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Posts posted by JonnyOThan
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1 hour ago, Quick_Nils said:
yes. I can try it without shabby. It worked with TUFX before. Will shaddy still work without shabby? (better looking habtech solar panels and parachutes)
No, I would have expected having tufx without shabby might have caused something like this.
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15 hours ago, Quick_Nils said:
Why are my SRB plumes transparent? I used this mod before and it worked fine then. Yes Stock SRBs have the same issue. Im using restock (thus waterfall restock) but since both stock and supported mods (in this case BDB) have the issue i dont think thats it. I checked every dependency. What could cause this?
Do you have tufx and shabby?
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23 hours ago, easterlywave said:
error
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Hey @Jason Kerman I figured out that pesky Onrefni parallax issue: https://github.com/jcyuan06/Kcalbeloh-System/pull/23
Oh, and this is kind of important too... https://github.com/jcyuan06/Kcalbeloh-System/pull/24
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On 3/2/2023 at 11:18 PM, Hypercore said:
No other errors found in Player.log
You need to *post* the log for someone else to look at. preferably ksp.log.
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Oh, I never did figure out how scaling is supposed to work. Do these parts change size for RO? Cause I’m pretty sure the FreeIVA stuff won’t really work at the stock scales if you connect more than one part together.
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7 hours ago, J534 said:
@JonnyOThan How do I get the comms to work? I cant find your fork of KSPIRC anywhere
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6 hours ago, shpeeshpee said:
Any way I can send it to you through discord?
Sure thing: https://discord.gg/cdQ4CkvH
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Interesting..it did have a metadata update today, so that might be why.
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3 hours ago, redekr said:
https://www.mediafire.com/file/hv0kc61q2ldzrst/KSP.log/file
Thanks for help!Is this one enough?
Hmm, lots of different things are throwing exceptions so it's hard to pinpoint a cause...you might want to resintall the game and make sure you follow the install instructions for realism overhaul. Note that using TweakScale with RO is discouraged since most parts are already procedural.
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Well, commnet constellation is spewing errors but it’s difficult to say if that’s the cause.
ugh yeah it’s this problem with rpm again. I assume you were the genesis of the issue that @linuxgurugamer just fixed in REKT, it’s the same thing.
sterPropMonitor]: No RasterPropMonitorComputer module found on part WBI.BuffaloCab for prop swToggleEngines in internal WBI_BuffaloCabSpaceASET
Either Buffalo needs to add the rpm computer module to these parts, or I need to add a compatibility patch to RPM. Or I need to figure out exactly why that hard crashes the game.
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You’d need to post your logs, maybe a screenshot…
A common cause of “engines not working” is placing them in a position where the thrust hits some other part on your ship. Could that be the case for you?
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You’ll need to post your log somewhere.
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On 3/13/2024 at 11:03 AM, ninenineninefour said:
it turns out FreeIVA doesn't support spin gravity using stock robotics like that
Er, it does since version 0.2.18.1
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5 hours ago, Krazy1 said:
The logs are 80 MB for a short session.
Random hunch, are you in a country that uses comma as the decimal separator?
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3 hours ago, Shadow Wolf TJC said:
I found it woefully underdeveloped (like one-of-two-sizes-fits-all underdeveloped)
Yeah I looked a little deeper, it does seem like it could be expanded. I'd be surprised if CTT doesn't already have more options though. But you'd need to figure out which parts from which mods go in which nodes, how much the nodes cost, and how the whole thing will work for different combinations of mods.
I wonder...is there any way to unlock a tech node based on doing a science experiment? That seems fairly easy to build, and would be a really cool addition to what you're talking about.
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4 hours ago, Shadow Wolf TJC said:
I doubt that Skyhawk is equipped to deal
Did you check? I see patches for blueshift…though admittedly I’ve never got that far in a playthrough.
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16 hours ago, Jason Kerman said:
Hi there! I have a question regarding my planet mod (Kcalbeloh System) on CKAN. Previously all files were packed in one zip file, but now I want to separate the configs and textures into two different zip files. The texture zip has two options and only one of them needs to be installed, just like the pre-release. When I post updates in the future, sometimes only the config files are updated. Could you tell me whether it's possible to be handled by CKAN and what I need to do to make these changes? Thank you!
The exact details depends on the details. CKAN is pretty flexible so if you lay out exactly what the different packages are and how they should (or shouldn't) be installed together we can help figure that out. CKAN can handle multiple packages in a single zip file, but I don't think I know of any examples of one module spanning multiple zip files if that's what you're thinking of. I would suggest considering how often you expect things to change and the download sizes when deciding how to split stuff up between zip files. For example if you have two different texture options you might want to put them in different zip files so that only one of them needs to be downloaded. And I would suggest avoiding putting files that change often inside a large zip file with files that don’t change often (e.g. textures).
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You really shouldn't install KSP in your OneDrive.
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Looks like it's probably related to the depth mask used by restock or ModuleDepthMask:
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1 hour ago, Jeffery Kerman said:
what if i dont use CKAN?
Well, you can install it manually but make sure to use the latest versions of any dependencies. But really, ckan will prevent the majority of installation and compatibility issues.
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3 minutes ago, Aelfhe1m said:
@Shadow Wolf TJC There are two parts in the HabTech2 mod that use ht2_02 tanks. The patch you list only fixes one of them. Try this - if I got it right it should fix both (untested):
!B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2] { } // Check this NEEDS as it used to be FOR @PART[*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[@SUBTYPE:HAS[#tankType[ht2_02]]]]:NEEDS[HabTech2] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[tankSwitch]] { @SUBTYPE:HAS[#tankType[ht2_02]] { @name = Air @tankType = KSAir @title = #simplexresources_air } } }
A few notes: [*] is unnnecessary since you’re filtering by modules. NEEDS[Habtech2] is unnecessary as well, although it may improve performance when habtech2 isnt installed. But once patches are cached it won’t matter. The @MODULE patch should filter on subtypes rather than moduleID. And finally the inner patches should probably have ,* in case there’s more than one affected module or subtype.
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7 minutes ago, Shadow Wolf TJC said:
CKAN
Are you talking about the recommendation? You can uncheck that.
[1.12x] RSMP (formally SWE)
in KSP1 Mod Releases
Posted
That *really* shouldn’t be the case…why aren’t you just using CKAN? 99% of the time “I reinstalled everything and it works” just means it wasn’t installed correctly the first time.
You should verify the assumption about modulemanager. Upgrade it to the newest version, changing nothing else, and see if the problem returns. For best results, copy your KSP.log and modulemanager.configcache files somewhere else first and then you can compare them to see what changed.