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GJNelson

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Posts posted by GJNelson

  1. 3 hours ago, bcink said:

    It's the correct WIP thread. There's only the one WIP thread and this release thread.

    The download link on SpaceDock is distributing the correct zip file with one set of patches in the Patches folder.

    The CKAN distribution is including patches from the previous release as well as the patches which were moved to a new folder in this release and thus doubling up on patches and causing the TweakScale issue.

    I don't know where the issue really lies but I will post over in CKAN forums and see what they say.

    Thanks :D

    Thanks!

    My bad, I stand corrected.  Also, you are correct about what CKAN installs. Thanks for that info. I downloaded your mod via the SpaceDock link and overwrote the CKAN install files. Everything works great now and no problems from TweakScale during KSP bootup. Looking forward to trying out your hab units once I advance that far. Thanks for your mod! Love the pics and info.

  2. I think the CKAN website points to the wrong download location for this mod. Downloading through CKAN installs DSSHU with 4 extra configs, one of which is for TweakScale and will cause it to freak out about this mod. I'm going to mention this to CKAN, but you might want to contact them too. Awesome mod by the way!

    Update: Ok, the problem is not with CKAN, it's with the TweakScale CFG file that you provide. Once I delete that file, TweakScale stops freaking out and ignores DSSHU and KSP v1.8.1 loads normally.

    The forum website link CKAN has is out of date though and links to the old [WIP] forum.

  3. 4 hours ago, Jognt said:

     

    If you ever find yourself wondering what patches (and in what order) get applied to parts, open the modulemanager log or the KSP output log and do a search for the part in question :)

    Especially when multiple patches affect a specific part this can help track down who changes what. 

    Cool, I did not know that. Thanks for the info!

  4. The engine plume from the LV-T30 Reliant engine in game looks to be starting a good distance behind the nozzle. Is this due to a problem or conflict caused by the Real Plume patches for Missing History mod for the LV-T30 Reliant engine?

    Update: Ok, that doesn't seem to be the problem.

    LV-T30 Reliant

    Nor sure why I'm getting this. Any help would be appreciated. I can supply any info needed to assist. At least it's just a visual problem I suppose.

    Update 2: Just noticed @Galland1998 reply post above after re-reading it. I'll try... "When in doubt, I would just delete the "SQUAD" folder in the real plume stock config folder.  ReStock has pretty good plumes for their own engines so you wouldn't be missing much."

    Update 3: Not sure I should try that, or whether it would apply to my "problem".

    Update 4: Ok, I got brave, or desperate, and remove the liquidEngine.cfg file from C:\Program Files\Steam\steamapps\common\Kerbal Space Program\GameData\RealPlume-Stock\Squad folder and the engine plume for the LV-T30 looks fairly close to normal now. I don't use the Missing History mod, so I guess the engine now uses the combined cfg of the Real Plume mod, Restock mod, and the stock cfg for the engine.

  5.  

    On 6/8/2019 at 11:12 AM, Gordon Dry said:

    Same issue as with Kerbalism and Trajectories.

    DiscordRP got .bin files.

    Does that mean DiscordRP needs updating or is there something I can change? I'm not familiar with the problem details. I really liked using this, but I've uninstalled it for now.

    Update:  Ok, Did some more online research and decided to reload DiscordRP. The last update, or the last few, of Kopernicus took care of the problem I was having.

    I'm now happily back to using DiscordRP. again. Thanks for pointing out the 'error of my ways'!

  6. Thanks very much, @HebaruSan ! I've downloaded the new version.

    KSP Breaking Ground just released, which I got for free as I'm an early KSP supporter who purchased KSP during the time when all future updates/expansions would be free forever. Now though starts the wait for Kopernicus to release an update, LoL.

    That's ok though, I'm looking forward to the changes in Breaking Ground and the things the modding community will expand on these changes.

  7. Updated Toolbar and Click-Through-Blocker to latest versions, and tried the Astrogatorversion I received from KebaruSan. No luck, I've got to get offline for a few hours, but will check everything again when I get back and let you know.

    Thanks everyone!

  8. 15 minutes ago, Stone Blue said:

    Seems to work fine for me... I just installed it to see...

    KSP AVC reporting Click Thru Blocker, Toolbar Controller and Toolbar are all up to date for me, too ... vOv

    I use all 3 of those and their up to date. For now, Astrogator v0.9.0 is working fine for me.

    Update: I'm wrong, both Click-through-Blocker and Toolbar have a more up-to-date version. I use CKAN, but I guess it's database needs updating. I'll manually update both and see if this helps.

    Thanks @Stone Blue and @HebaruSan for your assistance. I'll let y'all know if this fixes it for me!

  9. @HebaruSan  I'm having a strange issue with Astrogator after I updated it to v0.9.1. When I click it's toolbar icon to open a window for it, there is no "X" to close the window and the settings symbol is missing too. If I uninstall it and install the previous v0.9.0, I have no problems like this with it.

    I have installed it via CKAN, but have manually installed with the same results. Any help if I am missing some step would be greatly appreciated.

    Oh, another thing, I'm opening it at the space center screen. I'm not sure if that is why it's occurring, where as if I opened it while controlling a spaceship in space it might not happen. With the previous version it did not matter for me.

  10. On 5/22/2019 at 1:51 AM, severedsolo said:

    No, the build counts are broken, which makes the mod functionally useless, I've pulled the release from github. 

    I'm just waiting for BG to hit, as I assume we'll be getting 1.8 then, and I'll do a release

    Ok, thanks for the info.  Waiting for the release of KSP Breaking Ground sounds like a good idea. I imagine a lot of mods will be needing updating when KSP 1.8 is available.

    Update: Oops! Make that when KSP V1.7.1 is available, and available it now is. I'm eager to start exploring it new things!

  11. On 5/8/2019 at 11:49 PM, severedsolo said:

    I'd go back to 1.1.1 anyway, at the moment i haven't had time to look into it, but I seriously broke something, and I don't know what it is right now.

    1.1.1 will work fine with Oh Scrap! - Oh Scrap! actually needed a compatibility patch to bring it up to date to work fully with 1.1.2 anyway, and was built using SY 1.1.1

    In fact - I've just pulled SY 1.1.2, until I get time to look into it.

    @severedsolo  Does SY 1.1.2 still have problems? CKAN is still set to update Scrapyard to v1.1.2. If the only issue is using the (WIP) Funds override, I don't use that feature, so is it safe for me to use v1.1.2?

    If v1.1.2 is not ready yet, you might want to update Scrapyard's CKAN profile to reflect v1.1.1 as the latest released version. Just a suggestion.

    Thanks for your efforts with this mod and Oh Scrap! are much appreciated. I love using both mods.

  12. Good lord, the problem was I wasn't choosing a part via scrapyard. I kept using new parts. LOL, sorry, it was my mix-up. Everything is working great now.

    I wish i knew for sure what I was doing or what mod was keeping Generation counts from incrementing, but having gone through my mod list and eliminated mods I didn't need or were duplicates. I had 2 life support mods (i.e. USI LS and Kerbalism) and am now only using Kerbalism. I'm playtesting the new Kerbalism v3.0 for the Kerbalism team.

    Thanks for clearing up for me what I was missing. I really like using Oh Scrap! and Scrapyard. Kerbalism has some reliability built into it, but in Kerbalism v3.0, I can option that off in the Kerbalism config file. Kerbalism tracks things differently, so Oh Scrap! and Kerbalism v3.0 are playing well together. No problems.

  13. 12 hours ago, severedsolo said:

    Launch the parts then recover them. The criteria for making that change to true is:

    1) Initiate a "pad test" by staging your engines

    2) Make the vessel move at more than 1 m/s.

     

    By "pad test", do you mean as part of a rocket I am launching, or something special? I've been launching rockets, but not getting "Tested: True".

    Perhaps I'm not fulfilling the "recover" them part? I'll check that. Perhaps they were blowing up on re-entry. I'm guessing you mean I need to recover them intact?

    Oh, thanks for the info!

  14. @severedsolo Wanted to update you concerning my issues with Oh Scrap! part generations not updating. It's working again. I reviewed my installed mod list and found a few conflicts. For one, I had 2 mods that dealt wish life support... Kerbalism and USI Life Support. I'm now only using Kerbalism. I also got rid of almost all my USI built mods due questions about some of them having USI Life Support built into them.Oh Scrap! now appears to be working again for me. The generation count now updates with each time I build a new part. I also reinstalled Oh Scrap!, so I'm not 100% sure what corrected things for me. If I can narrow it down, I'll let you know.

  15. On 4/22/2019 at 9:29 AM, Stone Blue said:

    Please dont imply that Module Manager isnt working for KSP 1.7.0.
    Just because a mod hasnt been actually updated for, or "officially" stated to work with a specific KSP version, does not mean that it wont work in that version.

    I'm sure if there were issues with MM for 1.7.0, we would have heard a huge outcry by the first or second day after 1.7.0 released.
    Also, for several days now, the *LAST, most current* post on the MM thread, just happens to be Sarbian himself stating current version works fine on 1.7.0.

    I didn't imply it wasn't working. You read that into my post, not me. Yesterday, logging into Module Manager on KSP Forums, I noted the mod's author stated it was working with KSP v1.7.0 with no reported problems. 

    As far as being compatible with Squad's latest update, all I can say is that I've not seen any problems and Sarbian seems to agree. I can't and don't try to estimate of it's compatible. I'll leave that to the mod's author to announce.

    Any further ideas are yours alone, please leave me out of any speculation I'm not qualified to make.

    Oh, and do have a good day, sir. You are obviously a fan of both this mod and MM, as I am too. Peace ☮️!

    On 4/22/2019 at 1:05 AM, severedsolo said:

    I think it's an issue with ScrapYard - see the linked post. I will try and look at this today, but if not tomorrow for certain (it's school holidays here at the moment, so my free time goes down to 0, but she's back at school tomorrow) - For now I recommend going back to ScrapYard 1.1.1.

    I asked @ussdefiant for logs in case I can't reproduce it, but nothing has been provided yet, so if you have some, can you please raise them on the Github issue

    I'm out of town on travel for work at the moment. Once I return home later this week, I'll see about uploading the log files you need. Thanks for your work on Oh Scrap! and ScrapYard mods. I'll try my best to support your efforts.

    Update: I was just reading up on another mod I use, and just realized it has within it "parts reliability" functionality too. I use the mod "Kerbalism". I'll need to check and see if the two are affecting each other and may have to choose which to continue using.

    It's been a while since I played KSP and over been catching up with the mods and the modding community itself. I hadn't realized how much some of the mods have expanded. I'll definitely need to check what mods I use more closely.

  16. On 4/18/2019 at 11:22 AM, ussdefiant said:

    1) I think that either KSP 1.7 coming out or some unrelated update to one of KCT/SY/SAA managed to fix the problem, since the same mod set that was causing issues for me before is working fine now.

    2)With regard to the new version of SY/KRASH, i've been noticing that the Generation on my parts have not been ticking up at all since about the time that last update came through. All my engines/new solar panels/various small bits for my satellites are still stuck at Gen 1 or 2 despite being used about a dozen+ times in various configurations. I do have KRASH installed and have been noticing an NRE pop up whenever i finish building something. Sample here with just a simple commsatt:

     

    I'm getting the same. All my parts are not advancing in generation numbers. Their stuck at Gen 1, so my launches are getting a lot of failures. Nasty problem if its a booster rocket, which can really screw up a launch.

    Scrap yard is updated for KSP v1.7.0, but Module manager isn't. I imagine once Oh Scrap! is updated to KSP v1.7.0, these problems will vanish.

  17. 9 hours ago, Tonka Crash said:

    The biggest problems I see are  PlanetarySurfaceStructures.dll from KPBS, KAS.dll and Accord.dll from Windtunnel are not loading. These need to be updated and recompiled for 1.7. KAS may not be fixed for a couple weeks as the maintainer left for a trip out of town yesterday and will be out for a couple weeks. These aren't related to the B9 Part Switch message, but are probably more significant problems.

    B9PartSwitch is giving warnings about the following parts from the Mk2Expansion:

    • M2X.LiftFan: No transforms named Engine_mount found
    • M2X.HeavyVTOL: No attach nodes matching node_stack_bottom found

    These are either an error in the .cfg file for the parts or a problem with the model for the missing transform. With these warnings B9 Part Switch probably can't swap variants on these two parts. You can check that these are up to date.
     

     

    9 hours ago, blowfish said:

    @GJNelson can you upload GameData/ModuleManager.ConfigCache for me to look at and also let me know what version of Mk2 Expansion you're running?

    Edit: Apparently Github hasn't been updated with the latest changes, I see the issues and I'll report them

    Edit2: I reported both the issues with Mk2 Expansion: first and second

    Thanks to both of you! I had a feeling at least some of the problems were from other mods.

    Mk2 Expansion got an update to KSP v1.7.0, so those issues might be fixed now. KAS I'll have to be patient and wait for, as you mention. Kerbal Wind Tunnel will eventually update too. Kerbal Planetary Base Systems (KPBS) will update soon too, it looks like.

    Thanks again! Overall, with the rapid update of Kopernicus (Big kudos to them!!!), this KSP update has been fairly smooth for me. The KSP modding community is awesome!

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