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TranceaddicT

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Everything posted by TranceaddicT

  1. Four things come to mind: 1. Read back a few pages before asking a common question. 2. Try using the search thread function at the top right of the thread. You know, the link that says "Search Thread". 3. Google it. Use <search query> site:forum.kerbalspaceprogram.com Works wonders. (Though, this is one of those little known, seldom used reserve activation clauses.) 4. Augustus ... breath.
  2. Yeah, I read that report. Six bullet points that are right out of a S&W. Til now, Curiosity has been "too big to fail". Dump the Kerbals $$$ in. Get the science out.
  3. pdidty, First, all mods end up with pretty much the same result: a folder inside ~/GameData. There should be no mods (or included folders) in anywhere OUTSIDE ~/GameData. If it modifies behaviour or functionality it goes in GameData, period. (Squad did this. Those folders in the gameroot (~) are artifacts of a bygone day.) That being a rule there are, of course, exceptions: Exception 1: You can put craft files (.craft) in the ~/Ships/VAB(SPH) and, IIRCC, any craft files in those folders will be copied to your savefile if you modify them and save. (I think, but pretty sure.) Exception 2: The same goes for ~/Subassemblies. General Troubleshooting: Many problems arise because of nesting and/or incorrect placement of folders. Go back and check the folders you dragged over. Look inside. Make sure you dragged mod folder; not a folder containing the mod folder. In some cases, some modders place their mods inside a top level folder with the same name and then compress that. Other times it is your compression software which extracts the contents to an application-generated folder that has the same name as the compressed file. Both situations, subsequently server to confuse the crap out of newbies and frustrates old-timers alike. Fear not, you are not alone; I still do it. I'm betting you did one or both of the following: 1. Uncompressed StarSystems and dragged resulting folder into ~/GameData. It is highly likely you'll find another folder with that folder named StarSystems. That nested folder is the one you want. 2. You took the Plugins folder out of StarSystems and put it in the /Plugins folder OUTSIDE /GameData. THAT is a no-no and only complicates your problem and troubleshooting. In the case of StarSystems, It looks like you should have a folder tree something like this: ~/GameData/StarSystems ~/GameData/StarSystems/Plugins ~/GameData/StarSystems/Configs ~/GameData/StarSystems/Resources For any other mods, regardless of what they do: ~/GameData/MOD ~/GameData/MOD/<internalfolder> ~/GameData/MOD/<internalfolder> ~/GameData/MOD/<internalfolder> One general note to EVERYONE: If a modder snaps at you ... take a breath before you respond. Often, they are a one-man-show. Other times they are frustrated with their collaborators. ALL OF THE TIME they are frustrated with fielding a never-ending barrage of questions, comments, moans, groans, gripes, complaints, platitudes and a spattering of genuine appreciation.
  4. TriggerAu, Hopefully you see this before you build. Would it be possible to request a change to the folder structure to match that of ARP and TWP? That is put everything in a KAC folder. I realize that requesting such a change can be a bit presumptuous, but I really think it is called for in this case. If you so choose not to, so be it. Your mod. Your rules.
  5. Have you looked into the KerbalStuff API? Would it be possible to ping KS with this? Would there, Could there, Possibly be. A KerbalStuff integration for we?
  6. After having a bit of a difficult time with FASA and MFT, I finally decided to take a crack at an MM config. This is my MFT_FASATanks.cfg. I just completed it so I have no idea if it is balanced. Anyone who would care to review and comment it is open for editing. (I have a backup copy.) (P.S. I know there is a config for FASA already I wanted to experiment without looking. I also added modifications for Explorer items.)
  7. Raztap, Thank you for the honest response. The AVC thing is what I'm shooting for. I've found it immensely helpful solving problems with my bloated modding. Those who don't want a phone-home just don't install it. It's your mod; it's your purview. Thanks for keeping the dropbox.
  8. Sweet! I've loved this collaboration since day one. Congrats to each of you. You've done a damn find job of giving us what we should have had to begin with.
  9. Everybody's a critic. Those who can, do. Those who can't, criticize. Personally, I think your work is fantastic. With each one you refine your work. Keep it up.
  10. Raztap, Any plans to Include KSP-AVC and/or post to this to KerbalStuff? (That you have a DropBox version available makes the KS request more of a "shiney".)
  11. magico, I just realize that it would be nice to be able to access the list of build and storage items from inside VAB/SPH. It gets kind of cumbersome having to switch scenes just to verify what craft you have in the queues.
  12. I want this!!!! By the gods it would save me sooooo much work. Any builds for linux?
  13. Then there's: Ranger Surveyor Mariner Viking Oooooooh more shinies.
  14. FANTASTIC. (This also makes me your number 1 fan, er ... follower, nah, fan.) Thank you. I have high hopes to build something like Genolution's Station.
  15. Any chance you could be convinced to upload this to KerbalStuff. I'd really like to use it.
  16. Alex, Thank you for this. It is truly astounding work; almost overwhelming in scope. In my log I have a couple of error lines: [ERR 10:14:15.221] Texture 'ASET/ASET_Props/Instruments/GPWS/model000' not found! [ERR 10:14:15.221] Texture 'ASET/ASET_Props/Instruments/GPWS/model001' not found! Is this anything that needs to be addresses? Do they even matter? Sidenote: I've found other mods throw these errors as well. So, I assume there is nothing to worry about. Really just a curiosity.
  17. magico, I've run into a situation for which I have a workaround, but thought you may have addressed already. The situation I find myself in with KCT is reusable SPH builds ... planes. If I build a plane and land *safely* I should be able to reuse that same craft again. As it is, I have to wait for a new craft because KCT requires a complete rebuild. My work around (only for craft completely and safely landed) is to disable KCT, build/use the craft, re-enable KCT. If I damage a part, say snap off a wing tip or blow out landing gear, I'll just build the affected parts and then perform the work around. So the question here is: Could KCT store re-usable craft in their un/damaged state and effect a build from that? Maybe instead of deleting the craft from the SPH Storage it stores the craft state for editing?
  18. Yeah, just goes to show you shouldn't post if: 1. You've been at the keyboard for more than 6h. 2. You haven't read the first post.
  19. Some time in the recent past I got my hands on a version (2.1.1?) that had a persistent box in the SpaceCenter which allowed me to do a database dump of all the config files as loaded. The dump went to a /KSP/MM_Config. Can I get that again? Was it a debug version?
  20. Geschosskopf, I agree on all counts. Fortunately, when you accept the contract I provides you with the terminal orbit displayed about the parent body. That is the only reason that the need for knowing Kerbol's prime is moot. I also too a page from Kasuha and Hyperedited the orbit in a default save. WOW!! That periapsis, I think, would be considered well within what should be Kerbol's corona. I had to zoom out for fear of burning Kerbol's center mass onto my screen.
  21. And you do realize that Mars has 1/100 the atmosphere of Earth? So your 95.97% CO2 is more like .9597% Earth equivalent.
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