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I could probably whip up a patch
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MacLuky replied to Ger_space's topic in KSP1 Mod Releases
I've updated my scatterer and found my base partially in water. When I wanted to edit it through CNTRL-K I can see the list of instances but when I click groups KK crashes: [EXC 15:04:35.826] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:40.001] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:40.669] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:43.466] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.Inte -
After upgrading my RSS and Scatterer/EVE my game is no longer loading. Observing the logs I can see that KK has difficulties finding the CelestialBody "Earth" but I am not sure why. The definition is there, perhaps the load sequence? -- Edit: scratch that, KK is responding to an issue in Kopernicus
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Imagine WW2 never happened, imagine that the Dutch would have developed a far better relationship with their colonies than that did in our universe. Perhaps rather than consistently marrying Germans, the royal family would marry Indonesian royalty, and rather than speaking of the Dutch-Indies, the economic scale would speak of the Indo-Dutch. Regardless, the world is a different place and we find ourselves in 1951 as we start a new playthrough in the north of the Netherlands as we try to avoid the US and USSR tech lines as much as we can since I've already done playthrough with these. Episode 1: Fresh beginnings In this episode, we launch several V2-derived rockets from our new launch complex at Texel Island and discover that film and parachutes do not work well together. Epsiode 2: Bio-breaks In this second episode the Dutch stretch the performance of the V2 and manage to send a hamster to space. It's about bio experiments and many things break, hence the name Episode 3: Orbit In this episode, we finally make it to orbit finish our Kerbal Konstructs work at Texel Island, and finally get our downrange contracts done. Big thanks to @seyMonsters as we are using a lot of his engines. Go check out his work in "a very British space program". I have taken some inspiration and am making configs from the Delft Sparrow project but that will come much later. Episode 4: A Plane Escape Our finances look grim and we take the program we didn’t want to take: planes! Over more than 20 flights we get our space program back on track, but it will rack the nerves and your bandwidth. We'll call it a plane escape. Skip to the end if you just want to see the last rocket of the year and learn why it is called the “Van Speijk” class.
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but if you search github you can find a pr that needs testing....
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Is there an easy way to change textures on stock parts?
MacLuky replied to minerbat's topic in KSP1 Mod Development
you can recolour using part variants, there are a couple of posts on the forum on that talk about that. in the past you could assign a different texture in the model section, I've not been able to get that to work sinds 1.7 texture replacer might be able to do this for you I just edit the textures in place ..... dds2png (xnconvert) then photoshop and then back. -
How to change texture file name of the mu. files
MacLuky replied to galvatron315's topic in KSP1 Mods Discussions
@PART[ROAdvCapsule]:FOR[RealismOverhaul] { @MODEL { // [texture = 'current texture name' , 'path to new texture with name minus extension'] texture = 2K_Pod,000_Chris/Recolor/2K_Pod_white } } Getting partloader errors, the texture is there though -
Those dock / ship constructs from the picutre on the first page look awesome. What mod provides those assets?
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Not really sure. That savefile is dusted, but perhaps? you can always just try and see what happens. RP-1 has gotten massive updates, so who knows. Also realizing this is a bit of a necro, but I've started playing another YARP, which you can follow on youtube
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MacLuky replied to Ger_space's topic in KSP1 Mod Releases
Yes! thanks that works. Now lets figure out if I can set the dimentions to unlimited and it should work as expected -
I'm struggling with adding a launch site. Mine is about 50 meters in the air: @KSCSWITCHER:LAST[RealSolarSystem] { @LaunchSites { %Site[nl_texel] { %displayName = NL Texel %description = A significant part of the island was transformed into a spaceport. Starting at the original navy marine base de koog %PQSCity { %KEYname = KSC %changeGrassColor = true %latitude = 53.0995532 %longitude = 4.808668 %repositionRadiusOffset = 5 %repositionToSphereSurface = true %lodvisibleRangeMult = 6 //%reorientFinalAngle = 16.4 %reorientToSphere = True %repositionToSphere = True %repositionToSphereSurfaceAddHeight = true %commnetStation = True } %PQSMod_MapDecalTangent { %radius = 5000 %heightMapDeformity = 50 //60 %absoluteOffset = 1 %absolute = true %latitude = 53.0995532 %longitude = 4.808668 } } } } Every time I change one parameter a bit and boot the game for another 10 minutes. A bit of help would be greatly appreciated It now looks ok the first time it boots up, but jumps after a scene change
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MacLuky replied to Ger_space's topic in KSP1 Mod Releases
Thanks! I'll try that. Would that work with the new RP-1? since height and size are part of the new LC scheme -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MacLuky replied to Ger_space's topic in KSP1 Mod Releases
I’m doing a RP-1 playthrough but am not sure if I should KSCSwitcher or KK to build my second launch site. Ideally I don’t need to go into the tracking station but pick the correct launch complex in the VAB. So far I’ve been able to create static items but I can’t figure out how to launch from them -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
MacLuky replied to Gameslinx's topic in KSP1 Mod Releases
Hi I just visited Lua: Is the terain supposed to look like that? I thought I had set the terrain scatter to max- 1,614 replies
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