Grenartia Posted January 28 Share Posted January 28 On 1/26/2025 at 1:46 PM, Pxtseryu said: Snacks is not currently compatible, and GPTT is designed around USI-LS. I strongly reccommend USI-LS as it's widely supported and just as simple as SNACKS (MKS is not included in this and is its own horrific beast) I prefer Snacks, though. Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted January 28 Share Posted January 28 (edited) 7 hours ago, Grenartia said: I prefer Snacks, though. Assuming there aren't that many parts to configure, you could always make your own patch and PR it to the GPTT patch github until Loki's back. Simpler than it looks https://github.com/PXTSERYU/GPTT_patches Edited January 28 by Pxtseryu Quote Link to comment Share on other sites More sharing options...
Grenartia Posted January 28 Share Posted January 28 (edited) 1 hour ago, Pxtseryu said: Assuming there aren't that many parts to configure, you could always make your own patch and PR it to the GPTT patch github until Loki's back. Simpler than it looks https://github.com/PXTSERYU/GPTT_patches Honestly, I was just gonna use another tech tree mod until Snacks gets supported here. I'm pretty sure I have the coding equivalent of a brown thumb. Edited January 28 by Grenartia Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted February 6 Share Posted February 6 On 1/5/2025 at 8:57 AM, DareMightyThingsJPL said: On 1/3/2025 at 3:12 PM, Canis_fiddles said: With the release you put out yesterday I noticed suddenly autostruts aren't working even if you unlock and purchase the struts themselves, this persists even in new saves. They come back in sandbox or if I cheat all technology... but that defeats the purpose of your mod. lol. I can concur, I'm also having this issue. @loki130 I think i found the issue with the autostruts. After a bit of research, the autostruts seem to be hard-coded to unlock at the stock node where struts are unlocked. As such, removing this node makes autostruts being unable to be unlocked. If you want to fix this, I'd suggest replacing the technode where struts are unlocked in your mod, with the stock node, and then add a patch that adds the part that you'd unlock in the now removed technode. I'm unsure if this will work, but it's worth a shot, and it's the only way as far I as know to fix the problem Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted February 8 Share Posted February 8 On 2/6/2025 at 5:38 PM, DareMightyThingsJPL said: removing this node makes autostruts being unable to be unlocked. Well, not really removed, just hidden, like the stock Nanolathing node. Quote Link to comment Share on other sites More sharing options...
Galexy_al Posted February 9 Share Posted February 9 Help! I've been getting this error when launching the game, and nothing I do seems to fix it! I can't figure out how to add photos but it says Module manager - fatal error Module manager has encountered a fatal error and KSP needs to close The patcher returned a null collection of configs Please see KSP's log for additional details If you need the log, give me a yell with which one you need, because there are like five different logs in the logs folder and I don't know which one. Quote Link to comment Share on other sites More sharing options...
Spike88 Posted February 15 Share Posted February 15 (edited) Kerballoons upgrades all have Balloonsize0 for each level, and the respected upgrades are all in lost and found. Shouldn't it be 0, 1, 2 and 3 respectively? Edit: Can confirm it should be 0,1,2, and 3. Fixed it on my end and sent a pull request for the fix. Edited February 15 by Spike88 Quote Link to comment Share on other sites More sharing options...
Spike88 Posted February 18 Share Posted February 18 On 1/27/2025 at 9:18 AM, bigyihsuan said: I think a new node off of the starting node with a really cheap cost would work. Modular Launch Pads is very much an eyecandy mod, and I think there's no real reason to split all the parts up if it's all eye candy. Put a pull request for @Pxtseryu's patches that does this. Need to get around to moving all the parts into it. Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted February 25 Share Posted February 25 Potential idea: rename the fuel pumps node to Fuel Systems - should allow the game to properly unlock decoupler crossfeed. There's only a few parts in there so it shouldn't be a massive change. Quote Link to comment Share on other sites More sharing options...
DJ_Diabetis Posted Friday at 05:26 PM Share Posted Friday at 05:26 PM Uh quick question, how should I even play the game if there are no probe cores at the start node? I want to play a hard playthrough and I have no starting science Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted Friday at 09:57 PM Share Posted Friday at 09:57 PM 4 hours ago, DJ_Diabetis said: Uh quick question, how should I even play the game if there are no probe cores at the start node? I want to play a hard playthrough and I have no starting science Check the compatibility document - has a list of reccomended packs. USILS Sounding Rockets is the base of the early game. AUTOSTRUT FIX FOR GPTT Just updated the GPTT-Patches github with a fix for Autostruts. They'll unlock at Construction 0. Feel free to peruse. https://github.com/PXTSERYU/GPTT_patches Several patch pull requests have been submitted to the github as well Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted Saturday at 01:39 PM Share Posted Saturday at 01:39 PM 20 hours ago, DJ_Diabetis said: Uh quick question, how should I even play the game if there are no probe cores at the start node? I want to play a hard playthrough and I have no starting science From the top post: "USI Sounding Rockets provides many of the starting parts; without it you'll probably have to cheat your way to either powered flight or the starting science, avionics, and rocketry tech" Quote Link to comment Share on other sites More sharing options...
Padrone Posted Saturday at 03:40 PM Share Posted Saturday at 03:40 PM (edited) If you can get a Kerbal out on the tarmac and walk around the KSC complex, there are many different biomes you can just hoof it to and get science on foot! There's a mod ("Walkabout") that allows you to spawn a Kerbanaut at many different places around the KSC to cut down on the amount of walking. This would also help if your start doesn't have any crewed parts you could launch an EVA from. If that's too tedious, there's a mod (Kerbin Environmental Institute) that let's you click a button at the Space Center screen to get science available at the KSC. You can limit yourself to select the results you could get by walking around if that feels less cheaty. (The mod offers up ANY science you could conceivably get from the KSC, like ship mounted parts available in the VAB/SPH you could launch on the pad/runway and return science with) Edited Saturday at 04:32 PM by Padrone Grammer! Quote Link to comment Share on other sites More sharing options...
FTLparachute Posted 3 hours ago Share Posted 3 hours ago Really like the look of this, might try it out for my next career game - though do want to ask about progress, if any, on Kerbalism support. Quote Link to comment Share on other sites More sharing options...
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