Krydax
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I was able to fix it, as per this comment Basically just setting the techRequired in the gamedata/proceduralparts/partstechtree/upgrades.cfg file to "start" for all the upgrades, rather than whatever tech it previously had.
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[KSP 1.4.X] Procedural Start [v1.0.2] [01 April 2017]
Krydax replied to Galileo's topic in KSP1 Mod Releases
Yeah I've headed over there. I just figured I'd revive this as Galileo may or may not have interest in updating it to work, and also always helpful to post when things are/aren't working as expected so other people can see that they're not the only ones, etc. ------------------- -------------------- I was able to fix it, as per this comment Basically just setting the techRequired in the gamedata/proceduralparts/partstechtree/upgrades.cfg file to "start" for all the upgrades. -
Did you ever find a solution? I also wasn't able to figure out how to make the "readme" method work. Definitely didn't work as advertised. And the "procedural start" mod doesn't seem to be working either. I feel that it's a relatively simple patch that needs to be applied to procedural parts, but I don't know squat about KSP modding so it's not really something I know where to start with.
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[KSP 1.4.X] Procedural Start [v1.0.2] [01 April 2017]
Krydax replied to Galileo's topic in KSP1 Mod Releases
Yeah idk. I've had it working before though on 1.12, so I'm just not really able to figure out what's different. My guess is that something changed in procedural parts in one of the "recent" updates and so the old solution to making stuff unlocked from the start doesn't work anymore. I would love a new solution, it's weird to me that this idea doesn't have more traction! I love being able to just make my fuel tanks the size I want them to be, it feels so weird to need to stack 8 of them or whatever. Personal preference, of course. But anyhoo, any ideas are greatly appreciated! -
[KSP 1.4.X] Procedural Start [v1.0.2] [01 April 2017]
Krydax replied to Galileo's topic in KSP1 Mod Releases
Just started a career run and this mod doesn't seem to be working. I'm guessing either A. outdated and simply doesn't work with PP anymore (I could test this by removing all other mods and starting career mode, etc, but that takes a lot of time I haven't had yet) B. There's a conflict within my mod soup. I'm thinking B is the most likely, but I have looked through all my mods and just can't seem to figure out what would be causing it. This is my modlist: https://pastebin.com/SMpyRr7m Any help or ideas would be greatly appreciated! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Krydax replied to stupid_chris's topic in KSP1 Mod Releases
Oh, well, carry on then! Thanks for the great mod -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Krydax replied to stupid_chris's topic in KSP1 Mod Releases
I seem to be having a new issue with Realchute with my current mod soup, never had an issue with it before. Right now it's not really "loading" when I'm in the VAB. There's no button for it, and when I look at the possible buttons on the blizzy toolbar, you can see that the icon is there, and selected, but no button actually shows up on the toolbar which is odd. And nothing happens when you select a parachute in the action groups mode (which always used to pop up the editor), etc. https://imgur.com/a/vHftTs2 However, the "show editor" right click menu appears to work. So not totally sure what's wrong. https://imgur.com/j63VMjS -
So the rescale mod includes "rescaleAntennas.cfg", which includes the following: @PART:FOR[SigDim2]:FINAL { @MODULE:HAS[#name[ModuleDataTransmitter]] { @antennaPower *= #$@SigmaDimensions/Rescale$ } } I add the ":FINAL" to it, because it was ONLY applying to the probe cores, and none of the antennas. However, that did not seem to fix the problem. Antennas still are not multiplied by 3.2x range. Any ideas? I have commnet antennas consumptor, exntension, info, as well as scansat, and NFE exploration (to name the mods that affect antenna stuff)
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Well I guess that depends on if the new tweakscale works better/more safely or not! Haha. Either way, the weird behavior I was running into is probably worth looking into as I'm sure other players will run into it too eventually.
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Thanks for your work! There's also a NEW tweakscale fork in the works now. What a time to be alive! So many modders still keeping this amazing game alive! Can't wait until KSP2 actually has enough stability & features that it can be better in every way than KSP1!
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How would I, for experiments sake, add AttachedOnEditor back to the Procedural Parts?
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Yeah it's frustrating when compatibility isn't being supported from both sides
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Haha. Classic programming issue. Trying to understand 2-years-ago-you is like trying to decipher ancient greek texts. In any case, thank you for your work looking into a fix! If it does indeed fix it, just let me know how to add it back in. And who knows. Maybe it breaks something else, but it's not as annoying? Cause currently this issue is annoying enough that it's gonna cause me to not use PP tanks at all which is kinda defeating the whole point.
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