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DefenderX1

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Everything posted by DefenderX1

  1. @Tonka Crash So I figured out how to make my own custom patches. I downloaded USI Tools and threw that into my own config file and now my command modules can use ground tether! Thanks! Unrelated question: I'm trying to remove the oxidizer requirement from an engine but this isn't working, any thoughts? @PART[EngineName] { !PROPELLANT[Oxidizer] {} // remove the Oxidizer propellant completely. }
  2. I'm running the latest version of KSP (1.9.1?). and it's not missing the texture. It's an effect not unlike a shade on a window. Imagine the parts list is behind the window, and you pull the shade halfway down, covering half the window. Now you can only see half of whats behind it. As I scroll through the parts list that cutoff area stays where it is and other parts icons get covered. Here's a video of what I mean:
  3. On a side note, the last time I had KSP installed before now (~3 years ago) I had a lot of the same performance issues you did. I noticed that any time the game is loading and the cursor switches from arrow to the spinning loading icon, if you click the mouse at all, in any way, it will freeze & crash. DO NOT click your mouse while it's loading. Be patient and it will load. I got into the habit of taking my hand off my mouse altogether to avoid this as my fingers are heavy and would accidentally click just by resting them on the mouse and poof, game go boom. Having a lotta mods also will cause this huge slowdown too, for what it's worth. As far as your main issue goes, I can't be of assistance in getting ur game back but it's very likely you killed the game while it was writing the save file which could have easily corrupted it, which is why you shouldn't force kill the game but quit. At least to the main menu so your save it properly written.
  4. Bump... Anyone have any thoughts on this? It's bugged me for years.
  5. Aha, that did it. You're the best, thanks! Regarding Reconfig, would it be easy (for me) to pull out the files for the engine changes?
  6. Sorry, I confuse easily. I saw that you'd said it was optional for OPT and moved on since I didn't have legacy at the time. I ended up getting legacy a bit later on spacedock and didn't see the part of needing reconfig for it. I mainly have avoided OPT Reconfig to avoid the rebalance & changes to the OPT engines. I absolutely love the OPT parts and personally view it as 100% required to have a fun experience w/ KSP so I never grabbed reconfig. It'd just be too difficult to be fun for me at this point. I love how useful & efficient the engines are and I still kinda suck at building ships so didn't want to grab the mod. Thanks @JadeOfMaar for the info nonetheless. But 1 more question. I remember seeing a bug report somewhere about how to fix issues with the space planes spawning hundreds of meters above the runway but can't find that now. Could you point me to it? I checked the readme in OPT_Legacy but that didn't have anything relevant. Thanks again!
  7. So I think I managed to "fix" the fatal error I was getting (but the warnings still pop up). In the "OPT_DropTank_Thermals.cfg" config file I removed the following: SUBTYPE { name = Super title = Super primaryColor = White secondaryColor = Auburn defaultSubtypePriority = 3 descriptionSummary = Advanced stats in order to withstand extremes like any other OPT hull. Also holds ablative material. descriptionDetail = maxTemp: 1550K<br>skinMaxTemp: <color="green">2700K</color> TEXTURE { texture = OPT_Legacy/Parts/MiscParts/dropTank/dropTankTexture3 shaderProperty = _MainTex } addedCost = 2100 addedMass = 0.3 maxTemp = 1550 skinMaxTemp = 2700 tankType = OPTAB upgradeRequired = OPTdroptankAdv2 } Now my game loads OK and I can finally use the Legacy parts! I think the issues I'm getting (warnings and fatal) centers around the drop tanks. Their upgrades/fuel types aren't defined (I'm guessing) and so KSP is throwing errors. @JadeOfMaar do you think I may be missing something? I have the required mods installed (B9PartSwitch & CommunityResourcePack) so not sure what I'm missing.
  8. Man, seeing those containers makes me wanna reinstall USI... those things were so awesome. Besides looking fantastic, it was a nice way to transport materials around. Oh and, remind me please, what mod is EL? (Extraplanetary Launchpads?)
  9. Do I need to get the full suite of USI mods? I used to use a lot of those mods before but I started a new play through after being away for a few years and don't really want to make things that complex just yet. (With life support & the extra resources, etc.) Also where would that code be added? I'm a super noob when it comes to editing parts/modding.
  10. Can anyone tell me if the base pieces still like to continue roll/slide around the terrain even after putting the breaks on or putting up the landing gear on the modules? That and the physics used to be wonky. Whenever I'd try to dock a rover in the bay the whole base would just snap around & break.
  11. It's usually a reference to something that doesn't exist in some part config. Like how mine's referencing a "OPTAB" fuel type/option somewhere.
  12. Having an issue with the Legacy parts too Error messages: https://imgur.com/a/hgdKBlW Error log: https://drive.google.com/file/d/1UMY9zYeYDPeP2x-AYtP45h2WMIizv3bz/view?usp=sharing ModuleManager log: https://drive.google.com/file/d/1leMiPZdR_PVlF4JDnhlYCdoXy4RYqvQX/view?usp=sharing [Edit] I forgot to mention that I'm positive that the issue lies in OPT Legacy. I remove that mod/folder and everything loads just fine.
  13. Hey all, I've had a hankering for more KSP after having been away from the game for a while so I reinstalled it just a few minutes ago. This is a fresh install and I have no mods either. I deleted my saves before I began and am on a fresh game save, yet for some reason the top half of my parts icons are getting cutoff. This makes it very tough to view what's what. I know for a fact this was an issue with my previous install after adding a mod (I used to have a LOT of mods installed... like 100+). Anyone have any thoughts on why this has carried over to a fresh install and how I might clear it out? Here's an image of the issue: https://imgur.com/a/exx6eDv Thanks!
  14. To be clear I wasn't really asking for support, I was telling you it broke in the last patch. Secondly, read that and there is no output_log.txt. I'm asuming that KSP_Win should be my install directory, right? I checked both: steam\steamapps\common\Kerbal Space Program\KSP_x64_Data steam\steamapps\common\Kerbal Space Program\KSP_Data But nothing found. Nevermind, I found it in my user folder. https://drive.google.com/open?id=1_nOvR2h_W-qw0qNz9BT2tJx2UXnIu15J
  15. Oh, wish you'd said that. Though, I don't see any output_log.txt. Where is it stored?
  16. That's what I was referring to before. I can't really think of a way to add the USI Karb tanks to an OPT-type SSTO. If anyone has craft they use on eve using the FTT's parts I wouldn't mind giving that another try. Just need to figure out how to pilot the VTOL. Every time I've tried one the craft lifts off and promptly flips, crashes & blows up lol.
  17. Thanks for the info. I'm not so much looking for specific part info as I need coming up with an overall design. How's an SSTO supposed to transport that load? I'd rather not have to dock w/ the mining vessel. If the SSTO WAS the mining vessel I suppose that might work. I did make an OPT SSTO for mining other areas, wonder if I could modify that for Eve. My main concern is that I don't really know how to get Karborundum storage on there since there's sooooooooo few storage containers for it. (unless I modded the fuel tanks in OPT). Do you think I should go with the J-size? K-size? And @Zhetaan I have FTT but that my was first attempt at a mining vessel and I couldn't get it off of Kerbin, let alone Eve. Also I seem to be totally inept at operating a VTOL craft. I dunno if I can't build one to save my (Kerbals) life or bad piloting though...
  18. Hey all, So I have this plan to setup a colony on Eve with an orbital station/colony ship in orbit housing large quantities of materials. I've seen how ridiculously high Eve's gravity is but Karborundum (my ships engine fuel) is best gathered on Eve. So my plan is to setup a mining operation on the surface and transport the materials back up to the ship. Short of trying to setup something with MKS's orbital logistics (which I don't really want to do yet) are there any feasible designs for a reusable cargo lifter/ascent vehicle that can lift reasonable amounts of cargo off of Eve, get into orbit and then get back down safely? I'm quite horrible at the math & design and can't come up with anything myself that can get back up, just land safely. Thanks!
  19. Looks like 1.4.4 killed this mod. I no longer get any prompts about mods being out of date. So unless every one of my magically upgraded themselves it's broke. (And no I'm not using CKAN so they didn't update themselves.)
  20. Same for me. And like oneshibbyguy you can't close the craft load screen once it's open, you have quit the game it seems.
  21. Yep, I think that did it. Reloaded the game not long after that post & everything loaded in fine. Guess it's a KIS bug.
  22. Ooh that's good, I am using the pipes, mainly so I could transfer resources from my landing rover to the base. The only landing legs/struts i'm using are the ones pre-installed on the Duna series and the scout lander. I'll move all the stuff over, re-assemble the base again and hopefully that'll take care of it!
  23. Hey all, I've tried searching around but haven't found anyone with this issue. I've setup my first MKS base. It's on Duna and every time I've opened up the base the connectors are quite broken. It's like there was an earthquake and only some of the parts actually settled. The only remedy is to take apart the whole section that's messed up & reassemble. I've had to do this so much that I'm almost out of the 20,000 MatKits I brought in (I've only brought 1 workshop & 1 hab). Not to mention the time wasted shifting materials between storages so they CAN be disconnected. Is there anything I can do to avoid this? Some secret setup the game & it's physics won't hate? See the screenshots in this albumn to see what I mean. https://imgur.com/a/nmqo8ko Oh and I am use ground tethers to try to avoid this but it doesn't help. Also if I don't enable those my base just slides around, especially if i time warp.
  24. Ahh cool. Hopefully I'll be able to check it out at some point. I did find, what I believe, is a couple of bugs. First off, While trying to test out the craft I found that it just will NOT go into orbit via the cheat menu. I was trying to test out the workshop (and a couple other features) and no matter what, every time I clicked on "Set Orbit" nothing much happened outside some rumbling and a really quick flash on the screen. I'm not sure if it's a tonnage issue as the craft is over 4000 tons and that's with just with empty kontainers/bays. I did steal the following from the EL config for "Launchpad 2" to give Secondly when I launch the vehicle on the runway I've noticed the crew transfers window doesn't work. It just flashes up onto the screen really fast then goes away. Before I had the above issue (it did get into space a couple times) the window worked ok. So, dunno what's up with that.
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