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GJNelson

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Posts posted by GJNelson

  1. @_Zee Thanks for looking into updating this mod. I really like the concept of having probes before crew for launch vehicles. I use the "History of Spaceflight Pocket Edition" mod and it's starts out with the early unmanned space launches, so this mod really helps with using this mod. I've edited the Stayputnik probe to appear at start, along with a transition adapter for .625 to 1.25 diameters parts.

    Also, thank you to any who help get this caught up and updated to KSP v1.10.1 and the various mods.

  2. I haven't seen an update for Kerbalism for a bit, has the mod ended development or just in pause mode for a break? I really love using this mod with KSP, but it's missing in action when using KSP v1.10.

    Perhaps I should revert to KSP v1.9.1 for now so as to be able to use Kerbalism? If an update is coming in the next few weeks, I'll just wait, but if more like months from now, reverting might be a good option. Any thoughts from others?

  3. 15 hours ago, SuicidalInsanity said:

    KSP 1.10 update - SMX 1.1.5 is now up - SpaceDock | GitHub
    Changelog:
    -Fixes Asteroid klaw and Radial Klaw textures
    -Miniklaw moved to legacy due to stock miniklaw; non 1.10 installs can find it by removing the TechHidden = True line from the /MiningExpansion/parts/size0klaw/part.cfg
    -Adds CometHarvester modules to all drills
    -Improves Atmospheric Condenser Xenon harvest rates

     

    14 hours ago, theJesuit said:

    Thanks for updating so quickly!

    Totally agree with @theJesuit and thanks!

  4. Just now, JPLRepo said:

    Until Contract Configurator mod is updated for KSP v1.9.1 it won't be no.. and 1.10.0 comes out next week. So if Contract Configurator is not updated for 1.10.0 I'll have to look at making Research Bodies not dependent on that mod any more.

    Ok, yeah, wasn't thinking of KSP v1.10.0's release. I might just hold off starting a new game until next weekend and see how things settle out.

    Thanks for the quick response, and definitely thanks for this cool mod!

  5. 20 hours ago, TheProtagonists said:

     

     

     

    I apologize for pretty much abandoning this whole thing after a really short period of support. Unfortunately at this moment I really don't have the time or drive to work on this project... The (badly written) code is on github so anyone is welcome to take a look.

    In hindsight scope creep really ruined my will to work on this anymore... originally this mod is meant to only add ~20-30 planets, but my naiveness caused me to go very slightly overboard on how much stuff I want to add... Now this mod is basically a barely functioning, terribly optimized mess with pretty much no detail, and in the game this is practically just a massive memory hogging decoration that you look at in the tracking station.

    With that said, now that KSP2 is on its way with a more promising planet modding system, I probably will give it a go again. TWB feels empty to me, in that it doesn't really achieve that vision I originally intended, and I hope that one of these days I will achieve that vision for real.

    Thank you all for the support and I apologize again for that there probably won't be any more updates for this project.

    No discredit to you. What you achieved was awesome. I used the Alcubierre Warp Drive mod to reach some of your planets in the past, but the amount of lag between KSP updating with new features and Kopernicus catching up has increased to the point that I have abandoned Kopernicus and by default any mods that need it as a dependency.

    So, like you mentioned, my next best hope of travelling "beyond" the Kerbal star system will be KSP2. Thank you for your efforts in creating "the World Beyond" mod and giving my Kerbals the opportunity to reach for the stars!

  6. On 4/29/2020 at 11:11 AM, JebIsDeadBaby said:

    I second that. 

    Ideally I'd see in it's place some very basic conical 0.625 part (say just 3 EC and internal antenna), so one could complete some early missions with sounding rockets made of those sweet 0.625 SRBs. 

     

    I really love using the Experiment Return Unit (ERU) as the control core when I first start in Career mode. It works great for the early unmanned missions of the "History of Space Flight" mod that require an unmanned spacecraft. You have to complete the unmanned missions to get to the later manned missions.

    The new awesome version of Restock/Restock+ put it back to the "Basis Science" tech node, so of course I created a quick little mod that moved it back to the "Start" tech node for my game. I would hate to wait through several manned flights to be able to complete the early space flight unmanned missions. Just wouldn't make sense.

    While I was at it, I also moved the Probodobodyne Stayputnik to the "Start" tech node too. Did you know that if you do that, it has only telemetry science data available from it and there are tech upgrades at the Engineering 101 tech node and a few other tech nodes for it? Not sure if that is due to my using the "Kerbalism" mod or unmodded KSP though.

    Of course I'll have to update my mini-mod when "Restock/Restock+" mod or KSP updates, but my mini-mod is so small, it'll be a breeze.

    @Nertea and fellow modders: Thanks you for your really awesome mods. KSP is enhanced so much by y'all's efforts!

     

     

  7. On 3/11/2020 at 1:11 AM, Wyzard said:

    BTW, is it intentional that the ReStock+ "Experiment Return Unit" (the round one) is in the "Start" tech node?  It seems strange since the stock "Experiment Storage Unit" (the boxy one) is several tiers above it, in "Basic Science" for 45 science points, and the ERU is pretty much just the ESU with a different shape.

     

    On 3/11/2020 at 8:10 AM, Poodmund said:

    Thanks for spotting this, almost definitely an oversight and will be adjusted for the next release.

    Actually, I like it in the "Start" tech node. I use it as the control core for my early unmanned launches at the start in career mode. If you could leave a copy in the "Start" tech node, perhaps with limited capabilities that can be expanded on through development and research, I would love it. Having an unmanned control core at the start makes the early historic unmanned launch vehicles possible in game without any other mod needed.

    The Science Container / Experiment Return Unit, is what I'm talking about. It's a part covered by Restock +. It is currently included in the "Start" tech node. It makes a great unmanned probe core for starting in career mode.

  8. 7 hours ago, Sir Mortimer said:

    It is Kerablism 3.6 - go and get it while it's still fresh!

    Awesome! Thanks, on my way!

     

    On 2/17/2020 at 1:55 PM, severedsolo said:

    3.6 I believe - there is a prerelease up in the kerbalism dev builds, of course I can't speak to how stable it is, as I literally tested the Bureaucracy stuff and nothing else

    Thanks! Looking forward to y'all's inspiring work!

  9. 3 hours ago, severedsolo said:

    Bureaucracy 1.2 Released

    • Recompile against KSP 1.9
    • Handle Kerbalism's "drip feed" science system properly (this also requires a change in Kerbalism which should be released shortly)
    • Running multiple identical experiments will add them to the same UI element, rather than a line for each
    • Fixed an issue where the mod wouldn't function properly if the first game loaded was a Sandbox save

    There may be some regressions in this build - Git freaked out when I tried to merge the Kerbalism branch, I think I pruned all the bad changes, but I probably missed one.

    Good work, sir! Do you happen to know what new new version of Kerbalism to watch for is? If not, I'll just keep an eye out for it's next version after Kerbalism v3.5. Thanks for Bureaucracy mod, I really love it!

  10. On 2/4/2020 at 3:45 AM, Zorg said:

    Just a little heads up for anyone who may be curious, although not officially updated, PersistentRotation seems to be functioning fine in KSP 1.8.1 :)

    Also, the below post by @Leatherneck6017 shares a link to a compatible version. He posted it back in October last year. Just a little FYI.

    On 10/29/2019 at 9:35 PM, leatherneck6017 said:

    Unofficial build for 1.8.1 here: https://github.com/leatherneck6017/PersistentRotation/releases

    Updated to .NET 4.5

    Added required references and recompiled

     

  11. On 11/27/2019 at 5:43 PM, linuxgurugamer said:

    It works with Gravity Turn if it's there but gravity turn is not necessary for it to work

    Yeah, my thoughts too. Not sure what's up. I thinned down the set of mods I use, dropping any that needed updating for KSP v1.8.1 compatibility, even if they seemed to work correctly. I've got a new KSP.log file that I'm going to upload to the mod's Github site.

    If there is anything you might think of that I can try, just ask. If not, I hope you are getting to enjoy the Thanksgiving holiday and this weekend. Thanks for supporting several really cool mods!

    KSP.log uploaded to Github

  12. On 11/27/2019 at 1:46 PM, linuxgurugamer said:

    Not anymore

    Ok, I'm not using unBlur, so not that. Another thing I've noticed is if I try using Toolbar Controller to shift it to Blizzy's Toolbar, it's toolbar icon will only shift to Blizzy's Toolbar if I choose both Stock and Blizzy's in the Toolbar Controller menu. Is it perhaps something to do with Toolbar Controller?

    Also, in the KSP.log, it mentions NASA Countdown not finding "GravityTurn" twice. It's a mod only updated to v1.6.9 and I don't use it. I'll try loading the mod and see what happens, lol. I'll also upload my KSP.log file to the NASA Countdown Github site before I do that.

    KSP.log

    Update: Ok, I think it was simply looking to see if the GravityTurn mod was loaded, and make changes accordingly.

  13. @linuxgurugamer Several posts up, you mention the mod Unblur is a dependency. Is this still the case, it's still a dependency? I've noticed the NASA Countdown window disappear in-game, but the Countdown LED numbers still display on second and subsequent launches. My missing the mod Unblur, is this the reason? I've not noticed it was a dependency before. It's not listed as a dependency on CKAN or the first post of this forum?

  14. 15 minutes ago, linuxgurugamer said:

     

    Ah, nuts.  My bad.  This mod is set up in a very unusual manner, I missed those files.

    And I see the problem.

    In each file, you will see something like this:

    
    @PART[*]:HAS[@MODULE[ModuleKerbalKrashSystem_Container]]:AFTER[KerbalKrashSystem]:FOR[KerbalKrashSystem_Leak]

    This is incorrect, although it won't hurt anything.  The problem is the FOR, it should be this:

    
    @PART[*]:HAS[@MODULE[ModuleKerbalKrashSystem_Container]]:AFTER[KerbalKrashSystem]

     

    My apologies for the bad info earlier.

    I much appreciate the info. I use Notepad++ and will edit the 3 config files to remove the FOR statements. I was hoping it wasn't causing problems, and didn't seem to.

    I greatly appreciate your efforts, LinuxGuruGamer, especially your support of mods that would not be available if not for your willingness to "adopt" them.

  15. 10 hours ago, linuxgurugamer said:

    I just looked at the current release.  Those three files do not exist in it.  I suggest you remove the mod entirely and then reinstall it.

    I uninstalled the mod, then downloaded it via it's GitHub website. The zip file I get from the KerbalKrashSystem titled as KerbalKrashSystem_0.4.7_2019-04-26.zip contains these 3 CFG files...

    • Configs/KerbalKrashSystem_Fuel_Leak.cfg  ===>  located in the folder ===>  /GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Leak/Configs
    • KerbalKrashSystem_Repair.cfg  ===>  located in the folder ===>  /GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Repair/Configs
    • KerbalKrashSystem_Science.cfg  ===>  located in the folder ===>  /GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Science/Configs

    CKAN is being told to download this zip and install it. Is the wrong zip being posted? Because even my manually downloading this zip obtains the same zip file, containing these same 3 CFG files, that I gather should not be there?

    Uninstalling the mod and making sure it's folder in GameData is deleted, manually going to the GitHub website and downloading the install zip file, unzipping it, gets the same files for me, which causes KSP v1.8.1 to give me the "warnings" I've been getting. I'm really confused now and appreciate any help I can get. It's not causing and ingame crashes or problems, but I just thought I would report.

  16. On 11/12/2019 at 8:47 AM, Stone Blue said:

    @GJNelson quickly looking at your log, you have quite a lot of mods. I notice off the bat, that you have at least Throttle Controlled Avionics installed, which I am pretty sure hasnt been updated for 1.8.0 yet. I see some other mods I'm not sure are updated for 1.8 yet either.

    I would, upon game startup, reset any version compatability overides you may have set in KSP-AVC, and recheck for 1.8.x compatability on those mods that would nao show as yellow. Then also, either check with CKAN, or manually check the thread for compatability status of any mod that KSP-AVC doesnt do checking for.

    Also, [WRN]s in the KSP.log are not necessarily show-stoppers. Unless you are seeing actual issues *in-game* during play, they can generally be ignored. Its not a bad idea to let the mod dev know you're getting them, but before doing so, its usually best to test on a *fresh*, stock KSP install with *only* the mod in question, and any *required* dependencies installed.

     

    Yeah, I've got several mods that are out of date, but that have simply not been updated and listed as KSP v1.8.1 compatible. Concerning the [WRN] listing, my understanding is it more than likely is not a problem, and hasn't been a problem for me, but I thought I'd mention in case it could help with the mod's support. I appreciate your taking time out to check into this for me. I regularly check mod forums that are outdated to look for updates CKAN might not be aware of, plus to see what other users like me are posting. I tend not to use KSP AVC override features, so as to not miss anything that might become a problem.

    I've continued to use Kerbal Krash System and haven't seen any adverse issues, other than these 3 warnings being mentioned by KSP AVC during game bootup. I love this mod and will be continuing to use it. Thanks for taking time out to insure I wasn't experiencing worse issues!

  17. I'm running KSP v1.8.1 with KerbalKrashSystem mod v0.4.7 installed, and during bootup of KSP, the KSP.log files gets the following 3 warnings listed in it...

    [WRN 08:41:42.020] 1 warning related to GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Leak/Configs/KerbalKrashSystem_Fuel_Leak.cfg
    [WRN 08:41:42.020] 1 warning related to GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Repair/Configs/KerbalKrashSystem_Repair.cfg
    [WRN 08:41:42.020] 1 warning related to GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Science/Configs/KerbalKrashSystem_Science.cfg

    I'll attach a copy of my KSP.log for you.

    KSP.log

    I've listed this as an issue on the mod's GitHub site. If you need any further help, just contact me here via GitHub. I've set it to email me.

    Thanks for creating an awesome mod! I absolutely love using it.

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