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4x4cheesecake

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Everything posted by 4x4cheesecake

  1. 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
  2. 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
  3. 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.
  4. 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
  5. Still works for me on a craft with 5995 parts. It kills my FPS and the game becomes unresponsive for a few seconds when I place a strut or fuel line (or any part) but still, it works.
  6. 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
  7. 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.
  8. 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
  9. 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:
  10. 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^^
  11. Yes, that's correct. Actually, pretty much "every-way symmetry" By default, it allows up to 20-way but you can crank it up in the settings if you are in the rare need of a 90-way symmetry or something like that
  12. IIRC you can disable it in the graphics settings, it's called "Highlight FX"
  13. 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
  14. 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)
  15. 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
  16. 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.
  17. @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
  18. @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.
  19. 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
  20. can be anywhere within your gamedata folder but yeah, paste it as a .cfg
  21. You can add a module manager patch to your game to attach the required part module to all probe cores: @PART[*]:HAS[#CrewCapacity[0],@MODULE[ModuleCommand]]:FINAL { MODULE { name = BonVoyageModule showUpgradesInModuleInfo = false UPGRADES { UPGRADE { name__ = BonVoyageUpgrade_v2 techRequired__ = unmannedTech techLevel = 2 } UPGRADE { name__ = BonVoyageUpgrade_v3 techRequired__ = automation techLevel = 3 } } } } If you actually want it on manned command pods as well, just remove the "#CrewCapacity[0]" in the first line.
  22. The mod throws an exception, every time I load a vessel in the editor which uses a different command pod then the previously loaded vessel or even when I exchange the pod in the editor. Doesn't seem to affect the functionality though, I want to report it anyway KSP 1.8.1 (tested on a fresh install with only MM and BetterCrewAssignment installed) Steps to replicate: 1) Place any command pod in the VAB 2) Delete the pod 3) Place any different command pod Thrown exception: [BetterCrewAssignment] (Exception) Mismatch at index 0: mk1-3pod versus mk1pod.v2: at BetterCrewAssignment.Crewable.List (ShipConstruct construct) [0x00147] in <fcaadc6adbe94684b181672bfcd58aa1>:0 at BetterCrewAssignment.CrewableList..ctor (ShipConstruct construct) [0x00006] in <fcaadc6adbe94684b181672bfcd58aa1>:0 at BetterCrewAssignment.AssignmentLogic.AssignKerbals (ShipConstruct construct) [0x00000] in <fcaadc6adbe94684b181672bfcd58aa1>:0 at BetterCrewAssignment.EditorBehaviour.OnShipModified (ShipConstruct construct) [0x00027] in <fcaadc6adbe94684b181672bfcd58aa1>:0 full log: https://www.dropbox.com/s/9ztlrx5h4nmseic/Player(BCA_exception).log?dl=0
  23. There are quite a few benefits by shipping EVE without a default configuration though. It's easier to handle in the automatic install procedure of CKAN, other mod creators who want to utilize EVE don't have to take care of the default files, KSP doesn't have't have to load the default textures which are probably not even used anymore because you want to use a different mod for clouds, etc. , install instructions become more clear ("install this and this" instead of "install this and this but remove the default stuff) and there are probably a even more reasons.
  24. I don't think you can do that but maybe you want to check out this mod: It's basically "for science" but it works with orbital science and there is no conflict at all
  25. Uhm...did you install a config though? Which KSP version do you run? EVE and scatterer are not updated to 1.9.1 yet and both are having issues with the latest version of KSP. If you want to use both, you have to downgrade to a KSP version which is supported by both mods, for example 1.8.1. Btw a log file is always appreciated when you look for help, especially after encountering a mod issue. If you don't know where the log files are located, take a look at this thread:
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