pieces. I'm not sure on attachin to the pylon. I think you have to be building it in situ for it to work properly. I tried to slide one under an already existing base and just the act of attaching it to the ground threw the base 1000 feet up or so. The KPBS planetary cupola should already count, at least it does in my game. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
Hmm. Me thinks that is distinctly possible. Well, I'm pretty sure I had KPBS installed when I accepted the quest, and I didn't get the checkmark when I looked from a base with the KPBS ISRU unit. That I can't check at the moment makes this much more tricky. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
You definitely have it in the config. I can't for the life of me figure out what changed in the coding to make it not work, but I also don't know code much at all. I tried copying yours but rewriting it for the other mod's ISRU to no avail. Thing is, the same syntax seems to work for letting the appropriate pieces count as a cupola. -
I've been working on getting a couple of my favorite mods to play nicely with the stock contracts. Most things seem to work, but my current struggle is that the two different ISRUs that come with the mods aren't being counted towards base or station building contracts. Here's what I've come up with so far to get DSEV's Compact ISRU unit to count. @Contracts { @Base { @PART_REQUEST:HAS[#Part[ISRU,MiniISRU]] { @Title = Have an ISRU resource conversion unit on the outpost Part = CompactISRU } } @Station { @PART_REQUEST:HAS[#Part[ISRU,MiniISRU]] { @Title = Have an ISRU resource conversion unit at the station Part = CompactISRU } } } I'm clearly not getting it to talk to the stock contract .cfg properly, so it still isn't getting the checkmark in game. Any ideas?
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
@Nils277 I've noticed that the KPBS ISRU unit isn't counting for contracts. I was first running into it with another mod's ISRU, then put it together that neither were counting. I've tried making an MM patch to tweak the contract to no effect, and I've tried looking at them compared to the stock ISRU, but can't figure out what's necessarily different, unless the localization changes make the contract unable to count the modded ones. Do you have any ideas? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
That's very curious. Sometimes what it takes is turning on and off the brakes. Other'n that, could you have accidentally attached it via a front node to a middle-of-the-garage node instead of attaching via the decoupler? I managed to get a Buffalo with a somewhat clipped-in magnetometer out of a K&K Garage, so I'm sure a lynx can. -
[1.12.x] Near Future Technologies (September 6)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
This should help. 2 pages back after the change happened, if you need to look through for follow up information. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Krakatoa replied to IgorZ's topic in KSP1 Mod Releases
Most of my stations are designed to stay grounded fairly well, the small gravity of Minmus just allows things to slide too easily. I don't use ground pylons much, but the couple times I have, I attach my base to it with a pipe, whether it's right or not. The pylons attach to the ground like they are supposed to, though, so that's why I'm unsure of what's causing your issue. I attached a KPBS base to a ground pylon on Minmus and it krakened in a most spectacular manner. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Krakatoa replied to IgorZ's topic in KSP1 Mod Releases
Well avast, cause at first it sounded like me at first when I didn't get how to do all the things. I'll say Minmus gives me issues whenever I try to attach things to it. I'll be watching the thread as well to see if anyone else has an idea to help. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Krakatoa replied to IgorZ's topic in KSP1 Mod Releases
Electric Screwdriver? Not the SEP manual screwdriver. It's an actual hand-held thing that the kerbal needs to have in their inventory, then right click- equip it so you can fasten things. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
Gotcha. It's a stock contract. I know a lot of mods make it so the stock contract system adds missions with components of that mod. Like Pathfinder, for instance, having the stock contract system ask for surface bases with Casas and Haciendas. I'll muck about using different mods as reference points and see if I can figure it out here. Already landed the miner now, though, so the mission will be complete soon one way or another. I think the configurator lets you tweak aspects of missions in game, but I don't use it, so what do I know- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
I wish I was better at coding. I have no idea on anything other than find and replace. @DStaal, maybe you have an idea? Seems like it would be something that affects the contract side of things, where for ISRU extraction quests, it looks for ModuleResourceHarvester OR WBIExtractionMonitor or whatever the name of the module that deals with extraction is? Also, noticed while reading through that //These colliders need to be switched between layer 26 (WheelCollidersIgnore) and 0 (default). When deflated, they're on //layer 26. When inflated, they're on layer 0. That way wheels ignore them when deflated, and you can transfer crew into the //module when inflated. //inflatableColliders = BodyCollider;TunnelCollider001;TunnelCollider002;TunnelCollider003;TunnelCollider006;TunnelCollider007 has the whole shebang commented out, and it seems like that last line may supposed to be in.- 3,523 replies
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Still works that way. There's 4 along the back of the central station. Could it be an install issue?
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
I'm getting the same issues, but only in LH2 mode. Any of the pretty gold cryo tanks have negative mass when emptied, both in the VAB and on the pad. Not sure if it's another mod rewriting the mass of LH2, though. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
No worries. Minmus needs a miner that can get back to orbit, so I can complete it with that, but for other folks looking for an answer, it looks like it doesn't count. This is the code from the stock contract configuration. RESOURCE_REQUEST // A potential request for ore extraction { Name = Ore // The resource ID Title = #autoLOC_500050 //#autoLOC_500050 = ore Keyword = #autoLOC_500051 //#autoLOC_500051 = Commercial Module = ModuleResourceHarvester // A part with this module must be researched for this request to appear DeliveryMultiplier = 1.8 // Reward multiplier on ISRU delivery contract Forbidden = Sun // A body this resource cannot be extracted from Forbidden = Jool // A body this resource cannot be extracted from Trivial // Easy Contracts It has that "ModuleResourceHarvester" tag, which is a direct reference to an entry in the config for the stock drills. Looks like there's WBI-specific resource entries in the Hacienda config, so is there a tiny MM patch I could use?- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
Doesn't make a difference at the moment. Do you use a different mechanic for "extracting" ore with the strip miner? Contract doesn't state it, but I wonder if it looks for a drill.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
I don't know if this is anything that can be fixed, but the ore extraction of the Hacienda doesn't count towards the career contract to extract ore. Current mission is to collect 450 ore from Minmus, got a small Pathfinder base there, got the strip miner going, and then nothing happened as I collected a few thousand ore. Haven't tested it on any other surfaces.- 3,523 replies
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@VITAS Hey, don't know if this will help any troubleshooting, but some of the emails that hadn't come through a few days ago arrived this morning, specifically, the notices about the most recent versions of Pathfinder, DSEV, and a bit later FUR.
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