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Nori

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Everything posted by Nori

  1. Much more useful. Thanks. The patch I provided should go in to replace the existing one from the download on the first page. It goes in GameData\ExtraplanetaryLaunchpads\EPL-Karbonite-Conversion.cfg You do need Module Manger too (karbonite comes with it, but best to verify that the DLL is in gamedata). Lastly, please verify that the EPL-Karbonite-Conversion.cfg file has the following: (the key part is the name = ORSX_ModuleRailsExtraction) //=====Drills======= @PART[Auger] { MODULE { name = ORSX_ModuleRailsExtraction powerConsumptionLand = 2.5 extractionRateLandPerTon = 1 resourceName = Ore unitName = Ore Extractor extractActionName = Extract Ore stopActionName = Stop Ore Extraction resourceManaged = False resourceToUse = ElectricCharge } } @PART[SmallAuger] { MODULE { name = ORSX_ModuleRailsExtraction powerConsumptionLand = 2.5 extractionRateLandPerTon = 1 resourceName = Ore unitName = Ore Extractor extractActionName = Extract Ore stopActionName = Stop Ore Extraction resourceManaged = False resourceToUse = ElectricCharge } } @PART[TinyAuger] { MODULE { name = ORSX_ModuleRailsExtraction powerConsumptionLand = 2.5 extractionRateLandPerTon = 1 resourceName = Ore unitName = Ore Extractor extractActionName = Extract Ore stopActionName = Stop Ore Extraction resourceManaged = False resourceToUse = ElectricCharge } }
  2. Question. It doesn't seem like the build rate increases doesn't affect launchpad repairs. Is this correct? If so what would it take to change that? I wouldn't mind having to devote a build queue to fixing the pad as it would give me even more incentive to get upgrade points and more queues.
  3. I'll look at this tonight. I haven't seen any issues on my end, but I could have done something wrong in the MM patch.
  4. Not sure if anyone is interested, but I made a config to add some useful inflatable parts. Basically it adds a inflatable metal module and another ore one. $PART[OKS_Storage_RocketParts]:FINAL { @name = OKS_Storage_Metal @title = Inflatable Storage Module (ISM) - Metal !MODULE[USIAnimation]{} !RESOURCE[RocketParts]{} RESOURCE { name = Metal amount = 0 maxAmount = 1 isTweakable = True } MODULE { name = USIAnimation deployAnimationName = Inflate inflatable = true inflatedResources = Metal,2125 } } $PART[OKS_Storage_RocketParts]:FINAL { @name = OKS_Storage_Ore @title = Inflatable Storage Module (ISM) - Ore !MODULE[USIAnimation]{} !RESOURCE[RocketParts]{} RESOURCE { name = Ore amount = 0 maxAmount = 1 isTweakable = True } MODULE { name = USIAnimation deployAnimationName = Inflate inflatable = true inflatedResources = Ore,2500 } }
  5. Looking very nice. Saw the unveiling video for the Dragon V2 (which was awesome) and would love to use a stockalike of it in game.
  6. You don't *NEED* any of the mods mentioned. However, if you don't have Kethane you can't mine for Ore, or convert Ore to Metal (or Metal to Rocket Parts). Thus you would need to fly Rocket Parts up to the EPL station. If you have Karbonite you can install this mod: http://forum.kerbalspaceprogram.com/threads/89774 and that will add converters and mining options for you (please use the cfg file I posted on the last page or it won't work with newer versions of Karbonite).
  7. Ok, so after some more testing of the updated EPL config I realized I missed something. So if you used the last one please download this one or the Augers won't work. https://www.dropbox.com/s/6yio49rq116fn25/EPL-Karbonite-Conversion.cfg?dl=0 @Viragos, not sure what config you are using as I'm not seeing that reflected in the files. Here are the relevant entries. title = Blast Furnace Mk. II RESOURCE { name = Metal amount = 0 maxAmount = 160 } RESOURCE { name = Ore amount = 0 maxAmount = 2048 } RESOURCE { name = ScrapMetal amount = 0 maxAmount = 250 } title = Blast Furnace RESOURCE { name = Metal amount = 0 maxAmount = 320 } RESOURCE { name = Ore amount = 0 maxAmount = 4096 } RESOURCE { name = ScrapMetal amount = 0 maxAmount = 500 } title = Miniature Blast Furnace RESOURCE { name = Metal amount = 0 maxAmount = 80 } RESOURCE { name = Ore amount = 0 maxAmount = 1024 } RESOURCE { name = ScrapMetal amount = 0 maxAmount = 125 }
  8. So looked at the config and there wasn't that many changes. ~edit see below
  9. I had the same issue as smunisto. Getting this in the ksp.log. (note I did hit revert before launching) [LOG 18:54:04.524] [Warning] KRSVesselShotNo replacement for KSP/Alpha/Translucent (UnityEngine.Shader) in Mark1-2Pod_4294490844 (Part)/*/flagTransform (UnityEngine.MeshRenderer) [LOG 18:54:04.525] [Warning] KRSVesselShotNo replacement for KSP/Alpha/Translucent (UnityEngine.Shader) in Mark1-2Pod_4294490844 (Part)/*/flagTransform (UnityEngine.MeshRenderer) [LOG 18:54:04.526] [Warning] KRSVesselShotNo replacement for KSP/Alpha/Translucent (UnityEngine.Shader) in Mark1-2Pod_4294490844 (Part)/*/flagTransform (UnityEngine.MeshRenderer) [LOG 18:54:04.527] [Warning] KRSVesselShotNo replacement for KSP/Alpha/Translucent (UnityEngine.Shader) in Mark1-2Pod_4294490844 (Part)/*/flagTransform (UnityEngine.MeshRenderer) [LOG 18:54:04.529] [Warning] KRSVesselShotNo replacement for KSP/Alpha/Translucent (UnityEngine.Shader) in Mark1-2Pod_4294490844 (Part)/*/flagTransform (UnityEngine.MeshRenderer) [LOG 18:54:04.529] [Warning] KRSVesselShotNo replacement for KSP/Alpha/Translucent (UnityEngine.Shader) in Mark1-2Pod_4294490844 (Part)/*/flagTransform (UnityEngine.MeshRenderer) Full log here: https://www.dropbox.com/s/3bzmalgmxagebml/Logs.zip?dl=0
  10. Ok here is my logs for the FAR DERP issue: https://www.dropbox.com/s/3bzmalgmxagebml/Logs.zip?dl=0
  11. Dang RoverDude you are so chill! Anywho, I to had FAR warnings popping up when using the DERP. Have the latest non-dev FAR installed and have the same errors showing up as were previously posted. I can get you a log file tonight if you like (not at home right now).
  12. Just wanted to say I had the same problem and deleting the config fixed it for me as well. Did a a complete delete of all your mods and then reinstalled. Also got the latest MM just to be sure.
  13. Cool. Thanks for the quick release. Strange though it may sound I always have the debug window open for a while after updating mods. Makes for easy error catching. Well at least obvious ones. Don't know how you knew what was wrong from what little I posted though.
  14. Just downloaded RoverDude's survival pack and I get this when I put the propulsion module in: Root diff (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) AGXEd EditorLoadFromFile Fail 10 System.NullReferenceException: Object reference not set to an instance of an object at ActionGroupsExtended.AGXEditor.EditorLoadFromNode () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Using 1.17d nevermind. It is spamming it for all parts. ~ downgraded to 1.17c and no more spamming.
  15. So I think the pink parts have a FAR incompatibility. Was building a rocket and when I link, using free attach, then remove the entire portion of the rocket that had the grapple (was linked to a portion above what I moved). Then I get this exception spammed and the gui goes to a mostly unusable state. NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponent (System.Type) at UnityEngine.Component.GetComponent[FARWingAerodynamicModel] () [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.Update () [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.OnGUI () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Secondly, when using free attach the load ship shows that there are missing parts. Still loads fine though. Lemme know if you need more info.
  16. Cool. Thanks for the info. I'm gonna see if I have time to try installing sometime soon.
  17. Not fair! This is exactly why I want to try it. Would you say it runs faster/better at all? Or handle high part counts better?
  18. So not Linux? My situation is I don't want to use ATM (texture reduction) and I want to be able to install EVE (visual enhancements). However, I am near the max for my computer on 32bit. Crashes if I use too much more memory. So got this extra SSD lying around collecting dust, so thinking maybe Linux could do it for me.
  19. Wasn't sure where to put this as I don't see a hardware thread... Anyway, I'm thinking about installing a Linux distro solely to run KSP 64bit as I've heard it is nearly flawless on Linux. Before I think of doing that I wanted to ask the people who are running on Linux if any of you have a AMD/ATI graphics card and also how KSP runs on Linux in general. I have a Sapphire R9 270x.
  20. I believe this will work. @PART[*]:HAS[@MODULE[ModuleCommand]]:Final MODULE { name = MechJebCore }
  21. I've been trying to think of how to respond for the last few hours since you brought up many good points. My current game has a plethora of mods, many of them for realism(TAC-LS, FAR, DRE, Real Chutes, KIDS, LH for the NERVA), but is in the stock Kerbin system. I'm not great at the game by any means, but I'm not too bad. Given that though I feel like stock size is too simplistic. Getting to space with your very first rocket just seems so wrong. Thus my reason for looking into RSS. I suppose my reluctance for using RO is definitely laziness to a extent. Throttling engines and limited ignitions are restrictive to a extent and I'm not sure if I want to take that on. For instance, I use FAR but I'm a wimp (or lazy) and turn part failures off. As for RF my reluctance in regards to complexity is more that I have decision paralysis... I love the idea of RF, but the sheer number of choices is overwhelming. I think I will probably setup another install and try a basic install of RSS, RF and RO and see how I fair. Anyway, thank you for your thought provoking response.
  22. I use FAR and I suggest balancing against stock and not adding a MM patch. If someone is using NEAR/FAR and isn't using KIDS than I think they would generally have to balance ISP themselves. As far as I've seen any mod that add engines does not include FAR patches (I use RLA, KW, Tantares, Near Future and others), and honestly that is a lot of extra work for what is probably a small portion of FAR users. @Bio, did you try creating your own custom KIDS setup? I didn't use any of the included ones and instead did a 0.80 for atmo and 1.0 for vacuum. That way it takes around the same DV to get to orbit as stock, but doesn't affect you beyond atmo.
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