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sTiKyt

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Everything posted by sTiKyt

  1. Thanks I didn't expect such a quick response https://www.dropbox.com/s/fbcukyypwcxr03l/output_log.txt?dl=0 here's the log https://www.dropbox.com/s/aqjfcpetg5ts9ud/Bug Test.zip?dl=0 here's the save
  2. Thanks for picking up this mod, unfortunately I can't seem to get it to work. I'm receiving this error once an item has finished constructing; I'll post the mod versions that I'm running Kerbal Space Program - 1.3.0.1804 (WindowsPlayer) en-us "NAME":"Community Resource Pack", "VERSION":{ "MAJOR":0, "MINOR":7, "PATCH":1, "BUILD":0 }, "NAME": "Community Category Kit", "VERSION": { "BUILD": 0, "MAJOR": 2, "MINOR": 0, "PATCH": 1 } "NAME": "Firespitter", "VERSION": { "MAJOR": 7, "MINOR": 6, "PATCH": 0 }, "NAME": "Kerbal Inventory System", "VERSION": { "BUILD": 37363, "MAJOR": 1, "MINOR": 6, "PATCH": 6466 } "NAME":"OSE Workshop", "VERSION":{ "MAJOR":1, "MINOR":2, "PATCH":0, "BUILD":0 }, Here's the craft file I was running when encountering the error Hope this is enough info. Let me know if you need to know anything else
  3. Thanks. Just tested that version out and it's still an issue for every experiment, even MN's custom experiments. However I just looked at the release notes which I hadn't seen before and I noticed they're not supporting 0.23.5 (which I'm using) until RT 1.4 is out, so that's probably the issue. I guess I'll wait until then and report back whether it's still broken/working
  4. Anyone else having problems transferring experiments in full? My transmitter often cuts out momentarily, reducing the total science returned. It's a minor problem but it gets quite irritating since it sometimes means having to transfer around 5 times to get the full amount. I'm using RemoteTech2 v1.3.3, could that be the issue? Am I still supposed use the community hotfix despite being out of date?
  5. Hmm I seem to be having problems getting ECLSS working on my install. I've verified the game cache, removed all other non-default mods but I still can't seem to get past the main menu. Here's my log up until the point it freezes
  6. Try Ion Cross life support. It makes early tech much harder to come by.
  7. Thanks for your advice. It turns out the only reason it didn't load the new module was the lack of @ in front of name.
  8. Hmm I seem to be having trouble deleting or replacing modules I've tried both this; @PART[GooExperiment] { description = This part has been augmented !MODULE[ModuleScienceExperiment] { } } and this @PART[GooExperiment] { description = This part has been augmented @MODULE[ModuleScienceExperiment] { name = NewScienceExperiment } } (NewScienceExperiment is a extension of ModuleScienceExperiment) While the description changes in the editor the science experiment module always stays attached.
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