linuxgurugamer Posted October 27, 2019 Author Share Posted October 27, 2019 CKAN is updated, both version of KCT (1.7.3, 1.8.0) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 27, 2019 Author Share Posted October 27, 2019 On 10/26/2019 at 3:51 PM, linuxgurugamer said: Ok. Looking at the part in SXT, the 625mBonny does not contain any fuel Assuming that the LMiniAircaftTail is what RO renames to Bonanza Tail, it only holds 15 units of fuel. Please post a link to the ModuleManager.ConfigCache for the game with those parts, and I'll take a look to see what's going on. I looked at the ConfigCache for your game. The Bonanza Cabin (625mBonny) does not have any resources for fuel, only food and Water: Spoiler UrlConfig { parentUrl = SXT/Parts/Aviation/Command/Bonny/part.cfg PART { name = 625mBonny module = Part author = C. Jenkins Lack scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.8248, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -2.97132, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.9984, 0.0, 0.0, -1.0, 1 category = Pods subcategory = 0 title = Bonanza Cabin manufacturer = Beechcraft description = Cabin section for the Beechcraft Bonanza <b><color=green>From SXT mod</color></b> attachRules = 1,1,1,1,0 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 5 maxTemp = 405 vesselType = Ship bulkheadProfiles = size0 tags = aero aircraft cmg command control ?eva fly ?iva moment pilot plane react space stab steer torque bonny CrewCapacity = 6 gTolerance = 100 maxPressure = 20000 breakingForce = 250 breakingTorque = 250 skinMaxTemp = 415 TechRequired = unlockParts cost = 12 entryCost = 1 MODEL { model = SXT/Parts/Aviation/Command/Bonny/model texture = Mk3Fuselage , Squad/Parts/FuelTank/mk3Fuselage/Mk3Fuselage scale = 1.92, 1.7536, 1.92 position = 0.0, -1.2, 0.0 } INTERNAL { name = BonnyInternals offset = 0 , 0.05 , 0 } MODULE { name = ModuleCommand minimumCrew = 1 hasHibernation = False RESOURCE { name = ElectricCharge rate = 0.5 varyTime = False useSI = True displayUnitMult = 1000 unitName = Watts } } RESOURCE { name = ElectricCharge amount = 7950 maxAmount = 7950 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.47 dragAtMaxAoA = 0.4 dragAtMinAoA = 0.1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ControllingRecoveryModule } MODULE { name = ModuleSYPartTracker } MODULE { name = TweakScale type = stack defaultScale = 0.625 } MODULE { name = USI_ModuleRecycleablePart Menu = Disassemble Part ResourceName = MaterialKits Efficiency = .5 } MODULE { name = ModuleConnectedLivingSpace passable = true surfaceAttachmentsPassable = true passableWhenSurfaceAttached = true } MODULE { name = GeometryPartModule forceUseMeshes = True } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = KOSNameTag } MODULE { name = ELWorkshop ProductivityFactor = 0.25 IgnoreCrewCapacity = false } { } MODULE { name = ModuleFuelTanks type = Structural basemass = -1 volume = 400 UPGRADES { UPGRADE { name__ = MLI.Upgrade1 description__ = Improved tank wrapping techniques allow 20 layers now. IsAdditiveUpgrade__ = true maxMLILayers = 20 } UPGRADE { name__ = MLI.Upgrade2 description__ = Improved tank wrapping techniques allow 40 layers now. IsAdditiveUpgrade__ = true maxMLILayers = 40 } UPGRADE { name__ = MLI.Upgrade3 description__ = Improved tank wrapping techniques allow 60 layers now. IsAdditiveUpgrade__ = true maxMLILayers = 60 } UPGRADE { name__ = MLI.Upgrade4 description__ = Improved tank wrapping techniques allow 80 layers now. IsAdditiveUpgrade__ = true maxMLILayers = 80 } UPGRADE { name__ = MLI.Upgrade5 description__ = Improved tank wrapping techniques allow 100 layers now. IsAdditiveUpgrade__ = true maxMLILayers = 100 } } } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor { unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = start } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } } MODULE { name = FlightEngineerModule } MODULE { name = kOSProcessor diskSpace = 5000 } MODULE { name = ModuleScienceExperiment experimentID = RP0telemetry1 experimentActionName = Analyze Telemetry resetActionName = Discard Telemetry reviewActionName = Review Telemetry useStaging = False useActionGroups = True hideUIwhenUnavailable = True dataIsCollectable = True collectActionName = Take Telemetry Data interactionRange = 1.2 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 1 dataIsCollectable = true FxModules = 0 xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 dataIsCollectable = true } MODULE { name = LifeSupportModule } MODULE { name = ModuleTagCockpit } MODULE { name = ModuleNoEVA } MODULE { name = ModuleTagNoResourceCostMult } MODULE { name = ModuleNonReentryRated } MODULE { name = ModuleUnpressurizedCockpit } MODULE { name = ModuleAeroReentry skinHeatConductivity = 0.001 leaveTemp = True } RESOURCE { name = Food amount = 35.1 maxAmount = 35.1 } RESOURCE { name = Water amount = 23.2 maxAmount = 23.2 } MODULE { name = ModuleShowInfo } } } The Bonanza Tail (LMiniAircaftTail) does not have ANY resources at all: Spoiler UrlConfig { parentUrl = SXT/Parts/Aviation/Command/Bonny/partTail.cfg PART { name = LMiniAircaftTail module = Part author = C. Jenkins Lack rescaleFactor = 1.0 scale = 1 node_stack_top = 0.0, 0.77945, 0.0, 0.0, 1.0, 0.0, 1 CoPOffset = 0.0, -0.3, 0.0 CoLOffset = 0.0, -0.3, 0.0 CenterOfDisplacement = 0.0, -0.3, 0.0 category = Aero subcategory = 0 title = Bonanza Tail manufacturer = Beechcraft description = Tail section of the Beechcraft Bonanza. <b><color=green>From SXT mod</color></b> attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 breakingForce = 2000 breakingTorque = 2000 maxTemp = 405 fuelCrossFeed = True bulkheadProfiles = size0 thermalMassModifier = 6.0 emissiveConstant = 0.95 tags = aero aircraft drag fligh plane stab stream fuel ?lf liquid wet crashTolerance = 5 gTolerance = 100 maxPressure = 20000 skinMaxTemp = 415 TechRequired = unlockParts cost = 1 entryCost = 1 MODEL { model = SXT/Parts/Aviation/Command/Bonny/tail texture = model000 , SXT/Parts/Aviation/OldAssets/Command/mk1InlineCockpit/CockpitDiffuse texture = model001_NRM , SXT/Parts/Aviation/OldAssets/Command/mk1InlineCockpit/CockpitNRM2 scale = 2.0256, 1.7, 2.0256 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ControllingRecoveryModule } MODULE { name = ModuleSYPartTracker } MODULE { name = TweakScale type = stack defaultScale = 0.625 } MODULE { name = USI_ModuleRecycleablePart Menu = Disassemble Part ResourceName = MaterialKits Efficiency = .5 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = KOSNameTag } MODULE { name = ModuleFuelTanks volume = 200 type = Fuselage basemass = -1 UPGRADES { UPGRADE { name__ = MLI.Upgrade1 description__ = Improved tank wrapping techniques allow 20 layers now. IsAdditiveUpgrade__ = true maxMLILayers = 20 } UPGRADE { name__ = MLI.Upgrade2 description__ = Improved tank wrapping techniques allow 40 layers now. IsAdditiveUpgrade__ = true maxMLILayers = 40 } UPGRADE { name__ = MLI.Upgrade3 description__ = Improved tank wrapping techniques allow 60 layers now. IsAdditiveUpgrade__ = true maxMLILayers = 60 } UPGRADE { name__ = MLI.Upgrade4 description__ = Improved tank wrapping techniques allow 80 layers now. IsAdditiveUpgrade__ = true maxMLILayers = 80 } UPGRADE { name__ = MLI.Upgrade5 description__ = Improved tank wrapping techniques allow 100 layers now. IsAdditiveUpgrade__ = true maxMLILayers = 100 } } } MODULE { name = ModuleAeroReentry skinHeatConductivity = 0.001 leaveTemp = True } MODULE { name = ModuleShowInfo } } } You must have another mod which is removing the resources from it Quote Link to comment Share on other sites More sharing options...
siimav Posted October 27, 2019 Share Posted October 27, 2019 @linuxgurugamer Oh, right. Those parts are configured to use the ModuleFuelTanks partmodule from the RealFuels mod. I can't remember exactly but it's likely that the player has to manually assign a type of fuel to the parts through the RF UI. Quote Link to comment Share on other sites More sharing options...
Omnipius Posted October 28, 2019 Share Posted October 28, 2019 9 hours ago, siimav said: @linuxgurugamer Oh, right. Those parts are configured to use the ModuleFuelTanks partmodule from the RealFuels mod. I can't remember exactly but it's likely that the player has to manually assign a type of fuel to the parts through the RF UI. This is correct. I can add an AvGas tank to the parts, but the KCT fill tanks option doesn't fill them. Possibly because the original parts don't have any fuel capacity? It worked in the previous version of KCT, but that was the only version that it ever worked in. For now, I've worked around the issue by upping my realism by implementing fuel tanks in the wings and ballast in the tail. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2019 Author Share Posted October 28, 2019 8 hours ago, Omnipius said: This is correct. I can add an AvGas tank to the parts, but the KCT fill tanks option doesn't fill them. Possibly because the original parts don't have any fuel capacity? It worked in the previous version of KCT, but that was the only version that it ever worked in. For now, I've worked around the issue by upping my realism by implementing fuel tanks in the wings and ballast in the tail. The issue is probably that KCT doesn't understand AvGas. It's a simple fix: Edit this file: GameData/KerbalConstructionTime/FuelResources.cfg and add AvGas to the first section: KCT_FUEL_RESOURCES { fuelResource = LiquidFuel fuelResource = Oxidizer fuelResource = XenonGas fuelResource = MonoPropellant fuelResource = SolidFuel fuelResource = ElectricCharge fuelResource = AvGas } 17 hours ago, siimav said: @linuxgurugamer Oh, right. Those parts are configured to use the ModuleFuelTanks partmodule from the RealFuels mod. I can't remember exactly but it's likely that the player has to manually assign a type of fuel to the parts through the RF UI. Is AvGas from RealFuels? If so, then the fix I have right above won't work, because I see that AvGas is already in the config based on the MM config below: KCT_FUEL_RESOURCES:NEEDS[RealFuels] { fuelResource = AK20 fuelResource = AK27 fuelResource = Aerozine50 fuelResource = Aniline fuelResource = AvGas I'll need to look to see why it's not being honored. I'm wondering if it may be because of a different stanza Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2019 Author Share Posted October 28, 2019 I may have found this problem, not sure. I'll have to make a RealFuels install to test. In Kerbal_Construction_Time/KCT_BuildListVessel.cs, at line 734, seems that there is a GetValue using partName instead of name. @siimav if you could check this out, I could get a release out this evening fixing this and the other two bugs you fixed yesterday. Quote Link to comment Share on other sites More sharing options...
siimav Posted October 28, 2019 Share Posted October 28, 2019 4 hours ago, linuxgurugamer said: I may have found this problem, not sure. I'll have to make a RealFuels install to test. In Kerbal_Construction_Time/KCT_BuildListVessel.cs, at line 734, seems that there is a GetValue using partName instead of name. @siimav if you could check this out, I could get a release out this evening fixing this and the other two bugs you fixed yesterday. You're right about the partName instead of name bug. This could prevent the Fill Tanks & Launch button from being visible even though not all tanks are full. But it can't possibly fix @Omnipius's issue because they said that the fill tanks option doesn't fill them which means that the button had to be visible. Correct me if I misunderstood here. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2019 Author Share Posted October 28, 2019 3 minutes ago, siimav said: You're right about the partName instead of name bug. This could prevent the Fill Tanks & Launch button from being visible even though not all tanks are full. But it can't possibly fix @Omnipius's issue because they said that the fill tanks option doesn't fill them which means that the button had to be visible. Correct me if I misunderstood here. The button always shows, so this is what's needed to fix it. I'll do it this evening Quote Link to comment Share on other sites More sharing options...
siimav Posted October 28, 2019 Share Posted October 28, 2019 2 minutes ago, linuxgurugamer said: The button always shows No, doesn't look like it does. https://github.com/linuxgurugamer/KCT/blob/master/Kerbal_Construction_Time/KCT_GUI.cs#L1200 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2019 Author Share Posted October 28, 2019 New releases, 1.4.6.14 for KSP 1.7.3 (and earlier), 1.4.7.3 for KSP 1.8+ Thanks to @siimav for the two following: Fix facility upgrades still not happening instantly when KCT itself is disabled Check for experimental parts in locked parts test Fixed issue where RO fuels weren't being filled when the "Fill Tank" was selected 3 hours ago, siimav said: No, doesn't look like it does. https://github.com/linuxgurugamer/KCT/blob/master/Kerbal_Construction_Time/KCT_GUI.cs#L1200 Look at line 601 in the same file. It doesn't check the TanksFull. I'll add it for next release, but for now, I just released the fix 16 hours ago, Omnipius said: This is correct. I can add an AvGas tank to the parts, but the KCT fill tanks option doesn't fill them. Possibly because the original parts don't have any fuel capacity? It worked in the previous version of KCT, but that was the only version that it ever worked in. For now, I've worked around the issue by upping my realism by implementing fuel tanks in the wings and ballast in the tail. Please try this with the update I just released Quote Link to comment Share on other sites More sharing options...
New Horizons Posted October 29, 2019 Share Posted October 29, 2019 I had an interesting case yesterday. I recovered a plane with KCT recovery mode but when trying to relaunch it, it says something like not passing runway checks. Somehow its saved hight, mass or part count values got higher than ithey were when buildung and starting with KCT normally. To be able to describe it better, it would help, if this message could show which value is exceeded. Quote Link to comment Share on other sites More sharing options...
zoaz123 Posted November 4, 2019 Share Posted November 4, 2019 so i have 2 questions. can i change the build times after i selected a config on first run (the one i chose is a tad too long for me) my 2nd is: can you put parts from a recovered vessel in your "inventory" without the whole vehicle? i notice when i recover something if i recover it to one of the builders its only what i returned and i have to remake everything in the editor or if i normal recover it just disappears. is there a way to just store the individual parts instead of a whole recovered vessel? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 4, 2019 Author Share Posted November 4, 2019 11 hours ago, zoaz123 said: so i have 2 questions. can i change the build times after i selected a config on first run (the one i chose is a tad too long for me) Yes, but I think that any vessels under construction may not be affected, not sure about this 11 hours ago, zoaz123 said: my 2nd is: can you put parts from a recovered vessel in your "inventory" without the whole vehicle? i notice when i recover something if i recover it to one of the builders its only what i returned and i have to remake everything in the editor or if i normal recover it just disappears. is there a way to just store the individual parts instead of a whole recovered vessel? You need ScrapYard for that Quote Link to comment Share on other sites More sharing options...
New Horizons Posted November 4, 2019 Share Posted November 4, 2019 I am still wondering what causes a bonus building point everytime I earn one science. But there should be one point every 20 sciences. Does anyone has an idea how to debug this? KCT 1.4.6.14 on KSP 1.7.3 with RP-1 experimental and RO. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 5, 2019 Share Posted November 5, 2019 I just came back to KSP and set up a new KSP 1.8.1 install. Now, after first boot, I got this: I'm using KCT 1.4.7.3 on top of MagiCore 1.3.2.3 Quote Link to comment Share on other sites More sharing options...
zoaz123 Posted November 5, 2019 Share Posted November 5, 2019 10 hours ago, linuxgurugamer said: Yes, but I think that any vessels under construction may not be affected, not sure about this You need ScrapYard for that thank you sir! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 5, 2019 Share Posted November 5, 2019 Another weirdness - I was used to a specific behaviour of KCT which changed now: After opening the main UI with a click on the button in the stock button bar, I click on the "Upgrades" button. I was used to that the main UI stays open and the additional Upgrades UI opens besides of it. Now the main UI closes when the Upgrades UI opens. After closing the Upgrades UI I have to click the button in the stock button bar twice to reopen the main UI. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 5, 2019 Share Posted November 5, 2019 And now the Settings button is gone ... cannot change the warp speed settings after the initial setup - I rebooted KSP and loaded the save. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 5, 2019 Author Share Posted November 5, 2019 12 hours ago, Gordon Dry said: I'm using KCT 1.4.7.3 on top of MagiCore 1.3.2.3 How did you install it, and what version of KSP are you running? Log file please 11 hours ago, Gordon Dry said: And now the Settings button is gone ... cannot change the warp speed settings after the initial setup - I rebooted KSP and loaded the save. Warp speed settings? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 5, 2019 Share Posted November 5, 2019 54 minutes ago, linuxgurugamer said: How did you install it, and what version of KSP are you running? Log file please Warp speed settings? I installed it manually. On a fresh install with no mods. KSP 1.8.1 Yes, the Settings UI where I can choose the parameters of the KCT behaviour is completely unavailable. I actually found this in the log: Incorrect Kerbal Construction Time Installation: Kerbal Construction Time has been installed incorrectly and will not function properly. All files should be located in KSP/GameData/KerbalConstructionTime/Plugins. Do not move any files from inside that folder. Incorrect path(s): GameData\KerbalConstructionTime\plugins\KerbalConstructionTime.dll The log:https://www.dropbox.com/s/8r7wbzjjvuu7y6n/Player.log and stuff 2019-11-05-01.zip?dl=1 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 5, 2019 Author Share Posted November 5, 2019 45 minutes ago, Gordon Dry said: I installed it manually. On a fresh install with no mods. KSP 1.8.1 Yes, the Settings UI where I can choose the parameters of the KCT behaviour is completely unavailable. I actually found this in the log: Incorrect Kerbal Construction Time Installation: Kerbal Construction Time has been installed incorrectly and will not function properly. All files should be located in KSP/GameData/KerbalConstructionTime/Plugins. Do not move any files from inside that folder. Incorrect path(s): GameData\KerbalConstructionTime\plugins\KerbalConstructionTime.dll The log:https://www.dropbox.com/s/8r7wbzjjvuu7y6n/Player.log and stuff 2019-11-05-01.zip?dl=1 I'll look at it this evening. Very odd about that message and the missing options window, it works for me without any problem Quote Link to comment Share on other sites More sharing options...
Nautjugger Posted November 7, 2019 Share Posted November 7, 2019 (edited) @linuxgurugamer Found a weird problem. I had a bunch of mods and it was working as usual, when i installed Kerbal Construction Time and created a new game, all the available first missions like "Launch your first vehicle" have dissapeared. I've removed all mods and test them one by one to search for the error and it was the Kerbal Construction Time. KSP v1.8.1 - 64 bits Log: https://www.4shared.com/file/NE59xFXYiq/Player.html? player.log Edited November 8, 2019 by Nautjugger Missing information Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 8, 2019 Author Share Posted November 8, 2019 On 11/5/2019 at 10:54 AM, linuxgurugamer said: I'll look at it this evening. Very odd about that message and the missing options window, it works for me without any problem As a test, I created a brand new 1.8.1 install, installed KCT via CKAN with only it's dependencies, and it all works. Not sure why you got that message, I don't see anything wrong. Could you please reinstall, and if it happens again, try creating a clean install like I did. 5 hours ago, Nautjugger said: @linuxgurugamer Found a weird problem. I had a bunch of mods and it was working as usual, when i installed Kerbal Construction Time and created a new game, all the available first missions like "Launch your first vehicle" have dissapeared. I've removed all mods and test them one by one to search for the error and it was the Kerbal Construction Time. KSP v1.8.1 - 64 bits Log: https://www.4shared.com/file/NE59xFXYiq/Player.html? player.log @Nautjugger That site is not a friendly site, I will not download anything from it. It forces you to allow notifications from the site, and who knows what else. I made a new install, with KCT and it's dependencies, the initial first missions do show up. Please find a friendlier file sharing site, or use Dropbox or GoogleDrive, otherwise I can't help you Quote Link to comment Share on other sites More sharing options...
Nautjugger Posted November 8, 2019 Share Posted November 8, 2019 10 hours ago, linuxgurugamer said: As a test, I created a brand new 1.8.1 install, installed KCT via CKAN with only it's dependencies, and it all works. Not sure why you got that message, I don't see anything wrong. Could you please reinstall, and if it happens again, try creating a clean install like I did. @Nautjugger That site is not a friendly site, I will not download anything from it. It forces you to allow notifications from the site, and who knows what else. I made a new install, with KCT and it's dependencies, the initial first missions do show up. Please find a friendlier file sharing site, or use Dropbox or GoogleDrive, otherwise I can't help you Roger that. There it is: https://drive.google.com/open?id=1h9fOfmngehkNxqkdhFjjyIE7ns3y6L90 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 8, 2019 Author Share Posted November 8, 2019 2 hours ago, Nautjugger said: Roger that. There it is: https://drive.google.com/open?id=1h9fOfmngehkNxqkdhFjjyIE7ns3y6L90 You are missing the ToolbarController, it's a dependency There are a number of Exceptions in the log file. I can't rule anything out, I have no idea if the missing ToolbarController is causing them. It shouldn't, but please install it, run your test again and let us know what happens. If it still fails, I'll need the log file again Quote Link to comment Share on other sites More sharing options...
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