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HDSpanky

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Posts posted by HDSpanky

  1. 12 hours ago, Azic Minar said:

    @HDSpanky As someone who writes new parts based upon old for his own save, I have to agree that you do not want to keep patches or new configs on the folders of other mods. @Lisias has a great recommendation. I offer the counter of having your own folder for your special mods so that you don't accidentally delete them. For that matter, I've written one to move Laythe to where Minmus is and Minmus is now in orbit around Laythye. 

    But my ramblings aside,  I reiterate, use either Lisias or my method of where to store your patches. Also, learn how to use 

    correctly. Huge headache savers. Also, adding a % in front of a string that alters a variable will force its change. For your install and save saftey, I implore that you back everything up and copy your install to a new location and run from that location while you use your new configs until you are sure everything is QA'd to the Large Magellanic Cloud and back before you risk your main install. Even then, keep a back up.

     

    Post edit:

      Hide contents

    So I just realized that I am a lot closer to writing that mod to try to fix a kracken bug that stops spinning than I thought I was. I need to study some other mods like Hooligan Labs in how they place a tool bar button to access the GUI. What I want to do is make a button that kills all of the current information in rotational values for Pitch, Yaw, and Roll. I'm sure that if I spend a good chunk of tomorrow searching for the proper values, I can kill those. Even if I have to create a part and hot key it first. But that might be a bit ... beyond my current skill.  Mostly because some moduels requite a node to be in the craft's model, like one for thrust. For example, you can't take an RCS and make it a thruster. Unless you can edit a model to replace the node. Now I might be using the wrong terminology. Once I learn how to use Blender, I'm going to start making models for my OMNI SCI mod.

    That'll be good, the anti-kracken SAS. "This SAS moduel does nothing until a kracken attack happens, then if you hit it with a hammer, you can halt the attack in process"

    As a last side note, I am willing to start a thread and github for a Laythe orbiting Kerbin, and being tidally locked. Or other way around with Laythe in Kerbin's orbit with Kerbin tidally locked to Kerbin. If people want this. Send me DMs, not choke up this thread if you are interested. That's why I did this as a spoiler. Also, I'll create one tomorrow if I find what I need for the anti-kracken SAS and get it working in 1.10

     

    A lot to consider, but I appreciate all the help!

  2. 43 minutes ago, TranceaddicT said:

    That is telling you that the part is being Tweak'd twice (or more) and being withheld.

    You should post the full KSP.log so we can see what other TSconfigs are modifying that part.

    I am trying but the KSP.log file is too large for me to quote it here. Could I email it to someone perhaps? 

    **EDIT**

    Nevermind, I found a way to link it with my Google Drive: https://drive.google.com/file/d/1ApNYvgdkV0E2bRBhZSxkivWUDIXkg8W-/view?usp=sharing

  3. Hello, I'm relatively new here (Though I've played KSP for years). 

    I got an ERROR message that said "Houston, we have a problem..." It was regarding a FATAL ERROR upon loading up my game. I've found the KSP.log portion that it referred to and I wanted to post it here to see what it was about. Thanks.
     

    [LOG 11:26:56.851] [TweakScale] WARNING: **FATAL** Found a showstopper problem on .Knes.STEAM.CrystalLab (STEAM "Laputa" ScienceLab Module).
    [LOG 11:26:56.851] [TweakScale] ERROR: **FATAL** Part .Knes.STEAM.CrystalLab (STEAM "Laputa" ScienceLab Module) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ).

  4. 42 minutes ago, Stone Blue said:

    @HDSpanky not exactly what your problem is, but I know that specifically, the ALCOR and MK1-2_IVA_Replacement_by_ASET IVAs are supposed to be subfolders of /ASET/ ... If those are the speciifc IVAs youre having issues with? vOv

    EDIT: ahh yeah... actually *looked* at your images, and see they are both ALCOR-specific...
    Yeah, try moving both the above folders into the /ASET/ folder, and try that

    Okay, I tried that and it seemed to put everything back in place for now! Thank you so much!

  5. I am loving the enhanced IVA experience, I certainly hope that these features (or similar features) will be present in KSP2. 

    Though, I have been having trouble getting my mods to work correctly as of the date of this post (March 6, 2020), KSP version 1.9.1.

    My KSP GameData file is listed below:

    ClickThroughBlocker

    ToolbarControl

    ASET (Props and Avionics)

    ALCOR IVA

    Astrogator

    Chatterer

    DE_IVAExtension

    EngineIgnitor

    EngineLight

    GravityTurn

    HullCameraVDS

    Indicator Lights

    IVA_ASET_MAKINGHISTORY

    JSI

    KAS

    KerbalEngineer

    Kerbulator

    Kermantech

    kOS

    kPM

    MechJeb2

    MK1-2_IVA_Replacement_by_ASET

    NavInstruments

    NavUtil

    NavyFish

    SCANsat

    TAC Life Support

    ULTIMATE_SHUTTLE_IVA

    VesselView

    WorldStablizer

    The problem I am having is best illustrated by the screenshots below:

     

    https://imgur.com/zMdAh3M

     

    https://imgur.com/CpLi4De

     

    In these screenshots, the RPM (monitors) are not responsive, they essentially don't respond to any clicking. Moreover, there are panels missing from the primary dashboard.

    Any help would be greatly appreciated!

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