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smurphy34

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Everything posted by smurphy34

  1. Yeah, and I like the changes you made. But I'm afraid I wasn't being clear, I was specifically talking about the cockpits and how if you want to choose supplies you also have to have mono. In other words, can we have a cockpit tank setup that has supplies without mono? Please?
  2. Thanks but it looks like you missed the j_6m_cockpit, it has intakes. Also, thanks for the non mono options, any chance of getting one that doesn't have supplies and mono? Or is it "If you don't eat your mono, you can't have any supplies!"
  3. I was able to fix it by changing the "-RESOURCE,* {}" with "-RESOURCE[ElectricCharge],* {}" for the affected cockpits. Not very elegant, but hey it works (so far)
  4. I like what you've done here, I've been digging OPT since 1.9.9 came out but I was finding sticking all the life support/habitation bits in a cargo bay bad for part count. But, I'm having a problem with OPT cockpits with intakes, specifically NullRef'ing the ModuleResourceIntake on vessel launch, NullReferenceException: Object reference not set to an instance of an object at ModuleResourceIntake.FixedUpdate () [0x00000] in <filename unknown>:0 I think it's because the ModuleResourceIntake doesn't have a Resource anymore after your MM patch, Here's the ModuleResourceIntake node from the OPT J Cockpit QS config. MODULE { name=ModuleResourceIntake resourceName=IntakeAir checkForOxygen=true area=0.02 intakeSpeed=10 intakeTransformName=intake_transform } RESOURCE { name=IntakeAir amount=2 maxAmount=5 } And here it is in the MM cache after your patch is run. MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.02 intakeSpeed = 10 intakeTransformName = intake_transform } Your patch has this line in it which I think is deleting all the Resource nodes, including the one for ModuleResourceIntake. @PART[j_cockpit,j_cockpitv2,j_cockpit_qs,j_cockpit_qs_no_intake]:NEEDS[USILifeSupport]:AFTER[USILifeSupport] { -RESOURCE,* {} I'm going to try and see if I can find a fix for it but I'm not good with MM. Also, as a suggestion, could there be an FSfuelSwitch Tank option that does not have Monopropellant? For my large cargo SSTM's I've been using verniers and having so much storage for a resource I'm not using seems wasteful. Thanks again for making this
  5. I look's like your version of the Firespitter.dll is for KSP 1.22, get the one for KSP 1.3 here https://github.com/snjo/Firespitter/releases/download/v7.6.0/Firespitter_7.6.0.zip Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager.2.8.0 v2.8.0.0 ASETPropsIdentifier v1.4.0.0 Firespitter v7.3.6212.36331 RasterPropMonitor v0.29.0.13830 KerbalEngineer v1.1.3.0 KerbalEngineer.Unity v1.0.0.0 MiniAVC v1.0.3.2 MechJeb2 v2.5.1.0 / v / v2.6.1.0 What's probably happening is with the old MM Firespitter isn't patched to the OPT parts and with the correct MM Firespitter is being patched to the OPT parts, but it's not for 1.3 and crashes. One thing to note is OPT 1.9.9 has not been updated to KSP 1.3, so any bundled dependant mod's are suspect. Oh. and welcome to the forums!
  6. I hope my contribution helps, love your work.
  7. I think there is also an issue with NFE that to get a reactor to start the vessel has to be staged.
  8. It's up there now, Curse has to approve the upload so there is a delay.
  9. Bumping this again since a month ago the missing mod threads were determined unrecoverable.
  10. Ok, thanks for the info. I guess the usefulness of the KSP.log changed in the 1.2 push and I didn't catch it.
  11. Looks like it's missing from the Mark_IV_Spaceplane_System-2.3.4.zip from Spacedock. Directory of C:\Mark_IV_Spaceplane_System-2.3.4\GameData 01/23/2017 01:40 PM <DIR> . 01/23/2017 01:40 PM <DIR> .. 12/09/2016 04:09 AM <DIR> B9PartSwitch 01/03/2017 01:11 PM <DIR> CommunityResourcePack 02/11/2016 10:03 AM <DIR> DeployableEngines 01/23/2017 01:40 PM <DIR> Firespitter 01/23/2017 12:25 PM <DIR> MarkIVSystem 01/04/2016 03:45 PM <DIR> NearFutureProps 0 File(s) 0 bytes
  12. From your log "Perhaps ModuleManager is missing or out of date?" Didn't see it listed as installed. Environment Info Win32NT FFFFFFFFFFFFFFFF Args: KSP.exe Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 B9PartSwitch v1.5.3.0 B9_Aerospace_WingStuff v1.0.0.0 BahaTurret v1.0.0.0 / v0.11.1.6 BurnTogether v0.0.7.2 CCK v1.2.1.0 DeployableEngines v2.1.0.0 DestructionEffects v1.3.0.0 Firespitter v7.3.6212.36331 ModularFlightIntegrator v1.0.0.0 / v1.2.2.0 Kopernicus.Components v1.0.0.0 Kopernicus.OnDemand v1.0.0.0 Kopernicus v1.0.0.0 Kopernicus.Parser v1.0.0.0 AnimatedIntakes v1.0.0.0 TweakableAnimator v1.0.0.0 MiniAVC v1.0.3.0 PlanetarySurfaceStructures v1.4.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 Stock assembly: Steamworks.NET v9.0.0.0 / v9.0.0 Folders and files in GameData: AirplanePlus B9PartSwitch B9_Aerospace_ProceduralWings BDArmory BurnTogether CommunityCategoryKit CommunityResourcePack DeployableEngines DestructionEffects Firespitter Kopernicus MarkIVSystem ModularFlightIntegrator NearFutureProps PlanetaryBaseInc Stock folder: Squad SVT
  13. Saw your post over in the MkIV thread, Hey, don't know If anyone said it yet but, Welcome to the forums! Thanks for uploading your log, looks like your problem is you are missing ModuleManager. "InvalidOperationException: The tank definitions have not been loaded yet (done after game database load). Perhaps ModuleManager is missing or out of date?" And "Environment Info Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 B9PartSwitch v1.5.3.0 DeployableEngines v2.1.0.0 Firespitter v7.3.6212.36331 AnimatedIntakes v1.0.0.0 TweakableAnimator v1.0.0.0 MiniAVC v1.0.3.0 Folders and files in GameData: B9PartSwitch CommunityResourcePack DeployableEngines Firespitter MarkIVSystem NearFutureProps Stock folder: Squad" No ModuleManager. But in the future when you upload a log upload the other one (Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)) it has more info.
  14. Can you upload your log? The instructions on how to do so are in the "How to get support for modded installs" post I linked. It sounds like you are installing the mod incorrectly, nothing should stay zipped and nothing should go in the root of KSP's install location. I know the readme says "To install, place the GameData folder inside your Kerbal Space Program folder" but since you are having problems you should do it a little bit more hands-on. Also, make sure you are doing a clean copy, delete the old folders for the mod from (your KSP folder)/GameData/ and then copy the new ones over, just copying over the top of old files can lead to issues. Also, this mod has dependencies, are you installing those as well? Here is how I update my mods, I open the Zip file and look to see if it has a GameData folder, if it does (like this mod does) I open it and look at the files and folders it contains (which are the mod and its dependencies). I then go to my (KSP folder)/GameData/ and delete all the files and folders that are listed in the Zip file. I then copy all the files and folders from the Zips GameData to (KSP folder)/GameData/ . Hope this helps, if not upload your log, please.
  15. It would be great if you could read and follow the below instructions and welcome to the forums! There are people willing to help but you have to help us help you.
  16. I'm still having problems resolving taniwha.org so I haven't been able to d/l this, is it hosted anywhere else? C:\WINDOWS\system32>ping google.com Pinging google.com [216.58.193.78] with 32 bytes of data: Reply from 216.58.193.78: bytes=32 time=44ms TTL=54 Reply from 216.58.193.78: bytes=32 time=28ms TTL=54 Reply from 216.58.193.78: bytes=32 time=56ms TTL=54 Reply from 216.58.193.78: bytes=32 time=31ms TTL=54 Ping statistics for 216.58.193.78: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 28ms, Maximum = 56ms, Average = 39ms C:\WINDOWS\system32>ping taniwha.org Ping request could not find host taniwha.org. Please check the name and try again.
  17. It's an HTML injection issue and the powers that be are waiting on a forum software upgrade before working on it more. This mod (and your skills) have really progressed, and the Imgur pics are awesome. Do you have those craft files to share? Or better yet post them to KerbalX?
  18. Loved this last year, any chance it will make a comeback?
  19. It's a stock feature now, Alt-f12 Debugging menu, under debugging - Show All Log Exceptions On The Screen. Even shows during loading which is helpful for seeing if MM has any problems.
  20. TheMM_Workshop.cfgstillhasallthespacesremovedsothedrillsdonotcompile. I mean The MM_Workshop.cfg still has all the spaces removed so the drills don't compile.
  21. The patch file MM_Workshop.cfg in this download has had all the spaces removed, so "key = 0 10000" looks like this "key=010000", which causes MM to not compile the part and make it go missing in the game. Just replace the MM_Workshop.cfg with the 0.14.0 one on Github.
  22. Your version of KSP this is built for is.... confusing. Is this for 1.1.3 or 1.2-pre? Tried it on 1.2.1517-pre and if does not load
  23. Love this mod, Thanks for sharing @Nertea I've been having problems with the Mk2A X800 Aviation Fuel Tank falling off part's it's connected to when physics loads. Since it's basically a Jumbo-64 and the Jumbo-64 does not fall off I compared the cfg's and noticed the Mk2A X800 Aviation Fuel Tank did not have breakingForce or breakingTorque. I added the values from the Jumbo-64 to mk4fueltank-25-1.cfg (the cfg file for the Mk2A X800 Aviation Fuel Tank) and they don't fall off.
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