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roboc99

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  1. OK so i have a station that has multiple weldable docking ports on it, however whenever I click on the smaller ports (clampotron standard size) and ask them to weld, I get an error stating that I must weld two weldable docking ports - what am I doing wrong here? Screenshot are on dropbox... https://www.dropbox.com/s/x5pe175tvdcd036/screenshot0.png?dl=0 https://www.dropbox.com/s/kkz1d8c7sp34vr4/screenshot1.png?dl=0 Persistents file (FYI, Im using a hand full of mods with parts, so this may not load for you, but all the same here it is) https://www.dropbox.com/s/f59c0gz937jszbd/persistent.sfs?dl=0 Any help would be appreciated. FYI I have already welded once on this station, the two halves of the core were welded together without a hitch, but they used the senior ports, not the standard ones. RoBoC
  2. Small Bug, for some reason STS-41 mission is there when starting a virgin career save - seems a bit ambitious to have that appear alongside the V2 missions Great pack though, well done!
  3. Yes I am aware of that but the cockpit itself never heats up, just the items in the cargo hold. Surely if the cockpit is hot enough that parts attached behind it are heating up to glowing red then the cockpit itself should also be heating? I get that the cockpit might have higher heat tolerance but it still should be taking the brunt of the force.
  4. Hey, Ive been playing about with 1.0.2 and have found an odd bug. I built a plane with Mk2 parts; cockpit in the front with the small cargo bay behind it. After I fly it for a while at 300-600m/s, the contents of the cargo bay start to heat up as though exposed to atmosphere. This goes on for a while until the memory leak issue with the temp gauges causes the game to CTD. Anyone else have this problem? Ill post screen caps later when I can RoBoC
  5. Ok so when I click on the EVA button on the bottom right of the screen it works, the kerbal appears and I can EVA, however the hatch itself doesn't respond to being clicked on like the stock hatches do - which is what I was trying to do to transfer kerbals mid flight without EVA (the new feature of 0.25) - is this also a bug created by the out of date DLL from Bobcat?
  6. Thanks Ill check it out. Any idea why clicking on the lower command in the menu doesnt work?
  7. I hadnt tried that, no, will try later. Any thoughts on where the crew hatch is supposed to be on the altair pod?
  8. Forgive me if im missing something, but is the Altair lander still a WIP? I cant get the legs to go down on the lander, nor can kerbals EVA from the POD itself - apologies if this has been discussed before, Im new to this mod and can't really face sifting through 140+ pages of posts.
  9. Just wondering if anyone can send me a link to where I can download the 'stock' KW craft files? I thought I had them before but can't find them anywhere now for the life of me. Thanks in advance RoBoC
  10. Just tried to launch the game with the new dll, no joy, it still CTD when I have mechjeb (latest version) installed. Here is the first part of the error log: Unity Player [version: Unity 4.5.2f1_9abb1b59b47c] Unknown caused an Access Violation (0xc0000005) in module Unknown at 0033:03720000. Error occurred at 2014-07-19_124902. D:\Steam\SteamApps\common\Kerbal Space Program\KSP_x64.exe, run by RoBoC. 22% memory in use. On a related note, I spotted that steam defaults to the 32bit application when you launch from the steam window. I had to manually create a shortcut to use the 64bit. Hope this helps identify the issue, great mod. RoBoC
  11. Yes, that got it, thanks. The object should be fuselage_right_wing If anyones interested, the code that Im using to change the wing texture is: MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = fuselage_right_wing textureRootFolder = KSO/Parts/ textureNames = kerbin_orbiter;altnames/arabelle;altnames/aphrodite;altnames/artemis;altnames/adonis mapNames = kerbin_orbiter_Norm_NRM textureDisplayNames = X01;Arabelle;Aphrodite;Artemis;Adonis nextButtonText = Next Paint Job prevButtonText = Previous Paint Job statusText = Current Paint Job switchableInFlight = false //additionalMapType = _BumpMap mapIsNormal = true repaintableEVA = true showPreviousButton = false useFuelSwitchModule = false //fuelTankSetups = 0 updateSymmetry = true showInfo = false debugMode = false showListButton = false }
  12. MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = KSO_25_Fuselage;Left_Cargo_Door;Right_Cargo_Door;Mun_Door_Left;Mun_Door_Right textureRootFolder = KSO/Parts/ textureNames = KSO_25;providence;reliant;steadfast mapNames = KSO_25_Norm_NRM textureDisplayNames = Ascension;Providence;Reliant;Steadfast nextButtonText = Next Paint Job prevButtonText = Previous Paint Job statusText = Current Paint Job switchableInFlight = false //additionalMapType = _BumpMap mapIsNormal = true repaintableEVA = true showPreviousButton = false useFuelSwitchModule = false //fuelTankSetups = 0 updateSymmetry = true showInfo = false debugMode = false showListButton = false } Please enjoy. http://i.imgur.com/yrHjqUn.gif I can't take credit. I got the idea from the phase4 parts. EDIT:looks like the texture files don't have to be moved according to the documentation. they can stay in the altnames folder. EDIT2: nevermind. it lied. it didn't work leaving them in the altnames folder. EDIT3: Ok it does work. Just gotta add the folder name in there too. See below if you don't want to move the textures. MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = fuselage_cockpit textureRootFolder = KSO/Parts/ textureNames = kerbin_orbiter;altnames/adamant;altnames/dauntless;altnames/tenacious mapNames = kerbin_orbiter_Norm_NRM textureDisplayNames = Resolute;Adamant;Dauntless;Tenacious nextButtonText = Next Paint Job prevButtonText = Previous Paint Job statusText = Current Paint Job switchableInFlight = false //additionalMapType = _BumpMap mapIsNormal = true repaintableEVA = true showPreviousButton = false useFuelSwitchModule = false //fuelTankSetups = 0 updateSymmetry = true showInfo = false debugMode = false showListButton = false } MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = KSO_25_Fuselage;Left_Cargo_Door;Right_Cargo_Door;Mun_Door_Left;Mun_Door_Right textureRootFolder = KSO/Parts/ textureNames = KSO_25;altnames/providence;altnames/reliant;altnames/steadfast mapNames = KSO_25_Norm_NRM textureDisplayNames = Ascension;Providence;Reliant;Steadfast nextButtonText = Next Paint Job prevButtonText = Previous Paint Job statusText = Current Paint Job switchableInFlight = false //additionalMapType = _BumpMap mapIsNormal = true repaintableEVA = true showPreviousButton = false useFuelSwitchModule = false //fuelTankSetups = 0 updateSymmetry = true showInfo = false debugMode = false showListButton = false } Thank you, this will save a lot of clutter for me. I do have one question though, can you create a module that would allow me to do the same thing as this with the KSO wings? I currently use textures that have the shuttle name amongst other things on the right wing (KSO) and left wing (Super 25). Ive tried copying the module code across the the right wing object for the KSO but it doesnt work, I think because I dont have the correct object name for the wing part... but I might be wrong. Thanks
  13. Im having an issue modding the KSO, basically all I am trying to do is to replace the KSO booster effects with the effects from the Super 25. From what I understand, it should be possible to tell KSP to use the new effects with the older parts, but I cant get it to work. I have tried copying over the EFFECTS block from the super 25 booster and overwriting the same block in the older booster, however when I try to fly the KSO after this, the booster flames dont show, only the smoke effects. The code for running the effect seems to use the same names (powersmoke and powerflame etc), but still, nada... Has anyone tried to do this and got it to work? Its most likely something small that Im missing but I cannot see it. Thanks in advance.
  14. My bad, missed it last time. Thanks for the repost!
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