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KSP2 Release Notes
Everything posted by Exitalterego
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Yeah, those settings are a little... extreme? Strangely, I haven't made any changes to them as they seem to be good and I have just received an email containing subscribed content. It's the first email I've received though, so I'm not sure what happened over the past couple of days. I guess I'll keep an eye on things and see if I continue receiving updates.
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Seeing as I can't find a better place to put it, I'll mention this here. Perhaps it's only me, perhaps I've done something wrong or the forum migration lost a setting, but I'm no longer receiving email notification for my followed content. Let's go over the things I have checked or know about 1) Yes, I'm aware that all the old subscriptions were lost. I'm talking about threads that I have re-subscribed to. 2) Yes, there is new content on at least some of these threads (4 out of the current 23 don't have new content) 3) Yes, the correct email address is being used in my profile settings page 4) Yes, I've checked my Junk inbox and no, there is nothing listed in there. So, what else is there to check?
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@pjf This isn't directly related to CKAN as an app, but thought you'd like to know (just in case you weren't aware ) that the forum migration seems to have messed up the stickied link to this thread. I don't know if this is something you can fix yourself, but considering how busy it usually is in here, I can imagine there being a few support requests ending up without a home.
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Hi linuxgurugamer, As mentioned above, would it be possible for you to correct the .version file for this? If you don't want to release a new version just for this, could you confirm that the .version should be: "KSP_VERSION": { "MAJOR":1, "MINOR":0, "PATCH":2 } If this is correct, then at least users can change their own files. Thanks
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@Dazpoet Yeah, my bad. I really should have added the other useful info! OS is Windows 7, KSP is installed in my default Steam location (/Program Files/Steam/SteamApps/common/Kerbal Space Program) I've tried a KSP version rollback through Steam, and CKAN picked that up as normal (KSP v0.25) I've just undone the rollback and now CKAN seems to be working correctly. Very odd!
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So, I've just come home from a month at away with work and started updating all the various things that need updating. Naturally, one of those was CKAN and my installed mods. Unfortunately, that's where something seems to have gone wrong. I updated CKAN to the latest version from the OP, but it was asking for my KSP install directory. I keep CKAN in the KSP root directory so thought this a bit odd, but manually pointed to this location anyway but it failed to recognise that path. I then noticed that KSP had received an update through Steam. I thought this was odd as 1.0 isn't quite out yet, so I'm a bit confused about what the Steam update actually is. Is it possible this update is affecting CKAN's ability to find the .exe?
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[old thread] Trajectories : atmospheric predictions
Exitalterego replied to Youen's topic in KSP1 Mod Releases
That's some very pretty space art you have there Rosco Luckily, you can easily get rid of it by toggling the body-fixed option to off in the Trajectories settings. That will make it a lot more usable -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Exitalterego replied to Firov's topic in KSP1 Mod Releases
+1 for this! In fact, I might end up trying to make this myself if no one else picks up this idea -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Exitalterego replied to nightingale's topic in KSP1 Mod Releases
@bdito Nope, I used the Visual RemoteTech Planner to calculate how much power would be needed in the shadow.- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Exitalterego replied to nightingale's topic in KSP1 Mod Releases
OK, so the time display thing was entirely me not reading the contract correctly It does correctly display 2 days. As for the contract failing to complete, it looks like my particular satellite positions end up having a blackspot with KSC once every 1 day 5 hours. This means that in my case, the contract won't complete. Is it possible that this particular contract is perhaps a little too strict on its requirements? Perhaps changing the shakedown to 1 day or putting up 4 satellite instead of 3? I mean, from eyeballing things in the screenshot, the satellites look pretty much spot on in position. UPDATE: Actually, it looks like it be more of a Remote Tech problem. I was doing pretty high warp to get the contract to complete and it seems the RT couldn't update the connections to a new satellite fast enough. This would cause the timer to reset back to 2 days. Slowing warp down a notch fixed things.- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Exitalterego replied to nightingale's topic in KSP1 Mod Releases
Possible bug report, or maybe it's just me missing something! I'm trying to complete the first mission in the pack to create the 3 satellite network around Kerbin. Satellite are up, each has an omni to connect to KSC and a dish currently targeting 'active vessel'. All contract terms have been completed, so the shakedown count starts. Firstly, when the mission states the shakedown is 2 days, the counter actually starts at 6 hours (1 Kerbin day). Secondly, when the counter reaches 0, it resets without completing the mission. Here's the screenshot of the network and the contract.- 557 replies
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Do RemoteTech and kOS Play Nice Together?
Exitalterego replied to Exitalterego's topic in KSP1 Mods Discussions
Thanks magico. I'll give them a go then and see how it goes -
Says it all in the title really. How well do these two mods work together/integrate? I've not been able to find a definite answer one way or the other but searching (forums and Google) seems to suggest that there was, at one point at least, some form of integration between them.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Exitalterego replied to nightingale's topic in KSP1 Mod Releases
@hakan 8.1. It's the most up-to-date version that CKAN has. And thanks nightingale for looking at this. At least I know it wasn't anything I did! I'll wait for SCANSat 9.0 before using the mission pack then- 5,201 replies
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Contract Terms Not Triggering
Exitalterego replied to Exitalterego's topic in KSP1 Technical Support (PC, modded installs)
Thanks for looking Arsonide. I'll remove Contract Configurator and test again to see if this resolves the problem. I'll also point out the various null references errors to the mod devs. As for Custom Biomes, it is compatible with 0.90 (or should be!) but isn't being actively maintained anymore. However, I believe NathanKell is doing maintenance on it as RSS uses it so he may be interested in the null reference errors. - - - Updated - - - OK, so a quick test reveals that Contract Configurator itself isn't the problem (have reported the log errors to the dev though) but a CC SCANSat Mission Pack is to blame. This mission pack was installed alongside CC via CKAN, but doesn't have it's own forum thread. I've reported this issue in the CC thread so hopefully someone will pick up on this. I think we can consider this solved now! -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Exitalterego replied to nightingale's topic in KSP1 Mod Releases
So, I'm going to post this here as I'm not really sure where else to put it. I've just started a new career game with CC installed alongside the SCANSat mission pack created by tattagreis. Both mod and mission pack were installed via CKAN. However, I very rapidly ran into a bug that for some reason prevented me from completing any part testing missions, the essence of which was that contract triggers involving value ranges weren't triggering and as such weren't allowing contracts to be completed. I created a support forum thread about it ([thread=106380]Contract Terms Not Triggering[/thread]) and posted my log file in the thread. Someone kindly looked through the log and pointed out that CC seemed to be throwing some suspicious things into the log file (details in the support thread). Initially, this made me think that there was a bug in CC but after some testing, I've narrowed it down to the SCANSat pack (uninstalled both CC and mission pack, contracts completed; reinstalled CC, contracts completed; reinstalled mission pack, problems started). As I said, I know that nightingale didn't create the mission pack, but equally it doesn't have it's own forum post so..... I hope this is helpful to someone and if anyone needs me to do more testing to narrow it down, I'll be happy to help.- 5,201 replies
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Exitalterego replied to TriggerAu's topic in KSP1 Mod Releases
Hi TriggerAU, I've not exactly got a KAC bug to report, but I have had a problem that I posted about in the support forum ([thread=106380]Contract Terms Not Triggering[/thread]). Someone kindly took a look at the log I posted and pointed out that KAC seems to be throwing out null reference errors over something. Here is the link the to log in case you want to take a look at it: output_log.txt -
Contract Terms Not Triggering
Exitalterego replied to Exitalterego's topic in KSP1 Technical Support (PC, modded installs)
Nope, I don't use RSS. I tend to avoid mods that alter the universe itself. The mods I have installed are pretty much all part packs or tools. Thanks for the suggestion though! -
KSP: 0.90 Windows 7 32bit Problem: Contract events are not triggering correctly. Mods installed: Lots (about 60), but the obvious contract ones are Coherent Contracts Contract Configurator Contract Window + Detailed Report: After starting two new careers, I've noticed that some contract terms don't seem to correctly trigger. Case 1: When accepting one of the early missions to reach a specific altitude (30,000m in this case) the altitude was passed but completion of the contract didn't acknowledge until the altitude was approx 65,000 m. Case 2: When testing a part (radial parachute during flight in this case), neither the altitude clause nor the speed clause triggered as highlighted in Contract Window +. When manually staging the parachute at the correct speed and altitude, the contract failed to complete. I realise that I have a heavily modded game, and can't really be certain that any of the three mods above are actually causing the problem but if anyone has either seen this happen before, or can help trouble shoot it, it would be greatly appreciated! Log: I'm not sure how much use this particular log will be, but I've included it anyway: output_log.txt Update: Another occurrence. This time testing the Mk16 Parachute. Screenshot shows the problem clearly (along with a lot of the mods I have installed!).
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Hey magico13, I'm pretty sure I've just come across a bug. It's not game breaking (and kind of amusing tbh). I've just started a new career, and this is the start of my second rocket. The first had a single Mk16 Parachute on it which was recovered upon splash-down. So I think Jebediah has been busy sewing (a lot) more parachutes in his spare time!
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Exitalterego replied to nightingale's topic in KSP1 Mod Releases
So I've got a bit of a versioning question. I've currently got 0.4.4 installed and KSP-AVC has informed me a newer version. Great! So I've come along the forums and sure enough, there is 0.4.5 ready and waiting However, CKAN isn't showing this version yet (I don't know if this is something that needs updating by yourself nightingale or the CKAN devs. I thought it was automagic!) and am even more confused when I head the GitHub page and the release notes are up to 0.5.0 So what is the actual version and the best way to go about grabbing it? OP? CKAN? GitGub? Thanks!- 5,201 replies
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Sambo, this is the same problem I described a few pages back. It's because the most up-to-date version of US already contains all the files for all its various packages. As CKAN won't overwrite files, you get this message when trying to install on of the add on packs. What this means is that you no longer need to install the separate packages and it will work just fine tl;dr Stop trying to install the US KAS pack and you'll still have all the parts without the error message