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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018


StarCrusher96

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Hy everyone.
FIrst, fantastic mod! Really great work! From planet texture to the overall idea! 

I am crunching together a bunch of mods to play with this Star System. BUT...

I noticed that every time i install some of the USI plugin CCK, CRP (or others) the INMOD ENGINE and ANTENNA disappear... i tried moving files around but only crushed the game...any idea?
Or i need to spend my next weekend learning how to make KSPIE work? xD
Because at least the plasma engine was easy to use...

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11 hours ago, Krastynio said:

Hy everyone.
FIrst, fantastic mod! Really great work! From planet texture to the overall idea! 

I am crunching together a bunch of mods to play with this Star System. BUT...

I noticed that every time i install some of the USI plugin CCK, CRP (or others) the INMOD ENGINE and ANTENNA disappear... i tried moving files around but only crushed the game...any idea?
Or i need to spend my next weekend learning how to make KSPIE work? xD
Because at least the plasma engine was easy to use...

Thx. If you provide logs i can look into this problem.

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This may be old.

But I notice after installing KSS 7 some missions are at the ALL.  Such as all asteroid tracking missions are ALWAYS done at the ALL now - Also when I try to track with a infrared telescope, I get an error "The SENTINEL Infrared Telescope needs to be activated on a solar orbit" - I am well outside Kebin orbit at kerbol orbit.  Then I can't find asteroids and can't built a casino.  I hope this gets fixed :) If I need to rescue someone at the ALL, then just too bad.  

Sometimes solar panels default to track the ALL, sometimes at Kerbol, sometimes bonkers.  But I think this was mentioned before.

I also lose rockets/relays/space-bases near the Mun after autosave.  If I manually save I can get them back, but they're gone if I use autosave.  Not sure if this is because of KSS.

Thanks, just giving feedback.  Looking forward to part 2 !

BTW, thanks for moving Minmus outside of Kerbin orbit.  Having the lightweight planet with a flat surface was too convenient for mining and getting cheap science..

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On 19.11.2017 at 2:25 PM, StarCrusher96 said:

A purple surface or purple clouds ?

KSS clouds are not available so if there are purple clouds it's because you're just using EVE clouds. KSS clouds will be back in part 2.

Ah, that explains it, thanks. Any ETA for part2?

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@enewmen

I'll try to fix this before part 2 gets released. 

@Shkeiru

Please send me your logs when you got time.

@Herbiems89

I'm aiming to get everything ready by the end of the week. But school can change those plans ... 

Part 2 is a big update you know :P 

Edited by StarCrusher96
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Hopefully it can be out by the end of the week. What an early Christmas gift that would be!

39 minutes ago, StarCrusher96 said:

@enewmen

I'll try to fix this before part 2 gets released. 

@Shkeiru

Please send me your logs when you got time.

@Herbiems89

I'm aiming to get everything ready by the end of the week. But school can change those plans ... 

Part 2 is a big update you know :P 

 

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38 minutes ago, Shkeiru said:

@StarCrusher96

There is my output_log : https://pastebin.com/MZFc0VAX 

and :

https://imgur.com/FY2LejI 

A screenshot of the FAMOUS GameData folder !

I can't spit through data from all these mods ... That's nearly impossible :s 

I need logs from KSS with the mods that should cause issues. 

 

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Ok , it broke my heart but i'll uninstall Ven's to prevent any interaction with your model. I still confirm that i can have the H3 tanks avaliable

Ven's : no influence. Trying with clean install.

Try : It's due to another mod cause it's working with only kss

Edited by Shkeiru
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@Shkeiru @Krastynio

I have tested the KSS parts and Ven's alone, with CCK and CRP, and the parts all appeared. However, Ven's changes some of their models and I see now how that's happening. 

The problem of missing parts is surely the old issue of the broken CTT patch for the parts. It changes their category when it should change their tech node, resulting in an invalid setting and the parts being unavailable to pick. If you can, open GameData\KSS\Parts\KSS_CTT.cfg and change the three instances of @Category to @TechRequired

This has now become a FAQ-worthy matter.

Edited by JadeOfMaar
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SO SKILLED GUY ! *trying now* Seem to be this because i saw the part was loaded and still not appearing. 

PS : You, modders pls agree all my excuses if I seem to not read bug reporting procedure, cause i read it 

Edited by Shkeiru
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And ... Suspens on your solution @JadeOfMaar !!!

IT WORK !!! IT'S ALIVE !!! (but , talk about this engine, i tested it on my clean version , and it's warm up mechanic is ... weird...but about the shut down delay , Why ? if I close the valves the fuel cannot enter anymore and the throttle stop intantaneously ?)

 

Edited by Shkeiru
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26 minutes ago, Shkeiru said:

And ... Suspens on your solution @JadeOfMaar !!!

IT WORK !!! IT'S ALIVE !!! (but , talk about this engine, i tested it on my clean version , and it's warm up mechanic is ... weird...but about the shut down delay , Why ? if I close the valves the fuel cannot enter anymore and the throttle stop intantaneously ?)

It's suppose to do that. You can't shut down such a powerfull engine immediately. These are huge amounts of energy we're talking about.

This is an engine designed for interstellar travel. So after reaching max. speed you need to break half way and turn your vessel around to start slowing down. So it's not really a problem that the engine needs time to shut down. You just have to plan everything carefully.

Edited by StarCrusher96
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It says in the config files that the SRX-Flux Plasma Engine is in "Nuclear Propulsion" on the tech tree, but I don't see it there. I have a feeling that the Unmanned Before Manned mod, which I have no intention of uninstalling, may be the culprit. Could you make sure it's compatible with tech tree-changing mods like that. Also, since it's of a significantly higher tier than the LV-N, maybe you shouldn't group them together, and instead put the SRX-Flux in its own node? I'm playing the KSS Challenge in career mode, so this would help a great deal.

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1 hour ago, Scotskerb said:

It says in the config files that the SRX-Flux Plasma Engine is in "Nuclear Propulsion" on the tech tree, but I don't see it there. I have a feeling that the Unmanned Before Manned mod, which I have no intention of uninstalling, may be the culprit. Could you make sure it's compatible with tech tree-changing mods like that. Also, since it's of a significantly higher tier than the LV-N, maybe you shouldn't group them together, and instead put the SRX-Flux in its own node? I'm playing the KSS Challenge in career mode, so this would help a great deal.

Most of KSS parts have a CTT patch. Assuming the copy in your install is error-free (see above conversation) the SRX Flux engine should be in Improved Nuclear Propulsion and unaffected by SETI.

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2 hours ago, JadeOfMaar said:

Most of KSS parts have a CTT patch. Assuming the copy in your install is error-free (see above conversation) the SRX Flux engine should be in Improved Nuclear Propulsion and unaffected by SETI.

Okay, thanks for the reassurance.

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Hello again,

Recently I've found in Steam "Universe Sandbox" and now there is one question that does not go out of my mind. Did you ever tested solar systems in KSS and the whole KSS galaxy for realism and survivability in any simulator? I mean, will these SS be actually stable with all physical laws applied or will collapse or will go to pieces? I think it would be great to know that with KSS we play Real Space Simulator with Real Planets, not just jumping from one textured sphere to another with Hohmann trajectories.

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