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Shalidor

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Posts posted by Shalidor

  1. 1 hour ago, Jebs_SY said:

    @Shalidor

    Hmm. But when looking at the 2nd post of this thread, where LeLeon reproduced the flicker without a single mod by duplicating only stock parts.
    Also, I've just removed 5-10 mods, that have a high part count from my 90 mods install and the flickering changed from "100% unplayable" to "few".

    I think it's the part count. Or, at least the part count is the thing that makes the flickering worse. :-)

    do you have more than one folder named 000_xxx in your Game Data folders?

  2. I am also having this flicker.  This may not be it but for me the flicker starts when I have mods installed that add more than 1 000_xxx folder for toolbars.  My reasoning.  I did complete mod removal and reinstall in stages. I'm fine with just 000_USITOOLS but when I install KSPI_Extended it adds the Folders 000_FilterExtensions and 000_FilterExtensions Configs folders and the flicker started.  I can have all my mods as long as that one is not used and no VAB flicker.  I thought the Mod was the problem then yesterday I installed Configurable Containers mod and it added the 000_AT_Utils folder and the flicker came back.  While this may just be a strange coincidence. I thought it would be worth mentioning

  3. I might have found a bug so someone try and see. On the Miniature CNC, the Karbonite Laser Smelter, NX1 Laser Smelter, and the Construction Drone. Only 1 of the attachment points works. Flip them over and they will not attach or if attached can't connect anything to the unused side.

  4. My PC is fine and I got the final changes in for 1.0 compatibility. It's out now. Let me know of anything breaking. I'm otherwise taking a break from modding KSP and going back to playing GuildWars 2. I'll be watching and updating as necessary.

    might wanna think about removing .90 from the name on the file download...people might get confused ;D

  5. Quick question :

    If I wanted to use EPL with tac lifesupport, then I'm gonna need a way to keep the kerbals alive at their various EPL bases, self sufficiency is the goal. What's the best way to do that? The only one I know of is MKS but I've not tried that. Is it recommended or is there a solution that works better with tac and EPL?

    Cheers!

    I use a combination of MKS and Civilian population mods myself. I like the Civilian mod cause you can recruit Civilians into the space program off Kerbin. (once it's updated that is lol all us non modder leeches are waiting on favorite mods to be fixed lol)

  6. Activated farm and all right menu options. Farm always says "no inputs" and Recycler always says "no space".

    http://i.imgur.com/FSFL0eJ.png

    Ok first the simple things. in your second pic ignore the State: Not Enough Crew. Means nothing. As for Population you need to be making food (I know that is the problem) you also need space for civilians and a civilian dock to start building a civilian population. The population will not start making home grown civilians until you have 50 civilians onboard. Now for your not making food. I think it's 1 of a couple of problems. I don't know what gear your using as a center mount but make sure it has crossfeed. I put the same farming module you have with the same tank on top (full) with a batter on my runway and it makes food. I don't have some of your options so it could be mod related as I have no buttons for "auto pump, balance, and pump options. So just try this ...farm, battery, small fertilizer tank, and a control module...put it on your runway and try to make food. That should tell you if it's a crossfeed or mod problem. As you can see from my pics this simple design works.

    EQkdNEZ.png

    Zrup2tO.png

  7. Thanks for this. I was having a similar problem with the farms no longer producing food when waste water was full, changed the farm cfgs from

    RecipeOutputs = Food,3.5583508716438951117681830854277,False,WasteWater,0.200,False

    to

    RecipeOutputs = Food,3.5583508716438951117681830854277,False,WasteWater,0.200,True

    and the problem was solved.

    Have not run into that one yet...or if I did I didn't know it lol...but now I wont :D

    Edit. Realized why I have not had this problem...I'm always recycling the wastewater lol

  8. No problem. Also if your going to use the Laser Drill for making Biomass the way it is right now when your water tanks are full you will get a 'no space' message and it stops making Biomass. 1 quick fix is to install TAC Fuel Balancer and Dump a small water tank...or do what I did and edit the Laserdrill.cfg. Change First Module from

    RecipeOutputs = Water,0.200,False,BioMass,0.555555555555,False,CarbonDioxide,40,True

    to

    RecipeOutputs = Water,0.200,True,BioMass,0.555555555555,False,CarbonDioxide,40,True

    The True allows overflow of water so the Biomass won't shut down.

    Mod Author is a bit busy right now but when they get the chance I think that will be an update

  9. Hi all, I think my problem is the same/similar. I can build all the relevant parts, but none of the resource levels ever change. Even if I just use a civilian apartment block with no additional storage, no farms, no anything else, the resource levels don't change, none of the civilians die, no waste products are produced, etc. I'm not using any TAC/life support mod, do I need to?

    I'm pretty sure that you will not use any food or gasses if you don't have the TAC/lifesupport mod. Not 100% sure but I use it and all of it works for me. TAC Life-support is the mod that started the Kerbals using food so it makes sense that without it they would not.

  10. Can you change the zise of everrything smaller a bit. I try to take it from Kerbin to Orbit ( Build a station around Kerbin ) but it's so huge. Just change size but don't change mass. So hard to build it when it's so big and the house is not tall enough :D

    Personally I just build everything in orbit. Much easier.

  11. Adding the Pipelines folder got it working, mostly. The ships Ive already launched still dont have population growth, but the stats show and the movie theater works now. New ships launched work seemingly mostly as intended, but if I have a civilian dock on it the population growth stops entirely when I leave Kerbin space (I know I shouldnt get pop from the dock anymore, but I don't get any reproduction growth either) but if I launch a ship with no dock its population growth continues outside Kerbin space.

    Glad that fixed it.

    Anyone else have the Biomass bug?

  12. I redownloaded, deleted, and reinstalled the mod, including all the other folders, like Regolith and Community Resource Pack, still the same problems. I also tried downloading Regolith independently and replacing that, nothing. Is there an addon not included in this thats required? Is there a different way to show the stats on civilian modules besides right clicking on them?

    I don't know why it's not working. I do know the zip file has a folder called PipeLines that actually goes in the Gamedata folder but I removed that from mine and it still worked. It's supposed to work without any other mods.

  13. Found a bug in your Laser Drill. The Biomass Converter works great with 1 exception. If your water tank ever gets full the Biomass Converter stops working and gives the error of No space. Drain any amount and it starts working again...but if the water tank ever fills it stops again with the no space error

  14. So I'm not sure what I did wrong, but several part of this addon are not working properly for me. I am not getting all the stats when I click on a civilian module, just some of the basics. I am also not getting any population growth. And the movie theater doesn't generate any inspiration, and there is no option for me to play movies. I also don't seem to generate C02 or waste (though I do generate waste water), and when I turn on the air circulator and recycler in the Hydroponic Garden Biosphere, it says "Missing Inputs." Ill include some screenshots to show what I mean.http://i.imgur.com/SF974Et.jpghttp://i.imgur.com/SfZRyJa.jpghttp://i.imgur.com/MzQXZ8x.jpghttp://imgur.com/CwD6L4nhttp://imgur.com/Aw7rXRz

    I have not run across your problem myself. it could be something do to with power or control I can't tell with that craft how things are connected. I know if I designed a huge craft along a central axis and all the parts work..I do know you can ignore the 0/99 crew message. My Generational ship has that also. I have a 3man cockpit that is the only thing manned. If you could share the craft file someway I'd love to see how your's is put together in a hangar so I could see if it is only that which makes it not work.

  15. microwave: You can only get civilians with the dock while in Kerbin space. You can't get civilians flying directly to Eve. You'll have to transport them there with enough population for reproduction.

    TheCardinal and Shalidor:

    Did you re-make the craft that used the farm after the update? If you didn't the .craft file still has the rescale factor in it.

    I too built a new one...just put some legs and a control on the farm in the sandbox and launched it on the runway...went to space port and back and the legs were inside it just like before

    Edit

    Also it's possible to build your own farms using the park bases as they work fine. It's only when you attach something to the premade farm base that the problem exists.

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