Jump to content

tokamak_tinkerer

Members
  • Posts

    16
  • Joined

  • Last visited

Reputation

3 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hey, idunno if the mod is still being worked on, but can i make a feature request: Currently, the auto-trim mode on the dive computer is disabled every time you try to steer the craft. Is there an way to make it automatically re-enable once you let go of the controls, kr at least make it ignore yaw inputs, kinda like how the "maintain current depth" mode is only shut down once you give a pitch input
  2. Hello. i've been having some problems with the mod, and i need help: recently i've tried to install paralax continued (and it's Kcalbeloh config) from github, but failed to realise that you have to actually comple the code youself and just dumped the contents of the gamedata folder into my install. when it didn't work, i've manually removed the folders and reinstalled parallax from CKAN. and then everything broke. now the game keeps getting suck on the transition between the initialloading screen (the one with the progress bar) and the main menu. i know that this problem is often caused by kopernicus, so i went looking in the logs and found that the only log that's generated is for Ahtpan, and it ends with this: [LOG 17:00:25]: BiomeMap = KcalbelohTextures/PluginData/Ahtpan_Biome.png (Kopernicus.Components.KopernicusCBAttributeMapSO) [LOG 17:00:25]: MiniBiomes = MiniBiome[] [LOG 17:00:25]: bodyTransform = [LOG 17:00:25]: -------------------------------------- [LOG 17:00:25]: Ahtpan is using custom cache file 'C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/KcalbelohSystem/Cache/Ahtpan.bin' [LOG 17:00:25]: Body.PostApply(ConfigNode): Generating scaled space mesh: Ahtpan [LOG 17:00:25]: Ahtpan (CelestialBody) [LOG 17:00:25]: Ahtpan (PQS) [LOG 17:00:25]: Ahtpan (PQS) [LOG 17:00:25]: Exception Was Recorded: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <9577ac7a62ef43179789031239ba8798>:0 at Grass.PQSMod_ScatterDistribute.OnSetup () [0x0003b] in <f8c4be58fd694d77865148b1dd7ab67c>:0 at PQS.Mod_OnSetup () [0x00004] in <4b449f2841f84227adfaad3149c8fdba>:0 at PQS.SetupMods () [0x001a3] in <4b449f2841f84227adfaad3149c8fdba>:0 at (wrapper dynamic-method) PQS.PQS.StartSphere_Patch0(PQS,bool) at PQS.StartUpSphere () [0x00000] in <4b449f2841f84227adfaad3149c8fdba>:0 at Kopernicus.Utility.ComputeScaledSpaceMesh (CelestialBody body, PQS pqs) [0x0017d] in <7c264aa3e1ae4de8b755f729560384a8>:0 at Kopernicus.Utility.UpdateScaledMesh (UnityEngine.GameObject scaledVersion, PQS pqs, CelestialBody body, System.String path, System.String cacheFile, System.Boolean exportMesh, System.Boolean useSpherical) [0x00116] in <7c264aa3e1ae4de8b755f729560384a8>:0 at Kopernicus.Configuration.ScaledVersionLoader.RebuildScaledSpace () [0x00052] in <7c264aa3e1ae4de8b755f729560384a8>:0 at Kopernicus.Configuration.Body.Kopernicus.ConfigParser.Interfaces.IParserEventSubscriber.PostApply (ConfigNode node) [0x000ac] in <7c264aa3e1ae4de8b755f729560384a8>:0 at Kopernicus.ConfigParser.Parser.LoadObjectFromConfigurationNode (System.Object o, ConfigNode node, System.String configName, System.Boolean getChildren) [0x000f3] in <b81c7e09ce34479e9d3831f2ed50b754>:0 at Kopernicus.Configuration.Loader.Kopernicus.ConfigParser.Interfaces.IParserEventSubscriber.PostApply (ConfigNode node) [0x000d7] in <7c264aa3e1ae4de8b755f729560384a8>:0 it seems that after the normal planet loading the game tries to acces some inexistant cache and breaks. i've already tried everything: verifying the game files, reinstalling both parallax and Kcalbeloh throught CKAN clearing the module manadger cache, the Kcalbeloh cache, even the settings config in the main game folder. nothing works. Can anybody help me with this error?
  3. Hello. I have a question: how do you supposed to enter the lazypainter menu in version 0.4.0? Should the button be on the toolbar or near the action group editor button, because i don't have it in either place. Althou i also use ztheme janitor's closet and toolbarcontroller, so some of them could be obscuring said button
  4. can you please give a list of your mod's dependancies and/or conflicts? the rijid fuel tank doesn't seem to be available in the VaB for me, despite me having the breaking ground DLC
  5. and you fixed it with shipmanifest? because even if that solves the transfer option, it still doesn't mark the crew space as available for USI life support (for example), which i'd rather not have to deal with. Also, do you have any idea what could be causing this?
  6. Second this. Also this bug seems to affect universal storadge's science experiments
  7. Does anybody know the exact formula the orbital shipyard uses to determine how many rescources a given craft needs to be built. I'm working on a config for sandcastle that would make printers demand the same (or at least comparable) ammount of rescources as the USI parts, so i can replace the global construction mod in my install
  8. There is a strange problem when this mod is used together with connectedlivingspace. Any of the mod's docking ports, despite still having an "open hatch" toggle, are not recognised as passable by connectedlivingspace, meaning you can't transfer kerbals through them. also, even when i enable the option to force parts to be passable in CLS settings, the corresponding toggle never appears on the docking ports
  9. there seems to be a problem with defining custom materials for the printer. my MaterialList.cfg looks like this MATERIALS_LIST { name = Default RESOURCE { name = MaterialKits rate = 0.5 } RESOURCE { name = SpecializedParts rate = 0.25 } } and it does make the printers require materialkits and specialisedparts, but it also still demands ore (so it needs 3 rescources instead of 2 i specified). Am i doing something wrong, or is this a bug?
  10. I may have found a bug. This bit of code @PART[*]:HAS[!MODULE[ModuleCargoPart],#mass]:Final { MODULE { name = ModuleCargoPart packedVolume = #$../mass$ @packedVolume *= 3600 } } is affecting the DLC deployable science experiments, and the ground anchor, making their volume several times lardger than it is by default, making them unable to be picked up by kerbals and deployed, rendering the parts unusable. My guess is that the deployable parts do not make use of the ModuleCargoPart class to define their volume, instead "bundling" it with the deployable science module (or however it's called), so adding this module to the config would fix the problem
  11. Sorry to bother you, but are there plans to make KAS compatible with physicsHold?
  12. do you have any plans to make a similar patch for parts from mk2 expantion?
  13. Greetings. i want to know if there is a way to chandge what rescources and in what proportions are required to build a ship via a config. I'm using global construction with USI mods, and while DIY kits require only materialkits and specialised parts, USI's orbital shipyards need a bunch of materials on top of that. Thus i wonder, can i make DIY kits also require robotics, alloys, chemicals and such, to bring them more in line with USI?
  14. dear jadeOfMaar. i'm currently trying to make rational rescources work with my install. if i understand correctly, all the ISRU chains (which i like and want to use in mu USI colonies) are contained within the Rational Rescources Companion module, but once i install this module it makes every single mining drill capable of mining every single rescource. Is there a way i can keep the ISRU chains, but remove the config that alteres the drills? i have both MKS and planetary base systems installed, and i would like to keep their dedicated drills dedicated. Preemptive thanks.
×
×
  • Create New...