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Barar

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Everything posted by Barar

  1. Go back to page 50, its the second post from the bottom. Its just the DLL so you will need to grab everything else and do a manual install.
  2. You need to add an empty object plain axis labelled "dockingNode" and orient it correctly to your part. Load up one of KSP's docking ports if you can to see.
  3. Not sure if you figured this out but you need to add this to you config. You need to add this to your config. %vesselType = Probe You need to use the % sign, this does edit/add if not in the config. The @ symbol only does edit, so wont add it if the definition doesn't exist. You could just put vesselType = Probe ,but if squad put a definition for vesselType it may break one day. I tested this and it works for my set up.
  4. Not sure about why your part comes up as mk3 cockpit. I think more information is needed on the part and config. Initially it sounds you are not giving each part a unique name, but it could be missing a texture in the folder and not loading the part, or missing a closing bracket. For instance are you using +PART[mk1-3pod], or @PART[mk1-3pod] to modify it. Or are you just making a copy of the file and editing it. Do you have ModuleManager installed? If you could post the configs or more information it would help. And as SpannerMonkey mention the drag cubes are all automatically generated in the PartDatabase.cfg located where the KSP_x64.exe executable is located.
  5. This mod is older but it only contains parts, no dll's. So it should run no problem that I can tell. This one has 3.75m, 5m, 7.5m Docking ports.
  6. Its awesome to see this back, will need to get some Kerbal's feet on the ground in 100 years.
  7. Thank you for this, I have played with this mod for a while. Always enjoyed the parts and quality work you put into your mod.
  8. Do you primarily focus on Planet packs? I just trying to get a feel what your focus is on, since it mostly seems like planets. Also is this team just a loosely structured group of independent people who help each other out on their mods and hang out in Discord?
  9. Nice to know, I always used Filter Extension so I never experienced it.
  10. @AmpCat So go to CKAN and install Filter Extensions by Linuxgurugamer. It will be DefaultConfig, Plugin and Moar Filter extensions. I experienced the same problem, but this fixes it for me. Just tested it several times. I think the stock system cannot support the filters put in by life support. Let me know if this helps. Also for this error.
  11. I use them, just looking at the life support mod. Don't see anything in USI Lifesupport that could be causing it, but I do manually install my USI mods and not through CKAN. Did install Community Category Kit through CKAN though. Currently have over 130+ mods running and don't experience this issue so would be nice to see your logs firsthand. If I know what you have, I may be able to run a quick build. If you could give your output_log.txt and the KSP.log I may be able to find an issue. See below The LogsThese are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file(i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) or %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt Longer version below.
  12. Yes the config works for the MinitISRU or 125 Convert-o-tron. See below. GameData\UmbraSpaceIndustries\LifeSupport\LSModule.cfg You would need to add a patch with the following to make it work with the Convert-O-Tron 250(stats bumped to fit 250). Note these configs do not use specialist modifiers so it just goes full speed.
  13. When you first load the save, you should be at the over view where you see the VAB and all your buildings. Look at the icons on the lower right of the screen.Should be a green square cube that you can click on and pull up the life support setup. You can adjust the setting to your liking. Also if you hit the escape key, click on settings. Then click on the "Difficulty Options" just above audio volume. You should see a list of mods, select "Kolonization" if installed for some additional options.
  14. I did check your one model, was gonna check over the UV mapping. KerboNerdLaboratories\Parts\Engines\scifiSmallJet/enginee.mu Notice it was 773 KB sized. In Blender it was showing. Verts: 12817 Faces: 11640 Tris: 11640 I compared it to GameData\NearFutureAeronautics\Parts\Engine\Atomic\nfa-atomic-jet-25-1.mu at 158 KB Verts: 2711 Faces: 2486 Tris: 2492 If you want to make you mod a bit lighter, might want to simplify some of the parts which is seems you may already be doing. It is a very nice part and incredibly detailed. Thing is, I could load almost five more models resource and performance wise, for your one model I would load. I do really like parts though and Nertea does make some nice ones. I find it hard myself to make simple parts at times, and say draw the rest of the features and such onto textures and bump maps. Well enough wasting your time, good luck.
  15. Good luck, I look forward to seeing you release this mod. Not sure its possible, I have wanted to try it myself. But having two planet close enough to affect your gravity when on planet. So it easier to take off the side closest to the other planet. But on the other side farthest away from the planet would have full gravity since no planet pulling you up. You would think there would be a spot between both planets where the gravity would cancel each other out. Would be interesting if possible, not sure how realistic it would be.
  16. Looking at your log, you have 1,235 errors of the type below. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [TweakScale] Exception on writeDryCost: System.NullReferenceException: Object reference not set to an instance of an object at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at TweakScale.PrefabDryCostWriter.WriteDryCost () [0x00000] in <filename unknown>:0 I would say TweakScale is causing some problems. There is also a ton of spam from TextureReplacerReplaced. Into a hundred thousand or so lines. I didn't count it all. [TRR.TextureReplacerReplaced] ++++ 'TRR is loaded'++++ (Filename: Line: 1113) Material doesn't have a texture property '_MainTex' (Filename: Line: 1113) Material doesn't have a texture property '_BumpMap' I did look and last compatible version is KSP version 1.3.1. So this may be bugging out your game too. Hope this helps.
  17. Hi, went and played with your mod. I mostly play Career mode so a bit overpowered for me. These are the issues I found and some suggestions. The issues I posted on Github, the other that were not so much issues and more suggestion are below.
  18. You can find Extrasolar on spacedock still. It looks like it was removed in the 1.7.5 version. So you will need to DL the 1.7.3 version or older and look under the Optionals folder.
  19. KSP can be launched outside of steam. If you copy the game to say your desktop or another location. Then launch it from that location. Thing is you don't get Steam played time, steam cloud sync, workshop and other features. I use this for my modded games as a KSP update can break some things in middle of a play through, since it preserves my KSP version. I am only suggesting this because this is in the Technical Support (PC modded installs) and you may be modding your game. Also it is a suggestion to fix the problem.
  20. Looking at the file. It has about 800 of this error in various versions. [EXC 17:13:15.017] NullReferenceException: Object reference not set to an instance of an object BaseConverter.HasSpecialist (System.String effect) Snacks.SnackProcessor.PreProcessing () Snacks.SnacksConverter.updateBackgroundConverter () Snacks.SnacksConverter.onVesselChange (.Vessel vessel) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) FlightGlobals:setActiveVessel(Vessel, Boolean) FlightGlobals:ForceSetActiveVessel(Vessel) VesselSwitching:Update() [ERR 17:13:15.017] Exception handling event onVesselChange in class SnackProcessor:System.NullReferenceException: Object reference not set to an instance of an object at BaseConverter.HasSpecialist (System.String effect) [0x00000] in <filename unknown>:0 at Snacks.SnackProcessor.PreProcessing () [0x00000] in <filename unknown>:0 at Snacks.SnacksConverter.updateBackgroundConverter () [0x00000] in <filename unknown>:0 at Snacks.SnacksConverter.onVesselChange (.Vessel vessel) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 All referencing a mod named Snacks. Not sure if its this mod or another mod conflicting with it. Maybe reinstall or remove the mod to see if the issue goes away? It might not fix your problem, but I cant really help further until that issue is resolved. It also may require a new save removing that mod, so be careful since it may delete ships.
  21. Looks at the Manufacturer tag it says BobCat Ind. This comes up in a search. Looks like it hasn't been updated since 2016.
  22. Thanks for this SuicidalInsanity, I found an error in one config file. \GameData\MiningExpansion\Patch\SME_KA.cfg Missing a closing bracket } on this config.
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