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wyvernfink

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Everything posted by wyvernfink

  1. Oh, ok, you were trying to activate the RT-1. @SpinkAkron disabled that engine with the 1.8 update because KSP introduced the Mite and Shrimp boosters which superseded the RT-1: If you wanted to reintroduce that engine, you would want to change UKSsolidBoosterRT1.cfg from @TechRequired = unresearchable to @TechRequired = start This does bring up two questions, though. First, the change you described shouldn't have reintroduced the RT-1, so I'm curious how your change worked (I'll admit I'm still learning MM scripting, so it's entirely possible I'm missing some subtle logic in the change). Second, do the Mite and Shrimp engines show up for you? They should be included in Stock for 1.8+, and you indicated you were working with 1.9.1. If they aren't in your tech tree, that indicates something else is going on.
  2. That's actually really helpful. Let me try to replicate it in my dev install and see if I can subsequently fix it. I had been hoping to post a new fork of this mod, but it's taking longer than I expected to get my head around it. I'll try to get a github repository started with the progress I've made so far (including the fix for the Restock issues) and post a link to that soonish.
  3. @kirmie44 I sometimes see this happen when I start a new game right after playing a different save. Does this happen when you start a new game immediately after starting KSP? @Failer Is this a brand-new install or version update? If you installed through Steam, try validating your game files. I've occasionally seen missing parts when updating versions which appears to be a file corruption issue. Validating the files usually fixes it for me. If everything checks out there, what other mods do you have installed?
  4. I think I know how I'll handle this, so I'll plan to fork and post a new thread. This is a holiday weekend, so I should have some additional time to make some progress and update support for several of the mods. I already have a revamped tech tree (slightly modified) and have updated a couple of the broken mods. Look for a new thread/fork announcement shortly. In the meantime, @kcs123's suggestion that everyone identify parts that have drifted to the wrong places is a good one, and I'll gladly take any help on that front!
  5. I'm a long-time lurker but have never posted. I'm willing to help out as much as I can. I have some working in-progress MM scripts for updates to Restock Plus (plus some others, notably @Nertea's Near Future updates), but they're not complete. I also have some interesting ideas of how to accommodate the recent updates to Near Future Launch Vehicles, etc. I am even willing to take on attempting to adopt this mod, but I don't want to step on any toes (I'm not clear on the etiquette of how this works). I know @SpinkAkron hasn't been here in a few months and they originally set up a license to permit forking, so it looks like the prerequisites are there. If everyone is ok with it, do I simply start a new thread for a potential fork, create a github account, and go to town?
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