max7453 Posted June 4, 2019 Share Posted June 4, 2019 (edited) 16 hours ago, Tonka Crash said: I looked at this and cannot duplicate the problem. Do you get any other errors? Please post your KSP.Log @CaptSmollett @ZEROX I'm not seeing any problems with any air intakes Mk2 or otherwise with around 100 mods on 1.7.1. Can you post a KSP.Log? Hi 1. Please tell me where you can find KSP.Log, I don't know much about the ksp message. 2 I use the exclusion method to exclude one by one, find a component that will interfere with you. But it will not be at 1.7.0, so I am not sure if it is caused by it. Quote PartVariant Color Tinting // KSP Colors @PART[*]:HAS[!MODULE[ModulePartVariants]] { MODULE { name = ModulePartVariants VARIANT { name = KSP_Black displayName = Black primaryColor = #2d2e2d secondaryColor = #2d2e2d TEXTURE { _Color = #2d2e2d } } name = KSP_MetalGrey displayName = Metal Grey primaryColor = #7b7d7b secondaryColor = #7b7d7b _Color = #7b7d7b name = KSP_DarkGrey displayName = Dark Grey primaryColor = #4c4f47 secondaryColor = #4c4f47 TEXTURE { _Color = #4c4f47 } } VARIANT { name = KSP_Orange displayName = Orange primaryColor = #f49841 secondaryColor = #f49841 _Color = #f49841 name = KSP_Green displayName = Green primaryColor = #737a5a secondaryColor = #737a5a _Color = #737a5a name = KSP_Yellow displayName = Yellow primaryColor = #e3b85f secondaryColor = #e3b85f _Color = #e3b85f name = KSP_Red displayName = Red primaryColor = #a52a29 secondaryColor = #a52a29 _Color = #a52a29 name = KSP_Blue displayName = Blue primaryColor = #394563 secondaryColor = #394563 _Color = #394563 name = KSP_Cyan displayName = Cyan primaryColor = #567988 secondaryColor = #567988 _Color = #567988 } } @PART[*]:HAS[@MODULE[ModulePartVariants]:HAS[@VARIANT:HAS[!GAMEOBJECTS]]] { @MODULE[ModulePartVariants] { VARIANT { name = KSP_Black displayName = Black primaryColor = #2d2e2d secondaryColor = #2d2e2d TEXTURE { _Color = #2d2e2d } } name = KSP_MetalGrey displayName = Metal Grey primaryColor = #7b7d7b secondaryColor = #7b7d7b _Color = #7b7d7b name = KSP_DarkGrey displayName = Dark Grey primaryColor = #4c4f47 secondaryColor = #4c4f47 _Color = #4c4f47 name = KSP_Orange displayName = Orange primaryColor = #f49841 secondaryColor = #f49841 _Color = #f49841 name = KSP_Green displayName = Green primaryColor = #737a5a secondaryColor = #737a5a _Color = #737a5a name = KSP_Yellow displayName = Yellow primaryColor = #e3b85f secondaryColor = #e3b85f _Color = #e3b85f } } VARIANT { name = KSP_Red displayName = Red primaryColor = #a52a29 secondaryColor = #a52a29 TEXTURE { _Color = #a52a29 name = KSP_Blue displayName = Blue primaryColor = #394563 secondaryColor = #394563 _Color = #394563 name = KSP_Cyan displayName = Cyan primaryColor = #567988 secondaryColor = #567988 _Color = #567988 } } // if has variants and has a variant that sets gameobjects, then do this; otherwise, just add normally @PART[*]:HAS[@MODULE[ModulePartVariants]:HAS[@VARIANT:HAS[@GAMEOBJECTS]]] { @MODULE[ModulePartVariants] { +VARIANT,0 { @name = KSP_Black @displayName = Black @primaryColor = #2d2e2d @secondaryColor = #2d2e2d %TEXTURE { %_Color = #2d2e2d @name = KSP_MetalGrey @displayName = Metal Grey @primaryColor = #7b7d7b @secondaryColor = #7b7d7b %TEXTURE { %_Color = #7b7d7b } } +VARIANT,0 { @name = KSP_DarkGrey @displayName = Dark Grey @primaryColor = #4c4f47 @secondaryColor = #4c4f47 %_Color = #4c4f47 @name = KSP_Orange @displayName = Orange @primaryColor = #f49841 @secondaryColor = #f49841 %_Color = #f49841 @name = KSP_Green @displayName = Green @primaryColor = #737a5a @secondaryColor = #737a5a %_Color = #737a5a @name = KSP_Yellow @displayName = Yellow @primaryColor = #e3b85f @secondaryColor = #e3b85f %_Color = #e3b85f @name = KSP_Red @displayName = Red @primaryColor = #a52a29 @secondaryColor = #a52a29 %_Color = #a52a29 @name = KSP_Blue @displayName = Blue @primaryColor = #394563 @secondaryColor = #394563 %_Color = #394563 @name = KSP_Cyan @displayName = Cyan @primaryColor = #567988 @secondaryColor = #567988 %TEXTURE { %_Color = #567988 } } } } Edited June 4, 2019 by Val Forgot a translation Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 4, 2019 Share Posted June 4, 2019 @max7453 KSP.Log is in the install directory of the game in the same directory as the executable KSP_x64.exe. I don't know what .cfg file you posted or what mod it comes from. If you have found the mod causing problems, you should post your problem to the thread for that mod. To get a good log you need to make the error to happen then quit the game. Upload the log to a file hosting site like dropbox and paste a link here. Quote Link to comment Share on other sites More sharing options...
kokospl Posted June 4, 2019 Share Posted June 4, 2019 On 11/13/2015 at 9:21 AM, 129828 said: This mod looks really awsome, maybe you should consider making a seperate catagory for filter extension 3,5 years later - is there a Filter Extension for this mod? Quote Link to comment Share on other sites More sharing options...
max7453 Posted June 5, 2019 Share Posted June 5, 2019 (edited) 13 hours ago, Tonka Crash said: @ max7453 KSP.Log位於遊戲的安裝目錄中,與可執行文件KSP_x64.exe位於同一目錄中。 我不知道你發布了什麼.cfg文件或它來自哪個mod。如果您發現mod導致問題,您應該將問題發佈到該mod的線程。 要獲得一個好的日誌,你需要讓錯誤發生然後退出遊戲。將日誌上傳到文件託管網站(如dropbox)並在此處粘貼鏈接。 thanks for your guidance. .ksp.log And that "PartVariant Color Tinting" comes from the Add-on Discussions in the forum. PartVariant Color Tinting By Electrocutor, Sorry, I know that it is a problem in 1.7.1, but it is currently only available to give me more colors. Others that provide color mods cannot be used by my computer. (It requires dx11, but I am dx12.) Edited June 5, 2019 by max7453 Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 5, 2019 Share Posted June 5, 2019 @max7453 I can find in your log where the Mk2 Tricoupler is added and deleted in the editor, but there are no errors or warnings to indicate a problem. I don't know how to fix your problem. But if you have determined that 'PartVariant Color Tinting' causes the problem, you must decide if you want to keep using 'PartVariant Color Tinting' Quote Link to comment Share on other sites More sharing options...
max7453 Posted June 6, 2019 Share Posted June 6, 2019 17 hours ago, Tonka Crash said: @ max7453 我可以在你的日誌中找到在編輯器中添加和刪除Mk2 Tricoupler的地方,但是沒有錯誤或警告來指示問題。 我不知道如何解決你的問題。 但是,如果您確定'PartVariant Color Tinting'導致問題,您必須決定是否要繼續使用'PartVariant Color Tinting' Thank you for your help. I will consider going back to 1.7.0 or not using that little program.. Quote Link to comment Share on other sites More sharing options...
BlueNexus Posted June 6, 2019 Share Posted June 6, 2019 Hi, does anyone know if there'll be a 1.7.1 thingy for CKAN? We can't download the mod at the moment since the one on CKAN is for 1.7.0 If the mod just hasn't been updated yet, please disregard this. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 7, 2019 Share Posted June 7, 2019 @BlueNexus There is no update for 1.7.1, the version for 1.7.0 should be working fine. You need to set your CKAN client to look at more than just the latest release of KSP. https://github.com/KSP-CKAN/CKAN/wiki/User-guide Quote Link to comment Share on other sites More sharing options...
Redacted Posted June 28, 2019 Share Posted June 28, 2019 Are the "Configurable ACS Blister" (four variants) part of this mod? They use intake air and electrical power to produce thrust. Which by the way is a brilliant idea! (Never run out of fuel) If so, would it be possible to increase the thruster power? (Currently set at "2") Made a few SSTO's that use 200+ ACS blisters to push a craft to the edge of space, where nukes can later circularize. A stronger variant of this would lower the part count considerably. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 29, 2019 Author Share Posted June 29, 2019 Yes, the ACS are from M2X. I'm not going to increase thruster power - I've heard arguments they're already too powerful - but ModuleManager has you covered: @PART[M2X_ACSBlister]:FOR[Mk2Expansion] { @MODULE[ModuleRCSFX] { @thrusterPower = 20 // or 200, or 2000, etc } } Paste that into a .cfg inside /GameData and the ACS will be as powerful as you want. Quote Link to comment Share on other sites More sharing options...
CaptainGeoluread Posted July 7, 2019 Share Posted July 7, 2019 Superb mod with which I'm building a rather swish looking station. Daft question: why does the lab have 4 seats but only 2 crew capacity? Is there a way to unlock the other 2? Quote Link to comment Share on other sites More sharing options...
Atlessa Posted July 17, 2019 Share Posted July 17, 2019 I absolutely love this mod. It's usually THE first mod I install after a clean sweep. (it happens... I'm messy with my installs... but that is my problem and not the reason for this post.) Lately I have noticed two parts that I am kind of missing though. 1: A high-ISP, low(ish) thrust, relatively lowtech vacuum engine for upper stages. Think Terrier or Poodle. I currently use the Wedge in this role, but that's far from low-thrust, or low tech, and ISP is not that great either. 2: A scaled up electrical (Ion) engine. The Spirit certainly has it's use, but I find myelf using a bicoupler and some variant of Hall-effect or Plasma thrusters from Nertea's Near-Future mod instead at some point. A MK2 shaped variant of that would be nice (even if it's the exact same model) Also I sort of second "Redacted" on his notion of a purely electrical air-pushing engine, but why not make it a dedicated ENGINE. I'm thinking the Vector would be a nice base design to work off of. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 21, 2019 Author Share Posted July 21, 2019 On 7/7/2019 at 10:16 AM, CorporalRutland said: Daft question: why does the lab have 4 seats but only 2 crew capacity? Is there a way to unlock the other 2? Balance with the stock 2.5m lab, mainly. As for 4 seats, yes. The Mk2 lab is actually already configured for 4 seats; just open the /GameData/Mk2Expansion/Parts/utility/Lab/part.cfg and change 'CrewCapacity' from 2 to 4. On 7/17/2019 at 8:47 AM, Atlessa said: Lately I have noticed two parts that I am kind of missing though. 1: A high-ISP, low(ish) thrust, relatively lowtech vacuum engine for upper stages. Think Terrier or Poodle. I currently use the Wedge in this role, but that's far from low-thrust, or low tech, and ISP is not that great either. 2: A scaled up electrical (Ion) engine. The Spirit certainly has it's use, but I find myelf using a bicoupler and some variant of Hall-effect or Plasma thrusters from Nertea's Near-Future mod instead at some point. A MK2 shaped variant of that would be nice (even if it's the exact same model) Also I sort of second "Redacted" on his notion of a purely electrical air-pushing engine, but why not make it a dedicated ENGINE. I'm thinking the Vector would be a nice base design to work off of. 1: M2X has been in need of better vac engines for a while now, so a reasonable request. 2: One one hand I'm sort of against adding a second, even more powerful ion engine (the Spirit, compared to the stock Dawn is already slightly OP), on the other it would justify the mass and output of the mk2 reactor, so maybe? 3: So... literally a jet engine, but electric. That would be another justification of the mk2 reactor's output, if nothing else. Maybe. Quote Link to comment Share on other sites More sharing options...
Atlessa Posted July 22, 2019 Share Posted July 22, 2019 Here's an idea, a best of all worlds kind of one: An engine that uses HIGH amounts of electricity and small amounts of liquid fuel (as reaction mass) to generate low thrust, high efficiency propulsion. A Gauss engine of sorts. ... highly experimental. Quote Link to comment Share on other sites More sharing options...
Agustin Posted July 26, 2019 Share Posted July 26, 2019 (edited) To enable the whitelist (for ReStock), should I replace the extension of the file to ".CFG" ?? Edited July 26, 2019 by Agustin Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 27, 2019 Author Share Posted July 27, 2019 No. The correct extension for the whitelist is '.restockwhitelist'; it should take effect automatically if ReStock is installed. Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 4, 2019 Share Posted August 4, 2019 Hi! A TweakScale user reported an problem that ended up being a glitch on one of the MK2Expansion patches. I fixed the glitch and applied a pull request. Cheers! Quote Link to comment Share on other sites More sharing options...
CaptainGeoluread Posted August 15, 2019 Share Posted August 15, 2019 On 7/21/2019 at 1:10 AM, SuicidalInsanity said: Balance with the stock 2.5m lab, mainly. As for 4 seats, yes. The Mk2 lab is actually already configured for 4 seats; just open the /GameData/Mk2Expansion/Parts/utility/Lab/part.cfg and change 'CrewCapacity' from 2 to 4. 1: M2X has been in need of better vac engines for a while now, so a reasonable request. 2: One one hand I'm sort of against adding a second, even more powerful ion engine (the Spirit, compared to the stock Dawn is already slightly OP), on the other it would justify the mass and output of the mk2 reactor, so maybe? 3: So... literally a jet engine, but electric. That would be another justification of the mk2 reactor's output, if nothing else. Maybe. Sweet, thanks for the reply! Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 17, 2019 Author Share Posted August 17, 2019 (edited) (Lower-tier) Rocket engines. Vac-optimized engine, atmo-optimized lifter engine, and a long overdue overhaul of the dual-cycles.Feel free to suggest names, otherwise the vac engine is probably going to get called the Corgi, and I have no idea what to call the other one. Edited August 17, 2019 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
Manul Posted August 19, 2019 Share Posted August 19, 2019 On 8/17/2019 at 8:36 AM, SuicidalInsanity said: I have no idea what to call the other one Trident? Quote Link to comment Share on other sites More sharing options...
vmatt1203 Posted August 21, 2019 Share Posted August 21, 2019 (edited) Can anyone help? I'm getting "1 warning related to GameData/Mk2Expansion/Patches/M2X_Tweakscale.cfg". I am using most recent versions of TS and MK2E. Is there a new config I could use floating around? MM is telling me that this will corrupt my save sooner or later, should I be worried? I have had zero issues thus far. Tried reinstalling both with no change. Edited August 21, 2019 by vmatt1203 Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 21, 2019 Share Posted August 21, 2019 (edited) 9 hours ago, vmatt1203 said: Can anyone help? I'm getting "1 warning related to GameData/Mk2Expansion/Patches/M2X_Tweakscale.cfg". I am using most recent versions of TS and MK2E. Is there a new config I could use floating around? MM is telling me that this will corrupt my save sooner or later, should I be worried? I have had zero issues thus far. Tried reinstalling both with no change. Delete GameData/TweakScale/patches/M2X_Tweakscale.cfg . This patch is kaput, and SuicidalInsanity's patches are way better anyway. I'm deprecating this patch from the distribution, it will not be a problem anymore on the next Release [of TweakScale]. You got a "Houston", and yes, this can be harmful. it means that the patching is not deterministic and there're different patches trying to do something with TweakScale on a part. When this happens, the patch that "wins" is used to rule the scaling. The nasty problem is that by adding or deleting an Add'On, the order in which the patches are applied can change, and then another rule will "win" and be used to scale everything using that part, including the flying crafts. It was a riot on my savegame when I was hit by that. Unfortunately I can't say you had zero issues before. You had zero detected issues before. Now they are being detected. I'm fixing every problem that is reported on the TweakScale thread (the "ok" button from the "Houston" send you directly to there!). Feel free to post there every time you think TweakScale can be bitting you. Cheers! Edited August 22, 2019 by Lisias tyops, tyops, tyops everywehre!!! Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 22, 2019 Author Share Posted August 22, 2019 12 hours ago, vmatt1203 said: Can anyone help? I'm getting "1 warning related to GameData/Mk2Expansion/Patches/M2X_Tweakscale.cfg". I am using most recent versions of TS and MK2E. Is there a new config I could use floating around? MM is telling me that this will corrupt my save sooner or later, should I be worried? I have had zero issues thus far. Tried reinstalling both with no change. There's a second :FINAL that didn't get deleted in the in the M2X_RootChine* entry (bottommost entry in the /Mk2Expansion/patches/M2X_Tweakscale.cfg) that's throwing a warning. It'll be fixed next release (should be the next day or so). Quote Link to comment Share on other sites More sharing options...
SeucheAnemone56 Posted August 22, 2019 Share Posted August 22, 2019 What does the radial mount? how to use it? Quote Link to comment Share on other sites More sharing options...
max7453 Posted August 23, 2019 Share Posted August 23, 2019 On 7/21/2019 at 8:10 AM, SuicidalInsanity said: Balance with the stock 2.5m lab, mainly. As for 4 seats, yes. The Mk2 lab is actually already configured for 4 seats; just open the /GameData/Mk2Expansion/Parts/utility/Lab/part.cfg and change 'CrewCapacity' from 2 to 4. I also have the same problem, thank you for your help. But after the change, the 3rd and 4th person in the lab can't find it (in the lower right person's head in the picture). I can only click the lab to do the mobile and not the person's avatar option to do EVA and mobile. Quote Link to comment Share on other sites More sharing options...
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