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Everything posted by 4x4cheesecake
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I'm having issues with modding
4x4cheesecake replied to Bruhmoment's topic in KSP1 Technical Support (PC, modded installs)
Let's do this step by step: 0) If you have already tried to install BDArmory manually, undo all changes you have done so far to your "GameData" folder. 1) If you haven't done it already or you are unsure if you got the correct thing, go ahead and download CKAN from this link 2) You'll probably get a warning from windows defender when you try to run the .exe for the first time but don't worry, it's fine. Windows just complains that it doesn't now the author of the file which is a potential risk but this is one of the most used tools around here, the code is available for everyone to check on github and many different people are working on it. If anything there would be anything shady about CKAN, we would know it. So you can tell windows to accept the risk and run the executable. 3) CKAN will ask you for the location of your KSP install and the "buildID64.txt" which is part of it. select this .txt file and CKAN will initialize itself for this KSP install. It will also ask you if you want to be notified if an update is available and something else I forgot about. It's not that difficult, you'll see 4) now you should see the CKAN user interface, which allows you to search for mods which are compatible with your game and install them with just a few clicks. So search for "bdarmory" in the "filter by mod name" field, put a check mark in the "install" box and hit "apply changes" to install the mod. CKAN will now download and install the mod and it's dependencies (in this case physics range extender) for you. You may get ask if you want to install some more mods which are suggested by the mod creator to use in combination with his mod, it's up to you if you want to pick any of these. In case I forgot anything specifically for you, some time ago I wrote this tutorial on mod installation which includes a part about CKAN as well: Of course, if you still have any questions or struggle at some point of instructions so far, don't hesitate to ask, we will be happy to help you -
How do I delete craft files?
4x4cheesecake replied to lars163's topic in KSP1 Technical Support (PC, unmodded installs)
Do you launch the game through steam? The steam cloud will backup you savegame and when you delete stuff from the savegame folder, it will restore them on the next launch. Try to delete the ships ingame (from the VAB or SPH loading dialog) and quit the game through the main menu (not alt + F4 or something like that), that should cause steam to update the cloud savegame properly. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
4x4cheesecake replied to cybutek's topic in KSP1 Mod Releases
Your center stage has a longer burn time then your boosters, so the dV displayed in Stage 0 is the dV of your center stage after decoupling the boosters -
Geo-synchronous Orbit Mission
4x4cheesecake replied to Epicsockzebra22's topic in KSP1 Gameplay Questions and Tutorials
Welcome to the forum Yeah, that contract type (stationary orbit around duna) likes to come with issues like this but in this case, you might be able to work around it. You already got the checkmark for "Reach stationary orbit above Mermon's Bluff" so the contract should be complete once you can complete the last missing step, which is just ANY stationary orbit. Just wait until Ike is out of your way and put the sat back into the required stationary orbit and you should be fine. If it doesn't work, you can still use the cheat menu to complete this contract. Would be just fair to that, since you pretty much did everything you can do. edit: -
Parachute spread?
4x4cheesecake replied to SilverlightPony's topic in KSP1 Technical Support (PC, modded installs)
Thanks Indeed, the "ModuleParachute" got replaced with the " RealChuteFAR" module by FAR (Ferram Aerospace Research Continued) and it doesn't implement this feature, so this is actually nothing which can be fixed, it's just not part of your modded game -
Parachute spread?
4x4cheesecake replied to SilverlightPony's topic in KSP1 Technical Support (PC, modded installs)
Do you miss that option on every parachute or just a few? This is at least not a stock chute and maybe the mod which implemented this part, uses a different (custom) partmodule for their chutes which just doesn't allow to adjust the spread angle. Would you mind to upload your ModuleManager.ConfigCache (to dropbox, google drive, whatever)? Should be easy to find that chute and check the attached partmodules -
[1.2.2] Contract Pack: Clever Sats 1.4 (13/12/2016)
4x4cheesecake replied to severedsolo's topic in KSP1 Mod Releases
It should still work fine but you have to add the patch I've posted here earlier. Squad changed the name of the spherical probe core and my patch adjusts the contract pack for this. Just create a textfile somewhere in your GameData folder (I personally like to create a folder like "zzz_CustomPatches" and put all my custom patches there), call it however you want and change the file extension to ".cfg". Then copy&paste the linked patch into it, save and close it and you should be fine to go- 131 replies
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cannot switch to a vessel we do not own
4x4cheesecake replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
Yes. You will be able to switch to the vessel/kerbal as soon as you are within physics range of it but not earlier. So in order to figure out which part you have to recover, you have to actually go there and take a look. You can also try to figure out which part it is by looking at the dimensions and weight mentioned in the contract: 1.8t, 2.8m in width and length, 1.2m height...that's the properties of the PPD-12 Cupola Module. Well, you can probably take a look at your save file in a text editor though, you should be able to find a vessel called "Elory's Debris" (or however it is called) and the part(s) it contains. Not sure about this one..maybe it appears when you enabled "Debris" in the filter at the top of the window or take a look at ike in map view while controlling a vessel instead of the tracking station. -
[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
4x4cheesecake replied to sarbian's topic in KSP1 Mod Releases
FAR for 1.9.x includes the 1.8 version of ModularFlightIntegrator in the download so you can assume that it still works without an update -
Cheat Menu/New Custom Kerbals?
4x4cheesecake replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
Press Alt + Z or Alt + Y (may depend on your keyboad layout) to open the overlay of Nvidia GeForce Experience and remove or change the keybinding for the FPS display in the settings. Alternatively, you can also access the KSP cheat menu by pressing ctrl + alt + F12 (this will bypass the Nvidia stuff) or just pause the game with ESC and click on "show version info" in the pause menu -
The only way to be 100% on this requires to replicate the issue on a clean install which runs just the mod in question (+ dependencies) and in this case, I have to say that it works perfectly fine for me: So this actually sounds like an issue between multiple mods and like every other mod issue, you should include a log file and maybe even a craft file which will allow other people (most important the mod creator) to replicate the issue. That's pretty much the most important requirement to fix something or at least, to track down an incompatibility.
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There are a few exceptions in your log which seem to be related to your CommNet mods, also this error message: [ERR 16:16:03.486] [CommNet Constellation] Error: CNCCommNetScenario - Conflict with third-party CommNet mod(s)! Please remove this or other mod(s) I see, you have CommNet Manager installed which is supposed to make multiple CommNet mods to play together but maybe it doesn't work in this case. I would suggest to remove the CommNet mods at least for testing purposes and see if that fixes your issue. Don't forget to create a backup of your savegame or create a new one for testing
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Warning: HighlightingSystem
4x4cheesecake replied to antipro's topic in KSP1 Technical Support (PC, modded installs)
I don't know what it means but since it is just a warning and not an error or an exception, I would just ignore it... or did you notice any bad behavior of the game? Also, the console usually doesn't show every detail about a warning/error/exception/whatever but the actual log does, which is the reason you should always provide your log file for troubleshooting. If you don't know where the log is located, take a look at this thread: -
Press "x" and "shift + x" to cycle through the symmetry modes, then you will actually get 5-way-symmetry if you have EEX installed. For some reason it doesn't work if you click on the symmetry button. Might be an oversight of the mod creator or a limitation of the game but it is indeed possible to get pretty much every symmetry mode you ever want (up to 20 by default but you can increase the "Max symmetry" value in the mod settings). Also, I would agree that it would be nice to get this as a stock feature, like many other mod features^^
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Disable Part Heat highlight?
4x4cheesecake replied to MashAndBangers's topic in KSP1 Technical Support (PC, modded installs)
IIRC you can disable it in the graphics settings, it's called "Highlight FX" -
Have you ever seen this? What is it??
4x4cheesecake replied to Sepone's topic in KSP1 Technical Support (PC, modded installs)
Btw I've just noticed that the waypoints on my navball are also nyan cats...I guess it's Waypoint Manager in this case but still, it's awesome -
Have you ever seen this? What is it??
4x4cheesecake replied to Sepone's topic in KSP1 Technical Support (PC, modded installs)
It's an april fool/easteregg of ModuleManager If you have it installed, two times each year, the nyan cat apears during the loading screen of KSP, one of these days is today (The other is the japanese(?) cat day which was in February) -
I've loaded your craft into my game and it's the same for me, the craft explodes at ~2590m ASL but I couldn't find anything interesting in the flight log. After playing around with the craft in the editor, I've noticed a few things though: If you remove the fairings on the left and right, a single RCS thruster will remain in mid air, which isn't attached to anything (it's not highlighted if you hover over the root part of the craft) and if you try to launch it then, you'll get an error message: "part 4294373202 is missing", so if opened your craft file in a text editor to look up, which part it is. Apparently, it's one of the medium sized reaction wheels down in the service bay of the center stack. Coincidentally, if you move the whole craft by grabbing the root part, one of these reaction wheels will stay there in mid air, like the RCS thruster (which also dosn't move). Even though you can pick up these floating parts, you cannot delete them or do anything at all with them and at some point, you will just get the error message about the missing part again. I've tried a few things to remove these parts from the craft file via text editor but I always ended up crashing my game or 80% of the craft just disappeared. So I have to come to the conclusion, that your craft file is corrupted and maybe, someone more skilled comes around who can fix the file for you or maybe there is even a tool for this somewhere in the "Tools and Applications" subforum but I think, the easiest way is to rebuild the whole craft from scratch. Unfortunately, I cannot tell you why this happened to your craft, so maybe it happens again or maybe not
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Uhm...is this an aprils fool? I'm sorry if it is not but your guide is not very detailed and partially wrong. I've kinda expected to find some explanation on the "how" and not just a list of "what". You cannot copy any folders of stock planets/moons, they don't have any and you can also not access their heightmaps so if you want to add/modify something, you have to write a config file for kopernicus and create your own hightmap from scratch (or at least based on the kittopia dumps of the stock planets but you don't even mention kittopia at all). Also, to create a modified copy of an existing part, the prefered method should be a ModuleManager patch so KSP can reuse the same model and textures of the original part instead of loading it twice into the RAM.
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@michal.don You did a great job on this challenge, thank you very much for all the time and effort you put into this. For me, this thread was always one of the most enjoyable places of the forum and I'm sure @sturmhauke will keep up the challenge in such an awesome way as you did Take care and fly safe
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
4x4cheesecake replied to Waz's topic in KSP1 Mod Releases
@r3_141592654 For OPM I would suggest SVE: or OPM_VO: both are not updated to 1.8x though so the best bet would be SVE but you will probably encounter some issus with scatterer as mentioned here. -
add curly braces to the third line: @PART[InlineBallute*]:HAS[MODULE[TweakChute]]:FINAL { !MODULE[TweakChute] {} } that should fix your patch Dunno if this will allow you to deploy the ballutes earlier but that's at least the correct syntax to remove the tweakchute module
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
4x4cheesecake replied to maja's topic in KSP1 Mod Releases
can be anywhere within your gamedata folder but yeah, paste it as a .cfg