Jump to content

Guiltyspark

Members
  • Posts

    40
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Rocketeer
  1. Sorry for the lack of information. I was using Career mode with a level 2 tracking station. After smashing that "research bodies" button for an hour, I was able to pick up most of the bodies, so I guess the mod was working correctly. However, Eve, Vall, and a couple bodies beyond Jool (I'm using the Outer Planets mod) could never be detected (200 clicks each with Mechjeb pointing the telescope right at them guidance). Finding some of the other bodies also required a lot of luck. I couldn't pick up Moho while targeting it, but did end up detecting it when I was targeting Jool (the two were mostly aligned at the time). Perhaps in the future, you could use a system where the telescope scans in an outward spiral pattern from the initial point it is oriented toward? EDIT: Here is a log, but the mod was working correctly. There are some errors related to DeadlyReentry and Sigma Binary. I'll use a vanilla build next if you think these were somehow affecting your mod.
  2. Hi, I'm having trouble using this mod. I can't seem to get the telescope to work on any body. Even when I'm pointing straight at Minmus, which is less than 100 km away, the research bodies window says its empty space. I've also tried Eve and Duna and neither are picked up by the telescope. Am I doing something wrong?
  3. Hi, I've installed this pack for 32bit 1.0.4 KSP (with active texture manager and -force-opengl) and I end up with this (dropbox link, imgur won't upload for me anymore for some reason) as my kerbin map view. I get similar effects on Eve, Duna, and Laythe. Jool looks fine though. I have almost all parts of this pack installed except the extra features, the lens flare, Chatterer, and Texture Replacer. Here is a quick list: - EVE - Planetshine - Volumetric Clouds - Core mod - Atmospheric Scattering (not the problem, removed it but problem persists) - Sandstorms and Surface Dust - Snow - Surface Glow (Probably not the issue since the configs don't affect Kerbin/Laythe/Eve/Duna) - Auroras - Clouds for Eve & Jool My FPS is fine (Windows 10, GTX 970 4GB, >4GB Ram, plenty of SSD space) and I'm running no other visual mods. I'd rather not spent the rest of the day forum digging, so help would be much appreciated. EDIT: Reinstalled with only EVE, Planetshine, Volumetric Clouds, and "Core mods". Same problem as before. EDIT 2: Ok, reinstalled again with the bare essentials and this time everything looks fine. I've changed NOTHING yet the problem is gone...whatthef*ck... My best guess is that when the game crashes (during the first load) when ATM is still figuring out how to compress the files, sometimes ATM screws up writing its cache. The bugged cache then goes on to cause the graphical glitch I experienced.
  4. I went to check out Moduleflightintegrator and realized that all the problems I've been experiencing are due to Norton **ing 360 flagging .dll files as viruses with WS.reputation. I thought I disabled WS.reputation flagging... Anyway, Shark, you probably have the same problem that I did. Go into whatever antivirus you have (if its Norton, go to Security, then history, then select quarantine) and unflag/restore scale.dll and kspapiextensions.dll and then reinstall Tweakscale.
  5. I will try a fresh vanilla install soon to test if Tweakscale works, but the errors in the log are not relevant to Tweakscale anyway...
  6. I'm having the same problem. AFAIK, the mod is loading properly and module manager is patching correctly, but the UI doesn't work in VAB/SPH for some reason... A solution would be great. (Yes, this post is just to bump the issue back to the end of the thread so people will see it.)
  7. All of the parts I've tried don't have the rescale UI. Ex: The stock orange Rockomax Jumbo-64 tank also doesn't have any rescale UI. The KW part I show in the screenshot has a rescale module (if you don't believe me, check the KW_TweakScale.cfg file in the Tweakscale directory) so it should be 'rescaleable.'
  8. I'm having the same problem and I have no idea what's causing it. Here are pictures and the log file as requested. Module manager v 2.6.6 is present. The log file also seems to show Tweakscale loading properly and MM correctly applying the patches, but the UI doesn't have a Tweakscale option in the VAB. The log file is too large to paste here, so have a d/l link instead. EDIT: The pictures wouldn't load, so I've relinked them for download: Gamedata and In VAB
  9. I have a question about the implementation of radiation. Will natural radiation kill kerbals? I just landed on Gilly, went on EVA, and saw the radiation level was "deadly." Maybe I landed a uranium/thorium deposit ? (I'm on 0.90 with Boris's patch.) Also, I'd like to suggest adding some kind of polyethylene radiation shielding to all 2.5 m cabins and upping the cost slightly. There are quite a few places in addition to where I landed on Gilly that have "extreme" or "deadly" radiation. It would be even better if there was a toggle option to shield any cabin. If just adding shielding to stock cabin is too overpowered, then please add an active shielding unit (2.5/3.75m). It can even be integrated into KSPI's MJ system . With the addition of something like this, using the DT fusion engine near other ships will be feasible. The old handy-wavy system of "ships-can't-irradiate-their-own-crew" can also be removed.
  10. Will there be support for KSP Interstellar?
  11. Use the 6.25 m inflatable heat shield (it attaches in 2.5 m retracted form). It can withstand 10,000ºC and weighs about a fifth of the Mark 1-2 ablative one. (I'm also visiting Jool right now and my ship is too large for the 6.25 m heat shield. Worse yet, the heat shield is placed on the side that's father away from the CoM so my ship keeps flipping. So far, all altitudes above 110 km have been really safe regarding heat even without a heat shield. 105 km really set off some fireworks though... )
  12. Are you sure you're probe is failing because of heating and not g-force damage? Otherwise than that, you'll just need an even more circular orbit.
  13. Ok, something strange is happening to my ships. They seem to get random sideways velocity rapidly, causing a the entire ship to translate from side to side. This keeps setting off the max-G effects of DREC (breaking sounds, kerbals get killed). A day ago, I didn't have this problem. The only mods I've updated since then are: HotRockets Smokescreen Firespitter Aside from those, I also use KW, B9, Interstellar, and MJ. I already have the latest version of KJR installed. The craft does not wobble; it translates. No RCS was used, only SAS (Stock SAS and MJ's ascent guidance both cause G problems). This exact ship worked perfectly yesterday. Here's a ship file. You'll need MJ, KW, B9, and Interstellar to load it (possibly KAS as well). Here's some pictures of what happens: EDIT: After more testing, this persists with the ship regardless of being in atmosphere or not. The problem seems to be tied to the lower stages since upon ejecting them the warning goes away. EDIT 2: Built another launcher vehicle (carries same lander) and everything works fine. Something strange is happening in this launcher.
  14. I've reinstalled and now everything works regarding offsets. (I swore I installed everything correct the first time...) The B9 small Sabre still has no effects though. The Sabre M has problems with its flame like the rapier, but that's likely caused by a mod conflict as well. EDIT: Now I'm getting issues with DREC's G-tolerance. Why does Unity hate me?
  15. EDITED because I'm stupid. After reinstalling, a lot was fixed but a few issues remain. Sabre S has no flame or smoke CF34 in reverse mode does some "interesting" things Wierd effects on Sabre M (probably mod conflicts with one of the B9 mods) The rapier flame is completely broken but that's probably not caused by hotrockets. The beady effect also occurs in Sabre M.
×
×
  • Create New...