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HappyKerbatron

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Everything posted by HappyKerbatron

  1. @Burning Kan, @Cheesecake, @Tonka Crash Thansk a lot. Yes, I'm using a *.cfg for Module Manager in the root of GameData, similar to this one and some other answers here on the forum. Thanks a lot, looks like it works well now, that is what I wanted: https://i.imgur.com/KAjRq2i.png I want to disable ground stations in game's advanced settings, or/and to search for some mods for ground stations. Want to create a few sat relay networks, similar to this but with more satellites, so the satellites are more usefull. That's why I need precisely working flight computers in early game. The dastabilization of that nice looking picture on the video takes more time.
  2. QUESTION: I have moved alle the upgrades of MJ case to the Tech Tree Node "Flight Control". Tried to change their costs but it doesn't work. I don't want them all to be 15000, but 15000, 30000, 100000, 100000 and 183335. (It's the same rate as research points for unlocking their nodes increase: 45, 90, 300, 300 and 550) How can I change the costs of the upgrades? I use the following code. Alle the upgrades are now at Flight Control node. But the costs of all are 15000. And not 15000, 30000, 100000, 100000 and 183335 as I want it. See the code:
  3. Yesss, thats that kind of problems I really like. Several days I have thought why it does not work. The problem is solved. I have put the content of IFS not in the GameData but in the root of KSP (where KSP_x64.exe is). Now I have removed all the stuff that belongs to NSS 0.1.10 (for sure) and unzipped it again. Then unzipped the content from IFS 3.6.4 (InterstellarFuelSwitch+PatchManager), this time into GameData. And what happened? Right, it works. I also was wondering why there are no tanks that belong to IFS... Sorry and thanks a lot, it works now, even with IFS 3.6.4
  4. Sry i have forgotten that there is a log file. Ok: Version of the used mod: NSS/OctoSat-SOAR Continued v0.1.10 Problem: The core modules that should contain fuel dont have it. There are also no buttons, as you can see them on the demo video belonging to that parts in their context menu. Additional screenshot: Reproduction steps: The bug occured immediately after installing the NSS/OctoSat-SOAR Continued. I wanted to try it out and take a look on parts and buld a testcraft. At that point I noticed that there is no fuel. At that point I already had the most of the mods i have installed up to date. Additional: I also use Game Data Switcher v 1.0.5 (this) to lounch KSP. So i probably could test the NSS/OctoSat-SOAR Continued in a separate GameData with only stock stuff and ModuleManager.3.0.7.dll in it. Relevancy of the mods in my mods list: The most mods are up to date. The Mini AVC dont tell anything on loading KSP except the DeepFreeze and one or two other mods that want another KSP version. But alle the mods seem to work fine with all together. There are a couple of heavy funktionality mods in the list (must have mods). I havent tested everything but all the other mods seem to work fine with all together. At this point Im only looking if there would be a "global crash" on loading the KSP when I put one more another mod into the game. It happens sometimes with older mods which are no longer supported for earlier KSP versions. Mod installation method: I dont use CKAN because I want to see what is inside and to see if it would cause a crash. All of the mod I install manually, via unzipping the corresponding mod folder and sometimes additional dependencies into my GameData. Mods installed: My mods list and their versions according to their *.version KSP: 1.4.4 Windows 64bit Log: Log file from %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt The log file is from yesterday. I havent launched the game after I took that corresponding screen: output_log.txt My first thought was that I probably need B9PartSwitch to make the texture switching and fuel work. But I dont know.
  5. Hi im new. Can you please tell my whats the problem with that? Look at the screenshot: My mods List:
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