JoE Smash Posted August 22, 2018 Share Posted August 22, 2018 What does this mean @Nertea? Spoiler [LOG 10:00:20.189] [Dynamic Battery Storage]: Settings: Started loading [LOG 10:00:20.189] [Dynamic Battery Storage]: Settings: Couldn't find settings file, using defaults [LOG 10:00:20.189] [Dynamic Battery Storage]: Settings: Finished loading Quote Link to comment Share on other sites More sharing options...
JH4C Posted August 22, 2018 Share Posted August 22, 2018 6 hours ago, JoE Smash said: What does this mean @Nertea? Reveal hidden contents [LOG 10:00:20.189] [Dynamic Battery Storage]: Settings: Started loading [LOG 10:00:20.189] [Dynamic Battery Storage]: Settings: Couldn't find settings file, using defaults [LOG 10:00:20.189] [Dynamic Battery Storage]: Settings: Finished loading Seems straight-forward enough: it's looked for a settings file and not found one so it's using the defaults. If this is your first time running the mod, it's expected behaviour. If it's not, and you had changed the settings from the defaults, then there could possibly be a problem. Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted August 22, 2018 Share Posted August 22, 2018 (edited) 1 hour ago, JH4C said: Seems straight-forward enough: it's looked for a settings file and not found one so it's using the defaults. If this is your first time running the mod, it's expected behaviour. If it's not, and you had changed the settings from the defaults, then there could possibly be a problem. I don't even know how to change the settings for dynamic battery storage....where are they? There aern't any in the folder.... And it's not the first time....it does that all the time.... Edited August 22, 2018 by JoE Smash Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 22, 2018 Author Share Posted August 22, 2018 Why on Earth would you want to change them? Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted August 23, 2018 Share Posted August 23, 2018 (edited) 41 minutes ago, Nertea said: Why on Earth would you want to change them? I don't I was replying to that other person... Why can't the mod ever locate them? It's always looking for them in the logs....I've asked you about this before Edited August 23, 2018 by JoE Smash Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 23, 2018 Author Share Posted August 23, 2018 2 hours ago, JoE Smash said: I don't even know how to change the settings for dynamic battery storage....where are they? There aern't any in the folder.... This appears to indicate you're looking for them somehow. If you dig through the repo you can find out how to specify the configuration. The configuration is not required, the log messages help to debug the state of the config... 1. Started loading the plugin 2. Couldn't find settings file so using defaults. 3. Finished loading the plugin Seems clear to me... just as @JH4C said. Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted August 23, 2018 Share Posted August 23, 2018 (edited) 8 hours ago, Nertea said: This appears to indicate you're looking for them somehow. If you dig through the repo you can find out how to specify the configuration. The configuration is not required, the log messages help to debug the state of the config... 1. Started loading the plugin 2. Couldn't find settings file so using defaults. 3. Finished loading the plugin Seems clear to me... just as @JH4C said. Whatever. Just forget it. Thanks for the help! Edited August 23, 2018 by JoE Smash Quote Link to comment Share on other sites More sharing options...
skald Posted September 1, 2018 Share Posted September 1, 2018 Odd thing i can't seem to figure out. The stock nuclear engines are using liquid fuel instead of being changed to use LH2. Been a while since i've played but i thought i recall Atomics changing the standards to LH2. I know there's a patch specifically to force them to use liquid fuel but i triple checked that i don't have any of the patches from extras installed. Any suggestions on where i can start looking for how i've messed up? Quote Link to comment Share on other sites More sharing options...
Wyzard Posted September 1, 2018 Share Posted September 1, 2018 3 hours ago, skald said: The stock nuclear engines are using liquid fuel instead of being changed to use LH2. Been a while since i've played but i thought i recall Atomics changing the standards to LH2. I know there's a patch specifically to force them to use liquid fuel but i triple checked that i don't have any of the patches from extras installed. The patches you're thinking of are in KerbalAtomics\Patches\NTR. They're part of the core mod, not optional extras. But the stock Nerv actually gets turned into a dual-mode engine that can run on either LF or LH2 — this is to avoid breaking compatibility with existing designs that have Nervs with LF tanks. The LF mode is the default, but you should have a "toggle mode" button in the engine's right-click menu. Quote Link to comment Share on other sites More sharing options...
skald Posted September 1, 2018 Share Posted September 1, 2018 16 hours ago, Wyzard said: The patches you're thinking of are in KerbalAtomics\Patches\NTR. They're part of the core mod, not optional extras. But the stock Nerv actually gets turned into a dual-mode engine that can run on either LF or LH2 — this is to avoid breaking compatibility with existing designs that have Nervs with LF tanks. The LF mode is the default, but you should have a "toggle mode" button in the engine's right-click menu. Thank you, strangely mine didn't have the dual mode either. I have no idea what i did wrong, but i reinstalled it twice and the 2nd times and suddenly it worked, so I think it must have been user error with me not fully clearing out an old version or something. Quote Link to comment Share on other sites More sharing options...
coyotesfrontier Posted September 14, 2018 Share Posted September 14, 2018 (edited) I've found a small issue when using both RealPlume's stock configs and Kerbal Atomics. The RealPlume setup isn't working with the Nerv, instead it uses a bugged version of the default plume. This has been an issue since last year, I just never got around to mentioning it online. Only mods are RealPlume, Kerbal Atomics, and Making History. https://imgur.com/a/SMr81xr Edited September 14, 2018 by coyotesfrontier Quote Link to comment Share on other sites More sharing options...
krillin678 Posted September 14, 2018 Share Posted September 14, 2018 Hello, was trying to use the ntr-gc-25-2 emancipator and I have found out some thing interesting, maybe I am doing it wrong but maybe you guys can clue me in. When I take a enriched uranium tank with said engine I cannot transfer fuel to the engine itself, it says selected part cant't handle radioactive storage. So any tips on how to refuel this engine would be nice thanks Quote Link to comment Share on other sites More sharing options...
krillin678 Posted September 15, 2018 Share Posted September 15, 2018 OK, so digging around in Nearfuture Electrical I was able to find the module for transfering fuel from the nuclear fuel container, something like Safe fuel engineer level and such. I edited the cfg file from kerbal atomics emancipator and added it. I will have a spoiler below with contents if anyone is interested. Now the more difficult part is getting crossfeed from Nearfuture electrical nuclear fuel container to engine for it to work with out having to manually transfer it but I will leave that for people smarter than me. Spoiler // Kerbal Atomics 0.3.3 // Open Cycle Gas Core - 2.5m PART { // --- general parameters --- name = ntr-gc-25-2 module = Part author = Chris Adderley // --- asset parameters --- MODEL { model = KerbalAtomics/Parts/NuclearEngines/ntr-25/ntr-gc-25-2 scale = 1.0, 1.0, 1.0 } scale = 1.0 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 2.499, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -3.849, 0.0, 0.0, -1.0, 0.0, 2 // --- FX definitions --- EFFECTS { engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-gc-core { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbalAtomics/FX/fx-gc-open-25-core transformName = innerFX emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } fx-gc-plume { MODEL_MULTI_PARTICLE { modelName =KerbalAtomics/FX/fx-gc-open-25-plume transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } fx-gc-turbo { MODEL_MULTI_PARTICLE { modelName =KerbalAtomics/FX/fx-gc-open-25-turbo transformName = thrustTransform2 emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } } // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = nuclearPropulsion entryCost = 268000 cost = 152000 category = Engine subcategory = 0 title = #LOC_KerbalAtomics_ntr-gc-25-2_title manufacturer = #LOC_KerbalAtomics_manufacturer_postkerbin_title description = #LOC_KerbalAtomics_ntr-gc-25-2_description // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 16 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 5000 thermalMassModifier = 2.5 breakingForce = 5000 breakingTorque = 5000 tags =#LOC_KerbalAtomics_ntr-gc-25-2_tags MODULE { name = ModuleEnginesFX engineID = MainExhaust thrustVectorTransformName = thrustTransform exhaustDamage = True runningEffectName = fx-gc-core powerEffectName = fx-gc-plume ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1540 heatProduction = 981.6286842 fxOffset = 0, 0, 0.574338 engineAccelerationSpeed = 0.6 engineDecelerationSpeed = 0.9 PROPELLANT { name = LqdHydrogen ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 2850 key = 1 1150 key = 4 650 } PROPELLANT { name = EnrichedUranium ratio = 0.0001 DrawGauge = True } } MODULE { name = ModuleEnginesFX engineID = TurbopumpExhaust thrustVectorTransformName = thrustTransform2 exhaustDamage = True runningEffectName = fx-gc-turbo //powerEffectName = fx-gc-plume ignitionThreshold = 0.1 minThrust = 0 maxThrust = 10 heatProduction = 0 fxOffset = 0, 0, 0.0 PROPELLANT { name = LqdHydrogen ratio = 1.0 } atmosphereCurve { key = 0 2850 key = 1 1150 key = 4 650 } } MODULE { name = FXModuleAnimateThrottle animationName = GasCore25-2_Throttle dependOnEngineState = True responseSpeed = 1.0 layer = 2 } MODULE { name = FXModuleAnimateThrottle animationName = GasCore25-2_HeatA dependOnEngineState = True responseSpeed = 0.001 layer = 4 } MODULE { name = ModuleGimbal gimbalTransformName = GimbalBone gimbalRange = 3 gimbalResponseSpeed = 6 useGimbalResponseSpeed = true } MODULE { name = ModuleGimbal gimbalTransformName = GimbalBoneTurbo gimbalRange = 3 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 121 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = TurboExhaustCylUpper001 rotatorsName = TurboExhaustCylLower001 } CONSTRAINLOOKFX { targetName = TurboExhaustCylUpper002 rotatorsName = TurboExhaustCylLower002 } CONSTRAINLOOKFX { targetName = TurboExhaustCylUpper003 rotatorsName = TurboExhaustCylLower003 } CONSTRAINLOOKFX { targetName = TurboExhaustCylUpper004 rotatorsName = TurboExhaustCylLower004 } CONSTRAINLOOKFX { targetName = TurboExhaustCylLower001 rotatorsName = TurboExhaustCylUpper001 } CONSTRAINLOOKFX { targetName = TurboExhaustCylLower002 rotatorsName = TurboExhaustCylUpper002 } CONSTRAINLOOKFX { targetName = TurboExhaustCylLower003 rotatorsName = TurboExhaustCylUpper003 } CONSTRAINLOOKFX { targetName = TurboExhaustCylLower004 rotatorsName = TurboExhaustCylUpper004 } CONSTRAINLOOKFX { targetName = CylUpper001 rotatorsName = CylLower001 } CONSTRAINLOOKFX { targetName = CylUpper002 rotatorsName =CylLower002 } CONSTRAINLOOKFX { targetName = CylUpper003 rotatorsName = CylLower003 } CONSTRAINLOOKFX { targetName = CylUpper004 rotatorsName = CylLower004 } CONSTRAINLOOKFX { targetName = CylLower001 rotatorsName = CylUpper001 } CONSTRAINLOOKFX { targetName = CylLower002 rotatorsName = CylUpper002 } CONSTRAINLOOKFX { targetName = CylLower003 rotatorsName = CylUpper003 } CONSTRAINLOOKFX { targetName = CylLower004 rotatorsName = CylUpper004 } } MODULE { name = ModuleJettison jettisonName = SHROUD01 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleJettison jettisonName = SHROUD02 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1.0 maxDistance = 70 falloff = 2 thrustTransformName = thrustTransform } MODULE { //Added for fuel transfer - by Krillin678 name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } RESOURCE { name = EnrichedUranium amount = 35 maxAmount = 35 } } cut and past over file or add it as a separate cfg after backup doesn't matter to me. 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danshu15 Posted September 26, 2018 Share Posted September 26, 2018 (edited) On 9/13/2018 at 7:33 PM, coyotesfrontier said: I've found a small issue when using both RealPlume's stock configs and Kerbal Atomics. The RealPlume setup isn't working with the Nerv, instead it uses a bugged version of the default plume. This has been an issue since last year, I just never got around to mentioning it online. Only mods are RealPlume, Kerbal Atomics, and Making History. https://imgur.com/a/SMr81xr I have the issue above as well. In a test save I was able to get IE/Atomics/RealPlume to play nice, but haven't had any luck yet migrating those results to my ongoing save that I originally had the issue with. All together I have 4 issues, this one was a problem in 1.4.3 for me as well. other than visual ghost plumes I have an error stating engine ID's cannot be found when placing it in the VAB with scrolling nullrefs in the console log in flight mode, and then a second scrolling message about magneticfields that led me to post in the support thread for KSPIE. Taking out RealPlume doesn't seem to solve the issues for me. I posted associated logs and some screenshots in The IE thread with the test save everything seemed to work if I installed GPP-visuals-IE and Atomics with the atomics communityresourcepack, but duplicating this into an ongoing save doesn't seem to change anything regarding plume, error, nullref or the magnetometer thing. I make frequent backups and have unknowingly had these issues with this install since first unlocking the NERVA and the IE duel technique magnetometer. If you think it's worth looking to and need anything else from me please let me know, I'll keep an eye out while I work on this today. I'm taking an extra day off of streaming because of back pain and will be working on it before I go to the doctors Update - just adding a screenshot of the console log error with ID's, I don't think I had one up yet imgur - Console Log Final Update - Situation resolved itself when the LiquidFuel patch is applied. I'd imagine Interstellar is doing a more broad addition of the hydrogen fuel, so when Atomics isn't trying to do the same thing as IE it all works together just fine. Error, Nullref, missingmagneticfuel log message, and ghost plume is gone. I hope I didn't waste any of your time, I knew it was something that I didn't install properly. The Fuel config didn't make sense off the top of my head because I did indeed want it to use liquid hydrogen as intended, lucked out that it dawned on me that the incompatibility was probably related to something they both wanted to do to the same part. Thank you for your time, and again I apologize! Edited September 26, 2018 by danshu15 1 - imgur of console Error before nullrefs - 2 Final Update Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 27, 2018 Author Share Posted September 27, 2018 On 9/26/2018 at 6:27 AM, danshu15 said: I have the issue above as well. In a test save I was able to get IE/Atomics/RealPlume to play nice, but haven't had any luck yet migrating those results to my ongoing save that I originally had the issue with. All together I have 4 issues, this one was a problem in 1.4.3 for me as well. other than visual ghost plumes I have an error stating engine ID's cannot be found when placing it in the VAB with scrolling nullrefs in the console log in flight mode, and then a second scrolling message about magneticfields that led me to post in the support thread for KSPIE. Taking out RealPlume doesn't seem to solve the issues for me. I posted associated logs and some screenshots in The IE thread with the test save everything seemed to work if I installed GPP-visuals-IE and Atomics with the atomics communityresourcepack, but duplicating this into an ongoing save doesn't seem to change anything regarding plume, error, nullref or the magnetometer thing. I make frequent backups and have unknowingly had these issues with this install since first unlocking the NERVA and the IE duel technique magnetometer. If you think it's worth looking to and need anything else from me please let me know, I'll keep an eye out while I work on this today. I'm taking an extra day off of streaming because of back pain and will be working on it before I go to the doctors Update - just adding a screenshot of the console log error with ID's, I don't think I had one up yet imgur - Console Log Final Update - Situation resolved itself when the LiquidFuel patch is applied. I'd imagine Interstellar is doing a more broad addition of the hydrogen fuel, so when Atomics isn't trying to do the same thing as IE it all works together just fine. Error, Nullref, missingmagneticfuel log message, and ghost plume is gone. I hope I didn't waste any of your time, I knew it was something that I didn't install properly. The Fuel config didn't make sense off the top of my head because I did indeed want it to use liquid hydrogen as intended, lucked out that it dawned on me that the incompatibility was probably related to something they both wanted to do to the same part. Thank you for your time, and again I apologize! Glad you resolved it - KSPIE , KA and RP will be very tough to get working completely properly together. Quote Link to comment Share on other sites More sharing options...
SpinPlanet Posted October 18, 2018 Share Posted October 18, 2018 (edited) The Dv limit is very short with the Emancipator-engine because I can't refule with Enr U. I tried doing it with engineer onboard but it say "selected part can't handle radioactive storage". Am I missing something?? Edit: krillin678, didn't see your post there, what CFG you put the text into?? Edited October 18, 2018 by SpinPlanet Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 19, 2018 Author Share Posted October 19, 2018 (edited) On 10/18/2018 at 8:21 AM, SpinPlanet said: The Dv limit is very short with the Emancipator-engine because I can't refule with Enr U. I tried doing it with engineer onboard but it say "selected part can't handle radioactive storage". Am I missing something?? From the FAQ. Q: Why can't I refuel the Emancipator?A: It's a cheaty engine. It has a disadvantage. If you want to refuel it, you need to download NF Electrical and install the high complexity reactor integration I mean if has a specific impulse of 2850 seconds and a TWR higher than any chemical vacuum engine, it's really very potent... Edited October 19, 2018 by Nertea Quote Link to comment Share on other sites More sharing options...
SpinPlanet Posted October 19, 2018 Share Posted October 19, 2018 The engine don't have a short Dv limit, I mean the Enr U is limiting it very much. Sorry, I can't always find english words and put them in right order. Yes, I love that engine. Where is integration? I have all the Near Future mods and can't find it in there. You have a link? BTW: thanks for awesome mods. Love them all Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 19, 2018 Author Share Posted October 19, 2018 (edited) Extras folder of KerbalAtomics. Edited October 19, 2018 by Nertea Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 19, 2018 Share Posted October 19, 2018 1 hour ago, Nertea said: Extras folder of KerbalAtomics. Uhhh...KA in my install doesn't have a Extras folder. is it suppose to? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 20, 2018 Share Posted October 20, 2018 (edited) 28 minutes ago, Brigadier said: Uhhh...KA in my install doesn't have a Extras folder. is it suppose to? No, those are optional configs that you can choose to use or not, as needed. Look in the original zip file that you downloaded with KA. Edited October 20, 2018 by Starwaster Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 20, 2018 Share Posted October 20, 2018 1 minute ago, Starwaster said: No, those are optional configs that you can choose to use or not, as needed. Look in the original zip file that you downloaded with KA. Installed via CKAN. The folders under KA are: FX, Localization, Parts, Patches and Versioning. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 20, 2018 Share Posted October 20, 2018 28 minutes ago, Brigadier said: Installed via CKAN. The folders under KA are: FX, Localization, Parts, Patches and Versioning. Even CKAN downloads a zip file to install from, it's somewhere in the CKAN folder. If you can't find it then download the mod from one of the three download sites listed in the first post. It will be a zip file and inside there will be an Extras folder and a GameData folder. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 20, 2018 Share Posted October 20, 2018 5 minutes ago, Starwaster said: Even CKAN downloads a zip file to install from, it's somewhere in the CKAN folder. If you can't find it then download the mod from one of the three download sites listed in the first post. It will be a zip file and inside there will be an Extras folder and a GameData folder. Weird...CKAN does not seem to have a folder for KA. I'll download directly, I guess. Thanks for your help. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 20, 2018 Author Share Posted October 20, 2018 This is one of the reasons why CKAN is not supported. Quote Link to comment Share on other sites More sharing options...
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