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Zelda

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Everything posted by Zelda

  1. I just discovered this issue myself, thanks for the quick fix!
  2. Installing CryoEngines / CryoTanks directly from GitHub didn't work. I tried reducing my mod count in half without luck as well. Since I'm starting to suspect I have a problem with tanks in general, what is the expected behavior when using tank upgrades? Should it be similar to batteries or solar panels where you can select which "version" of the part to use? Also, should CryoTanks work the same as without KTT installed, meaning having the option to put any tank into Cryogenic mode and being able to select the proper fuel mixture when an engine is attached? Edit: I think I figured out the problem. I forgot I had Procedural Parts installed, since I had pruned most of them out with Janitor's Closet. Once I uninstalled that, I now have the tank options.
  3. I got them together on CKAN but I'll give installing from the GitHub release directly a try, thanks! I should note that it seems like none of the tank options are showing up for me. I unlocked the lighter 0.625M tanks and purchased the upgrade, but I don't see an option to use them anywhere. Other upgrades (like battery density, solar panel efficiency) work. I have a pretty extensive mod list but I thought I'd removed anything that might conflict with tank switching (i.e., ModularFuelTanks). Maybe I have something else going on in general with tanks.
  4. I have been a longtime KSP player and just started a career with KTT, and I am loving it so far - thank you for what obviously was a ton of work! It's been fun to have a totally different style of progression. One question, and sorry if this is obvious but I'm having a hard time parsing this. I am running CryoEngines / CryoTanks, and I unlocked the first few CryoRocketry nodes but I'm not seeing any way to actually get LH2 / OX tanks. I unlocked the CryoTanks but they seem to be LH2 only. Is there another upgrade further along the tree to enable switching tanks to LH2 / OX?
  5. I would love some pointers on this too! I can't quite seem to get the module manager patch right.
  6. Banned for letting other people tell them what to do.
  7. Do you have any overscan problems in other games as well? If so, you might want to try using the Xbox's Calibrate TV utility because it helps with overscan issues. Here is a link that explains how, see step 5 for the relevant bits: https://www.ign.com/wikis/xbox-one/How_To_Calibrate_Your_TV_For_Xbox_One_X
  8. Based on my first post here, May of 2013. It really doesn't feel like that long ago!
  9. Not sure about DangIt! but I know OhScrap! has a mechanic like that.
  10. I haven't tried 1.11 personally, but from what I've read on the kOS Discord server, the latest release is compiled against 1.10 and should work with 1.11 as well. Edit: What kcs123 said.
  11. Circling back to this - does anyone have any ideas? I've searched a bunch and have never been able to find the answer. I'm stumped on how to use DATA_EXPAND in cascading contracts, which would be a lot easier than having to replicate contracts several times over. Any help is very appreciated!
  12. Did you try using it recently? I've been using this mod with very few issues for quite a while. Many of the issues on GitHub are minor things that are easy to code around, or feature requests from people.
  13. Hi @Nertea! Thanks for a great mod. One question - the documentation says to pay careful attention to the engineId field, but what do I use for engineId if ModuleEngine doesn't have an EngineId field? Edit - nevermind! I had tried using the default basicEngine value before and it didn't seem to work, but I had a different bug with my patch. Fixed and the default is working now.
  14. Sorry if this is common knowledge but I couldn't find anything through searching. Is there a way to ignore a specific version update of a mod so that it doesn't appear in the upgradeable list anymore? A mod I am using added a dependency that I don't want to install, so I'd like to stay on the old version. However, when I select the older version, it still shows up as an update.
  15. If you are familiar with ModuleManager, you could start with the patch linuxgurugamer mentioned for RocketSoundEnhancement (courtesy of user @Karin) as it does nearly the same thing that you want. As written, it removes the audio nodes from RealPlume if the RSE_Engines module is present, but you can modify that to remove the entire RealPlume node if a WaterfallFX module is present. Then you'd only have one file to manage vs. deleting multiple configs per install (at least until / if this is baked into RealPlume or WaterFall itself).
  16. Oh my gosh I feel dumb. I did read the documentation but somehow totally missed that when I took the swivel engine config to start from. Thank you, it works perfectly now!
  17. This is a fantastic mod, thank you for creating it! I always thought the stock sounds were kind of weak. Question - is there a way to get this mod working with Cryogenic Engines? I tried making a patch for one of the engines myself, based on the stock patches provided, but it looks like the audio is set up differently than stock engines so it didn't work. I even tried directly modifying the cfg for the engine to remove the audio effects and insert the RSE module from the Swivel engine, but that didn't work either, it had the same audio as before. I'm guessing this would take work on the CE side?
  18. Is there a way to use contract types generated by DATA_EXPAND nodes as requirements? If I try to add a CompleteContract requirement referencing a generated contract type like below, the contract throws a null ref exception. REQUIREMENT { name = CompleteContract type = CompleteContract contractType = CREIHomeWorldOrbitDish.@targetBody minCount = 1 } At first I thought this might be related to not being able to escape the "." but I found this works: contractType = "CREIHomeWorldOrbitDish.Mun" Using something like ternary logic to choose those same contract type strings based on @targetBody doesn't: contractType = @targetBody == "Mun" ? "CREIHomeWorldOrbitDish.Mun" : "CREIHomeWorldOrbitDish.Minmus"
  19. Hi @Tortoise! First of all, thank you for this mod! I love using it. I think I found a bug in the Fuel Wings PW.cfg patch. I was getting a module manager error for it, and found this line from player.log: [ModuleManager] Applying update FuelWings/Fuel Wings PW/@PART[B9_Aero_Wing_Procedural_TypeA,B9_Aero_Wing_Procedural_TypeC] to B9_Aerospace_ProceduralWings/Parts/Aero_Wing_Procedural/wing_procedural_typeC/PART (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [ModuleManager] Error - Cannot parse variable search when editing key tempVolume = #$/MODULE[ModuleLiftingSurface]/deflectionLiftCoeff$ It looks like in my 1.9.1 install, the B9_Aero_Procedural_TypeC part config doesn't have a ModuleLiftingSurface module like the B9_Aero_Procedural_TypeA part, but it has a ModuleControlSurface module instead. That's where the deflectionLiftCoeff value is for the TypeC part. I removed TypeC from the stock Fuel Wings PW patch, made a copy for just TypeC, and changed the module name for the tempVolume variable to ModuleControlSurface, and that worked. Not sure if this is unique to my install, but wanted to bring it up in case it's not! Let me know if you need any other info or logs. Other info: KSP 1.9.1 B9 Aerospace Procedural Wings - Fork v0.93 FuelWings v4.
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