Nils277 Posted June 20, 2017 Author Share Posted June 20, 2017 (edited) On 6/20/2017 at 4:25 PM, Acea said: AFAIK it's up to your actual display results, a line break should be okay anywhere. Expand That is very good! And would you prefer it when i make a release with the translation of the KSPedia and another release for the translation of the parts or should i make a release with both of them together when they are done? Edited June 20, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Acea Posted June 20, 2017 Share Posted June 20, 2017 On 6/20/2017 at 4:28 PM, Nils277 said: That is very good! And would you prefer it when i make a release with the translation of the KSPedia and another release for the translation of the parts or should i make a release with both of them together when they are done? Expand The part translation should take a bit more time, I don't really mind that, just keep your own pace and it'd be neat EDIT: Fixed a missed sentence in KSPedia config Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 20, 2017 Author Share Posted June 20, 2017 On 6/20/2017 at 4:31 PM, Acea said: The part translation should take a bit more time, I don't really mind that, just keep your own pace and it'd be neat EDIT: Fixed a missed sentence in KSPedia config Expand Okay! Will be busy for the next few day anyway, but we'll see Quote Link to comment Share on other sites More sharing options...
-MadMan- Posted June 23, 2017 Share Posted June 23, 2017 On 3/6/2016 at 1:52 PM, Nils277 said: Пусский Expand Wat? Русский Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 23, 2017 Author Share Posted June 23, 2017 (edited) On 6/23/2017 at 4:43 AM, -MadMan- said: Wat? Русский Expand Oh, sorry, will be fixed asap. Edit: fixed. Edited June 23, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
ASlyGuy Posted June 23, 2017 Share Posted June 23, 2017 Hey, I've been playing with K&K for a while now, and just recently I unlocked the k&k planetary lab. I sent it to the mün, did heaps of experiments, and now have 500 science waiting, but every single time that I attempt to transmit the science, it never works, as in, the power goes down, no science actually transmits, and it still says I have 500.00 science waiting. I've tried everything, and was hoping someone could help a brother out. (If you want a list of my mods installed, I'll send if need be) Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 23, 2017 Author Share Posted June 23, 2017 (edited) On 6/23/2017 at 12:45 PM, ASlyGuy said: Hey, I've been playing with K&K for a while now, and just recently I unlocked the k&k planetary lab. I sent it to the mün, did heaps of experiments, and now have 500 science waiting, but every single time that I attempt to transmit the science, it never works, as in, the power goes down, no science actually transmits, and it still says I have 500.00 science waiting. I've tried everything, and was hoping someone could help a brother out. (If you want a list of my mods installed, I'll send if need be) Expand Oh, that is weird. I will check if the stock system for science has changed. A few questions: It the antenna to transmit the data directly attached to the lab? Or might something be between them that might prevent a "flow of science". Can't remember, does a part which does not allow fuel flow allow science to be transmitted? Are you using Kerbalism or RemoteTech or any other mod that changes the transmission system? Do you have enough EC to transmit the whole data? Edited June 23, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 23, 2017 Share Posted June 23, 2017 On 6/23/2017 at 3:53 PM, Nils277 said: Oh, that is weird. I will check if the stock system for science has changed. A few questions: It the antenna to transmit the data directly attached to the lab? Or might something be between them that might prevent a "flow of science". Can't remember, does a part which does not allow fuel flow allow science to be transmitted? Are you using Kerbalism or RemoteTech or any other mod that changes the transmission system? Do you have enough EC to transmit the whole data? Expand Antenna can be placed anywhere and flow doesn't matter because science isn't a resource. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 24, 2017 Share Posted June 24, 2017 Hi @Nils277 I want to share with you a little problem I'm having with this mod. I have many ground bases along the kerbol system and in some of them, ( those that are with a few degrees of inclination) i have noticed a slow motion downwards. Seems like there is no enough friction between the ground and the base. The movement is 20mm/s but is very annoying, and in Laythe is a big problem because I feel that at the end the base will end up splashed in the sea. Is there any way to adjust the friction to reduce this effect? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 24, 2017 Author Share Posted June 24, 2017 On 6/24/2017 at 1:09 PM, bice said: Hi @Nils277 I want to share with you a little problem I'm having with this mod. I have many ground bases along the kerbol system and in some of them, ( those that are with a few degrees of inclination) i have noticed a slow motion downwards. Seems like there is no enough friction between the ground and the base. The movement is 20mm/s but is very annoying, and in Laythe is a big problem because I feel that at the end the base will end up splashed in the sea. Is there any way to adjust the friction to reduce this effect? Expand Is your base directly on the ground or with the landing legs? Legs should actually cancel or at least reduce the sliding. The only other option i see is to use KIS/KAS with the ground plate to firmly attach the base to the ground. But this should be done when building the base on site. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 24, 2017 Author Share Posted June 24, 2017 @ASlyGuy Just checked the Lab again, and it has the exact same configuration as the stock lab. So this can't be the reason for this problem. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 24, 2017 Share Posted June 24, 2017 On 6/24/2017 at 1:16 PM, Nils277 said: Is your base directly on the ground or with the landing legs? Legs should actually cancel or at least reduce the sliding. Expand The base is directly on the ground but it has legs. With legs deployed the velocity falls to 2mm/s but still sliding. I'll try to put a ground pylon and a KAS portable strut to minimize the movement. Has this mod support for OSE Workshop?. I think it could be great for these situations where you need small parts for your base in a distant world. Some time ago I did a small cfg to change the lab to support it: @PART[KKAOSS_Science_g]:NEEDS[Workshop]:HAS[!MODULE[OseModuleWorkshop]]:FINAL { MODULE { name = OseModuleWorkshop ProductivityFactor = 0.5 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing MinimumCrew = 1 // Amount of Kerbals needed for the Workshop to work MaxPartVolume = 1000.0 } MODULE { name = OseModuleRecycler ConversionRate = 0.5 // How much of a parts mass will be recycled ProductivityFactor = 0.5 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing OutputResource = MaterialKits // This resource will be created MinimumCrew = 1 // Amount of Kerbals needed for the Recycler to work } MODULE { name = OseModuleCategoryAddon Category = Pods IconPath = Squad/PartList/SimpleIcons/RDicon_commandmodules } MODULE { name = OseModuleCategoryAddon Category = FuelTank IconPath = Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced } MODULE { name = OseModuleCategoryAddon Category = Engine IconPath = Squad/PartList/SimpleIcons/RDicon_propulsionSystems } MODULE { name = OseModuleCategoryAddon Category = Control IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol } MODULE { name = OseModuleCategoryAddon Category = Structural IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction } MODULE { name = OseModuleCategoryAddon Category = Aero IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics } MODULE { name = OseModuleCategoryAddon Category = Utility IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generic } MODULE { name = OseModuleCategoryAddon Category = Science IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech } MODULE { name = OseModuleCategoryAddon Category = Electrical IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_electrics } MODULE { name = OseModuleCategoryAddon Category = Communication IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advunmanned } MODULE { name = OseModuleCategoryAddon Category = Coupling IconPath = Squad/PartList/SimpleIcons/cs_size3 } MODULE { name = OseModuleCategoryAddon Category = Ground IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advancedmotors } MODULE { name = OseModuleCategoryAddon Category = Payload IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_composites } MODULE { name = OseModuleCategoryAddon Category = Thermal IconPath = Squad/PartList/SimpleIcons/fuels_monopropellant } MODULE { name = OseModuleCategoryAddon Category = none IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_robotics } RESOURCE { name = ElectricCharge amount = 2000 maxAmount = 2000 isTweakable = false } RESOURCE { name = MaterialKits amount = 0 maxAmount = 3000 isTweakable = True } RESOURCE { name = Dirt amount = 0 maxAmount = 275 isTweakable = True } RESOURCE { name = RareMetals amount = 0 maxAmount = 275 isTweakable = True } RESOURCE { name = ExoticMinerals amount = 0 maxAmount = 275 isTweakable = True } } What do you think? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 24, 2017 Author Share Posted June 24, 2017 On 6/24/2017 at 2:06 PM, bice said: The base is directly on the ground but it has legs. With legs deployed the velocity falls to 2mm/s but still sliding. I'll try to put a ground pylon and a KAS portable strut to minimize the movement. Has this mod support for OSE Workshop?. I think it could be great for these situations where you need small parts for your base in a distant world. Some time ago I did a small cfg to change the lab to support it: @PART[KKAOSS_Science_g]:NEEDS[Workshop]:HAS[!MODULE[OseModuleWorkshop]]:FINAL { MODULE { name = OseModuleWorkshop ProductivityFactor = 0.5 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing MinimumCrew = 1 // Amount of Kerbals needed for the Workshop to work MaxPartVolume = 1000.0 } MODULE { name = OseModuleRecycler ConversionRate = 0.5 // How much of a parts mass will be recycled ProductivityFactor = 0.5 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing OutputResource = MaterialKits // This resource will be created MinimumCrew = 1 // Amount of Kerbals needed for the Recycler to work } MODULE { name = OseModuleCategoryAddon Category = Pods IconPath = Squad/PartList/SimpleIcons/RDicon_commandmodules } MODULE { name = OseModuleCategoryAddon Category = FuelTank IconPath = Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced } MODULE { name = OseModuleCategoryAddon Category = Engine IconPath = Squad/PartList/SimpleIcons/RDicon_propulsionSystems } MODULE { name = OseModuleCategoryAddon Category = Control IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol } MODULE { name = OseModuleCategoryAddon Category = Structural IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction } MODULE { name = OseModuleCategoryAddon Category = Aero IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics } MODULE { name = OseModuleCategoryAddon Category = Utility IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generic } MODULE { name = OseModuleCategoryAddon Category = Science IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech } MODULE { name = OseModuleCategoryAddon Category = Electrical IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_electrics } MODULE { name = OseModuleCategoryAddon Category = Communication IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advunmanned } MODULE { name = OseModuleCategoryAddon Category = Coupling IconPath = Squad/PartList/SimpleIcons/cs_size3 } MODULE { name = OseModuleCategoryAddon Category = Ground IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advancedmotors } MODULE { name = OseModuleCategoryAddon Category = Payload IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_composites } MODULE { name = OseModuleCategoryAddon Category = Thermal IconPath = Squad/PartList/SimpleIcons/fuels_monopropellant } MODULE { name = OseModuleCategoryAddon Category = none IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_robotics } RESOURCE { name = ElectricCharge amount = 2000 maxAmount = 2000 isTweakable = false } RESOURCE { name = MaterialKits amount = 0 maxAmount = 3000 isTweakable = True } RESOURCE { name = Dirt amount = 0 maxAmount = 275 isTweakable = True } RESOURCE { name = RareMetals amount = 0 maxAmount = 275 isTweakable = True } RESOURCE { name = ExoticMinerals amount = 0 maxAmount = 275 isTweakable = True } } What do you think? Expand Already have a rough sketch for a "real" OSE-Workshop that will be added. But i will wait with that until it is updated to 1.3. still have a version of KSP 1.2.2 but KPBS will only be working with 1.3 so there is no sense in adding it until it can be used From what i see, the config looks good to me, (but honestly i'm not really experienced with OSE Workshop yet. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted June 24, 2017 Share Posted June 24, 2017 On 6/24/2017 at 2:06 PM, bice said: The base is directly on the ground but it has legs. With legs deployed the velocity falls to 2mm/s but still sliding. I'll try to put a ground pylon and a KAS portable strut to minimize the movement. Has this mod support for OSE Workshop?. I think it could be great for these situations where you need small parts for your base in a distant world. Some time ago I did a small cfg to change the lab to support it: @PART[KKAOSS_Science_g]:NEEDS[Workshop]:HAS[!MODULE[OseModuleWorkshop]]:FINAL { MODULE { name = OseModuleWorkshop ProductivityFactor = 0.5 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing MinimumCrew = 1 // Amount of Kerbals needed for the Workshop to work MaxPartVolume = 1000.0 } MODULE { name = OseModuleRecycler ConversionRate = 0.5 // How much of a parts mass will be recycled ProductivityFactor = 0.5 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing OutputResource = MaterialKits // This resource will be created MinimumCrew = 1 // Amount of Kerbals needed for the Recycler to work } MODULE { name = OseModuleCategoryAddon Category = Pods IconPath = Squad/PartList/SimpleIcons/RDicon_commandmodules } MODULE { name = OseModuleCategoryAddon Category = FuelTank IconPath = Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced } MODULE { name = OseModuleCategoryAddon Category = Engine IconPath = Squad/PartList/SimpleIcons/RDicon_propulsionSystems } MODULE { name = OseModuleCategoryAddon Category = Control IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol } MODULE { name = OseModuleCategoryAddon Category = Structural IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction } MODULE { name = OseModuleCategoryAddon Category = Aero IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics } MODULE { name = OseModuleCategoryAddon Category = Utility IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generic } MODULE { name = OseModuleCategoryAddon Category = Science IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech } MODULE { name = OseModuleCategoryAddon Category = Electrical IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_electrics } MODULE { name = OseModuleCategoryAddon Category = Communication IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advunmanned } MODULE { name = OseModuleCategoryAddon Category = Coupling IconPath = Squad/PartList/SimpleIcons/cs_size3 } MODULE { name = OseModuleCategoryAddon Category = Ground IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advancedmotors } MODULE { name = OseModuleCategoryAddon Category = Payload IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_composites } MODULE { name = OseModuleCategoryAddon Category = Thermal IconPath = Squad/PartList/SimpleIcons/fuels_monopropellant } MODULE { name = OseModuleCategoryAddon Category = none IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_robotics } RESOURCE { name = ElectricCharge amount = 2000 maxAmount = 2000 isTweakable = false } RESOURCE { name = MaterialKits amount = 0 maxAmount = 3000 isTweakable = True } RESOURCE { name = Dirt amount = 0 maxAmount = 275 isTweakable = True } RESOURCE { name = RareMetals amount = 0 maxAmount = 275 isTweakable = True } RESOURCE { name = ExoticMinerals amount = 0 maxAmount = 275 isTweakable = True } } What do you think? Expand Be super careful attaching your base with a pylon and a pipe. I did that for a previous base and it Krakened out of the gravity well of that moon. Took 5 reloads and careful time warping to catch it before the motion amplified till it exploded and managed to get someone out to detatch it. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 25, 2017 Share Posted June 25, 2017 Thank you @Krakatoa Maybe is not a good idea. I'm remembering that everytime I visit that base, the first thing I can see is the base itself jumping more than 1 meter while the physics stabilizes. Quote Link to comment Share on other sites More sharing options...
ASlyGuy Posted June 25, 2017 Share Posted June 25, 2017 (edited) On 6/23/2017 at 3:53 PM, Nils277 said: Oh, that is weird. I will check if the stock system for science has changed. A few questions: It the antenna to transmit the data directly attached to the lab? Or might something be between them that might prevent a "flow of science". Can't remember, does a part which does not allow fuel flow allow science to be transmitted? Are you using Kerbalism or RemoteTech or any other mod that changes the transmission system? Do you have enough EC to transmit the whole data? Expand 1) I do have an antenna attached to the base, so thats not really an issue 2)I do not have Kerbalism or remote tech installed, but I did have the JX2 Antenna mod installed. I just tried to remove it, and ran it again. When I tested to send the science again, the same issue occurred. 3) Yes, i do have enough EC. As i am on my laptop now, ill send an image of the mods i have installed if that helps (Im on MacBook btw); CKAN - master Dark Multiplayer dockingPortIndicator InfernalRobotics Kerbal Alarm Clock Kerbal Engineer KSPInterstellarExtended (Which includes- Interstealller Fuel switch, Kerbal joint reinforcement, Tweakscale) ModPods Module Manager ModuleManager-master ModuleManager.2.8.0 PlanetaryBaseInc ReentryparticleEffect Squad ThunderAerospace (TacLifeSupport) WarpPlugin I hope this helps, thanks! Edit: I forgot to mention, but the Lab Status is blank, just as an FYI Edited June 25, 2017 by ASlyGuy Quote Link to comment Share on other sites More sharing options...
NomenNescio Posted June 25, 2017 Share Posted June 25, 2017 I can't help but notice the Planetary Landing Control, doesn't have a "hibernation" option in the tweekable menu. Is there a chance you could change that? Because they're draining my base pretty quickly. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 27, 2017 Author Share Posted June 27, 2017 On 6/25/2017 at 6:58 AM, ASlyGuy said: 1) I do have an antenna attached to the base, so thats not really an issue 2)I do not have Kerbalism or remote tech installed, but I did have the JX2 Antenna mod installed. I just tried to remove it, and ran it again. When I tested to send the science again, the same issue occurred. 3) Yes, i do have enough EC. As i am on my laptop now, ill send an image of the mods i have installed if that helps (Im on MacBook btw); CKAN - master Dark Multiplayer dockingPortIndicator InfernalRobotics Kerbal Alarm Clock Kerbal Engineer KSPInterstellarExtended (Which includes- Interstealller Fuel switch, Kerbal joint reinforcement, Tweakscale) ModPods Module Manager ModuleManager-master ModuleManager.2.8.0 PlanetaryBaseInc ReentryparticleEffect Squad ThunderAerospace (TacLifeSupport) WarpPlugin I hope this helps, thanks! Edit: I forgot to mention, but the Lab Status is blank, just as an FYI Expand Hmm, i can't make out any mod that could cause this. Can you try out to send the data then close Ksp and send me the KSP.log file from the KSP installation directory? Maybe it logs an error about that. On 6/25/2017 at 10:45 PM, NomenNescio said: I can't help but notice the Planetary Landing Control, doesn't have a "hibernation" option in the tweekable menu. Is there a chance you could change that? Because they're draining my base pretty quickly. Expand Will do in the next update Quote Link to comment Share on other sites More sharing options...
ASlyGuy Posted June 28, 2017 Share Posted June 28, 2017 (edited) On 6/27/2017 at 3:34 PM, Nils277 said: Hmm, i can't make out any mod that could cause this. Can you try out to send the data then close Ksp and send me the KSP.log file from the KSP installation directory? Maybe it logs an error about that. Will do in the next update Expand Sure, I just tried it again with the exact same results. Here is the log. Thanks for the help btw! [i dont know how to upload the fake directly, so I have just pasted it all below]; [EDIT: Gargantuan browser-murdering log file removed by moderator] Edited June 28, 2017 by Snark Removed huge browser-destroying log file Quote Link to comment Share on other sites More sharing options...
ASlyGuy Posted June 28, 2017 Share Posted June 28, 2017 (edited) On 6/27/2017 at 3:34 PM, Nils277 said: Hmm, i can't make out any mod that could cause this. Can you try out to send the data then close Ksp and send me the KSP.log file from the KSP installation directory? Maybe it logs an error about that. Will do in the next update Expand Sure, I just tried it again with the exact same results. Here is the log. Thanks for the help btw! [i dont know how to upload the fake directly, so I have just pasted it all below]; [EDIT: Gargantuan browser-murdering log file removed by moderator] Edited June 28, 2017 by Snark Removed huge browser-destroying log file Quote Link to comment Share on other sites More sharing options...
ASlyGuy Posted June 28, 2017 Share Posted June 28, 2017 On 6/27/2017 at 3:34 PM, Nils277 said: Hmm, i can't make out any mod that could cause this. Can you try out to send the data then close Ksp and send me the KSP.log file from the KSP installation directory? Maybe it logs an error about that. Will do in the next update Expand Hey. So i tried again and everything and it happened again and I have the log file, but I'm pretty new to this website and have no idea how to send it. Thanks Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 28, 2017 Author Share Posted June 28, 2017 (edited) On 6/28/2017 at 12:50 PM, ASlyGuy said: Hey. So i tried again and everything and it happened again and I have the log file, but I'm pretty new to this website and have no idea how to send it. Thanks Expand Thanks. Can you put the content of the log file into a code tag? Simply edit the post, select the content of the log file and click the "<>" button. This way the post does not take up so much space [EDIT from moderator to remove dangerous advice: Note to users, please don't don't do that. See explanatory post below.] Edited June 28, 2017 by Snark Note from moderator, concerning dangerous advice Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 28, 2017 Author Share Posted June 28, 2017 (edited) @ASlyGuy So i looked at the your log and i would really recommend to remove all mods and install all of them again from scratch (or even maybe reinstall KPS as a whole) and make sure all the mods are explicidly supporting KSP 1.3.0. There are really A LOT of errors and exceptions. E.g. TAC life support and Kerbal Alarm Clock are spamming the log with errors because of serious errors and there are a whole lot of problems loading some libraries a the beginning. Additionally you seem to have multiple version of some dlls in your installations...e.g. two times the ModuleManager.dll. You only need the one dll for modulemanager. You posted that you have the folders CKAN - master Module Manager ModuleManager-master These folders are not needed. And actually shouldn't be there are all. The last thing is, the PlanetarySurfaceStructures.dll from this mod can't be loaded. It is most likely that multiple of your mods are not compatible with KSP 1.3.0 or you have multiple versions installed that might or might not support 1.3.0. So you'd have to make a complete reinstall of all the mods. This might fix the problem. Edited June 28, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Snark Posted June 28, 2017 Share Posted June 28, 2017 Hi folks, On 6/28/2017 at 12:34 PM, ASlyGuy said: Here is the log. Thanks for the help btw! [i dont know how to upload the fake directly, so I have just pasted it all below]; Expand Just to be clear: Please do not paste big log files (or any other excessively large text content) into the forum, ever. It causes bad problems for people. Aside from being unreadably large, the gargantuan content tends to slow down or lock up browsers even on desktop machines with plenty of RAM and a wired connection. On mobile devices, it's likely to crash the browser entirely, in addition to sucking up people's precious mobile bandwidth. Supplying log files to help people debug your issues is a great idea. Just... don't put that content here. If you ever need to post a big file, put it on some other third-party hosting site (there are lots of them on the internet), and then link to it. Don't actually put the content in your post itself. On 6/28/2017 at 2:51 PM, Nils277 said: Can you put the content of the log file into a code tag? Simply edit the post, select the content of the log file and click the "<>" button. This way the post does not take up so much space Expand Also please don't do this (or advise people to do this), either. (@Nils277, I've taken the liberty of editing your post above.) Putting the huge content into a code block or a spoiler section does help the "unreadably large hogging of screen real estate" issue, but it doesn't address the real problem, which is a case of TDMBITF. ("Too Darn Many Bytes In The Forum.") Thank you for your understanding. Quote Link to comment Share on other sites More sharing options...
MasterRevolution Posted June 28, 2017 Share Posted June 28, 2017 mod doesnt crash when I use it alone, but when I use it with SCANsat. Is something wrong with my game or are these two arent compatible together? Quote Link to comment Share on other sites More sharing options...
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