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KSP2 Release Notes
Everything posted by TaranisElsu
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
No, completely my fault (and Curses for not letting me change it). It will be fixed soon. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Both 0.8 and 0.9 are on Curse, but the big "Download" button is skipping 0.9 because I originally marked it as a Beta release. Now it won't change the release type to a normal "Release". You can see both files listed if you click on "Other Downloads". @SgtMook, RoverDude is right that you need to double check that you got the 0.9pre4 release, not 0.8. Or make sure you completely delete the old version of TACLS before installing the new version. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
1) Make sure the {KSP}/GameData/ThunderAerospace/TacLifeSupport/TacResources.cfg file looks like this, and delete {KSP}/GameData/ThunderAerospace/TacLifeSupport/PluginData/TacLifeSupport/LifeSupport.cfg. 2) Check to see if another mod is also defining Oxygen, or any of the other resources in the TacResources file. 3) If that does not fix it, then follow these directions: https://github.com/taraniselsu/TacLifeSupport/wiki/Help. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Rescue mission Kerbals should not start needing life support until you get within the 2.4 km loading distance. I did notice that it is not giving them any resources though, which I will try to fix, so you only have 2 hours from when they load until they die of either oxygen deprivation or air toxicity (no EC). You have to close the last distance quickly. Also make sure that you have enough supplies on the rescue ship so that when the Kerbal boards and gorges on food that the Kerbal does not consume all the remaining supplies. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Help me, help you: https://github.com/taraniselsu/TacLifeSupport/wiki/Help -
[.25.x] RealRoster - Editor Crew Tab Fixed
TaranisElsu replied to enneract's topic in KSP1 Mod Releases
Okay, that is a good reason. It just surprised me when I clicked a link named "Dropbox" and got sent somewhere else. I wasn't sure if I should trust it or not. I apologize. -
[1.0.2] TAC Atomic Clock v1.4.1 [24May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Since it leads to a common mistake when installing my mods, I would like to gather your opinions and see if there are strong feelings one way or the other. Please answer this quick straw poll: In your opinion, should I group all of my mods under the ThunderAerospace directory or not? http://strawpoll.me/2298616 -
[1.0.2] TAC Part Lister v1.4.1 [22May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Since it leads to a common mistake when installing my mods, I would like to gather your opinions and see if there are strong feelings one way or the other. Please answer this quick straw poll: In your opinion, should I group all of my mods under the ThunderAerospace directory or not? http://strawpoll.me/2298616 -
Since it leads to a common mistake when installing my mods, I would like to gather your opinions and see if there are strong feelings one way or the other. Please answer this quick straw poll: In your opinion, should I group all of my mods under the ThunderAerospace directory or not? http://strawpoll.me/2298616
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[1.0.2] TAC Self Destruct v1.5.1 [13May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Since it leads to a common mistake when installing my mods, I would like to gather your opinions and see if there are strong feelings one way or the other. Please answer this quick straw poll: In your opinion, should I group all of my mods under the ThunderAerospace directory or not? http://strawpoll.me/2298616 -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Since it leads to a common mistake when installing my mods, I would like to gather your opinions and see if there are strong feelings one way or the other. Please answer this quick straw poll: In your opinion, should I group all of my mods under the ThunderAerospace directory or not? http://strawpoll.me/2298616 -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Anyone mind if I package MiniAVC (Add-on Version Checker) with my mod? From cybutek, MiniAVC's developer: Learn more about the KSP-AVC Add-on Version Checker Plugin. Note that it is opt-in. It asks you whether you want to allow update checks before it ever makes an outside connection. It also does not send anything to the external server. It is just making a GET request to download the latest .version file that I posted on cybutek's website. You might recognize cybutek as the creator of the Kerbal Engineer, another popular and highly recommended mod. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
You are welcome. Have fun -
[.25.x] RealRoster - Editor Crew Tab Fixed
TaranisElsu replied to enneract's topic in KSP1 Mod Releases
Why did you hide the real path behind a url shortener? And it says "Dropbox" but it took me to https://copy.com/7KDmUGDte9fyR8U3/RealRoster-RC1.zip?download=1. Is that legit? And please make the link show the actual path. -
I am going to add an InstallChecker like I did to my TAC Life Support mod. I got it from Kethane by Majiir.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
In your log file, it looks like ModularFuelTanks has an issue: Non platform assembly: c:\games\KSP_winback\GameData\ModularFuelTanks\Plugins\modularFuelTanks.dll (this message is harmless) AssemblyLoader: Exception loading 'modularFuelTanks': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'RealFuels.ModuleFuelTanks' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.ModuleFuelTanks+FuelTank' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.ModuleFuelTanks+FuelTankList' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.MFSSettings+TankDefinition' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.MFSSettings+TankDefinitionList' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FuelInfo' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<UpdateTankType>c__AnonStorey0' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<UpdateUsedBy>c__AnonStorey1' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [ModuleManager] compiling list of loaded mods... Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager v2.2.0.0 aaa_Toolbar v1.0.0.0 ActiveTextureManagement v1.0.0.0 CactEye v1.0.0.0 CET_FSanimateGeneric v1.0.0.0 Chatterer v0.5.9.2 CrossFeedEnabler v1.0.0.0 DavonRestrictedResourceSupplyModule v1.0.0.0 DMagic v0.8.2.0 CityLights v1.0.0.0 Clouds v1.0.0.0 Geometry v1.0.0.0 OverlayMgr v1.0.0.0 Terrain v1.0.0.0 Firespitter v7.0.5320.35444 MechJeb2 v2.3.0.0 RasterPropMonitor v0.17.0.0 MechJebRPM v0.17.0.0 KAS v1.0.5325.39758 KerbalEngineer v1.0.3.0 LitJson v0.7.0.0 NearFutureElectrical v1.0.0.0 NearFuturePropulsion v1.0.0.0 NearFutureSolar v1.0.0.0 OpenResourceSystem_1_1_0 v1.1.0.0 KSPAPIExtensions v1.6.3.0 ProceduralFairings v0.0.0.0 RealChute v1.2.5321.29610 JsonFx v2.0.1209.2800 ModStatistics v1.0.5311.28247 SCANsat v1.0.6.0 TacLifeSupport v0.9.0.0 TreeLoader v1.1.3.0 KerbalAlarmClock v2.7.2.0 Scale v1.33.0.0 Scale_Redist v1.0.0.0 Karbonite v1.0.0.0 KolonyTools v0.16.0.0 USITools v1.0.0.0 Lifeboat v0.1.2.0 AdvancedAnimator v1.0.5205.2310 Non-DLL mods added: ModularFuelTanks SpaceplanePlus Mods by directory (subdirs of GameData): 000_Toolbar BoulderCo DavonSupplyMod DMagic Orbital Science EnvironmentalVisualEnhancements JSI KSPX NASAmission NearFuture OpenResourceSystem Squad TextureReplacer ThunderAerospace TriggerTech TweakScale UmbraSpaceIndustries US_Core US_KAS ModularFuelTanks should be listed in the first section, "Mod DLLs found", with a version number but it is listed in the second section instead, "Non-DLL mods added". What version are you using? The latest is v5.1.1. Try updating to that. Also, it looks like there are newer versions of both Tweak Scale and Procedural Fairings. Update those also. http://forum.kerbalspaceprogram.com/threads/64117-0-24-2-Modular-Fuel-Tanks-v5-1-1 http://forum.kerbalspaceprogram.com/threads/80234-24-2-TweakScale-Rescale-Everything!-%28v1-37-2014-08-05-13-35-UTC%29 http://forum.kerbalspaceprogram.com/threads/39512-0-24-2-Procedural-Fairings-3-09-procedural-costs-Win64-decoupler-fix-%28August-3%29 Thank you for providing a problem description along with the full log file. It really helps when trying to track down the issue. Especially since this had nothing to do with my mod. It sounds like there is another mod providing a definition for the Water resource. Look for a file with something like this in it: RESOURCE_DEFINITION { name = Water density = 0.0010000000 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.0001 } Or search your log file for something like this: Config(RESOURCE_DEFINITION) <whatever mod path>/Water -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Already working on it: http://ksp-avc.cybutek.net/ -
1) Log file? This applies here too: https://github.com/taraniselsu/TacLifeSupport/wiki/Help, just replace TACLS with TACFB. 2) You probably have the same problem that RuBisCO had on the last page. I understand not reading all 30+ pages, but a page or two? Pretty please?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
It has been 6 days. I made the mistake of marking it as a "Beta" release, and now it won't update to a normal "Release" release type. The "Download Now" button apparently skips Beta releases. The Curse download should have worked, but I messed up when I uploaded it. I will fix it. The "Build Aid" window in the VAB & SPH should be displaying the proper times, so something is still wrong. Delete the {KSP}/GameData/ThunderAerospace/TacLifeSupport/PluginData/TacLifeSupport/LifeSupport.cfg file and see if that fixes it. Otherwise, please upload a log file. I turned off Electric Charge consumption from unfocused vessels because the game does not have any generation when vessels are unfocused. Neither solar panels nor RTGs work then. This way, it avoids switching back to a vessel after many months or years and having it immediately run out of EC and everybody dies. -
Sorry, I said that more for the next person's benefit since you already figured it out. I wanted to emphasize the importance of installing in the right place. I would have seen the incorrect path in the log file since KSP outputs a log statement for every DLL that it loads. I must still be loading my icon the "old way" when the toolbar is not there. I am surprised that you did not have more issues. I probably won't since I have not used that mod and I have a lot to work on (I like expansive views rather than tiny little windows), but I would not mind incorporating changes that would allow someone else to write a display that interfaces with this.