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roboc99

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Everything posted by roboc99

  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trying to do to transfer kerbals mid flight without EVA (the new feature of 0.25) - is this also a bug created by the out of date DLL from Bobcat?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!
  15. Do you plan to post the craft file for your energia? I tried a similar setup my self but it goes nuts and flips over just before lrb separation.
  16. Fairly straight forward. You need an image editing app such as Photoshop or gimp. First open the real texture and take note of where the name lies on the texture. You will see both sides of the kso cockpit with the name resolute by default. There are two places for the name to go, one for each side of the cockpit (one is flipped 180 degrees so it appears to be written backwards, that's because both sides of the cockpit are different so one side has to be mirrored so it will line up correctly on the model). To replace the name, open the blank texture file and edit it with your name, making sure your chosen name is roughly the same size and sitting in the same place as hell diver placed the name in his texture. Then copy the name text, flip it over and place it where the reversed name should be. You don't have to do this step but if you don't the name will only be on one side of your kso. Once you're done, save the new texture as kso_orbiter.tga (actually best check that file name, I am working from memory here, just make sure to overwrite the original file with yours and it's done). Hope that helps. On a similar note can anyone tell me a way to force the kso left and right wing to use separate textures? I wanted to put mission patches on the wings but they get replicated onto both sides and therefore look silly unless they are symmetrical. I saw a screenshot on here with a similar idea so it must be possible... Any suggestions?
  17. Yeah, not a bad idea for a new thread. that post kinda got away from me, started out just saying thanks for a great mod and.... well that escalated quickly
  18. Hey guys, first off I wanted to say a big THANK you to helldiver and all those who worked on the KSO, its possibly the most fun mod to hit KSP in a long, long time. Anyway, Ive been playing about with this mod, building my own KSS (I know, original, right? ) and a thought struck me as I was doing so. See, I tend to RP my big builds, putting a story behind them even if its in my own head. It makes it more fun for me... Instead of just build, blast, dock, repeat, theres a sense that, in my own head at least, Im completing a mission against difficult odds. I do this with KSP a lot, but with this mod, for some reason, it just seems to be more fun. Anyway, I was going over the stages for my KSS with the RP stuff I'd made up along the way and I thought, wouldnt this be a better 'story' mode than the campaign mode that Squad has built and is apparently planning to expand with contracts? Like, instead of picking and choosing generic missions like get a satellite into orbit, we have a long term project type campaign with each level being a stage along the way. In my case, with the KSO, it would be level one: test fly and land the KSO without loss of vehicle or crew, level two, deliver a payload to orbit with the KSO etc etc, but rather than a simple, do this, get reward, unlock bigger rockets, move on type deal, there could be complexities of a story with twists and setbacks that happen during or even between missions - these could be abstract, such as an engine malfunctions mid flight forcing you to adjust your flight profile or even abort to save your crew or even based on real world events, such as the Apollo 1 fire, which could lead, in game to the masses of kerbin cry out for safer rockets and until they get them, you can only do unmanned stuff or you could have to compete with an invisible enemy (or rival) to get a job done cheaper, like the bidding war that was run to see who would service the ISS after the shuttle retired. Basically, what Im driving at would be similar to standard career mode as it is now, you start out small and limited, and you build on it - but rather than it all being the story you create, there would be an actual in game story to drive it along. There could even be added plot elements like government pressure to get things done in a certain way or in a certain time or under a certain budget (or all three) or your program is shut down, programs being scrapped mid way through so you have to scramble to repurpose your designs or lose funding. There could be industrial espionage between competing space programs where you have spies trying to steal competitors designs for better parts and engines while they try to do the same to you, you could have deadlines put in jeopardy by contractors failing to deliver that mega efficient engine in time for the much hyped mission to duna that youve committed publicly to, forcing you to come up with a way to work around the problem with a restricted set of parts. I was watching helldivers stream while he was developing the Super 25 and he mentioned a similar thought to this, he was referring to you, the player, being NASA (or the kerbal equivalent) competing against either private companies or a rival nation ala the space race and how this would drive the enjoyment by giving you a goal to strive for. I know that Squad say the basis of KSP is to be unbound and to do whatever you want, which is a good thing and, of course, just as they do in the likes of Tropico, the sandbox would always be there for you to do your own thing and just go nuts with whatever you want, but the career mode, in my opinion, should not just be limited to restricting parts till you unlock better ones - in many ways the current career mode plays like a tutorial, helping you to learn the game as you go rather than being overwhelmed by the complexity at the start - which is fine, but I want more. Anyone agree?
  19. Yes that would work, however it means a lot more delta v to get to orbit, especially with the type of ships I use, big & heavy would sum it up. Doing high altitude launches or transferring to a high orbit just to warp faster seems... I dont know, a bit irritating to have to do when all that is really needed is to warp to a point just ahead of the launch window - which as I said, I can do, either manually or with warp helper - I just thought it would make a good addition to MJ and one that wouldnt take all that much effort to add in.
  20. True you can do that, however it can take a while because you are limited to how fast you can warp while in LKO. Warping on the launchpad is unlimited. What I do now is add a maneuver node for the planet transfer on the launchpad for the first launch then use warp helper to spin time on till approx 1 day before the window. Then I do my other launches and assemble in orbit before doing the last small warp for the burn. What I was suggesting is that this functionality could be built right into the launch assistant panel, which would remove some of the steps that my current method requires. It would speed things up and remove some unneeded tedium. As an alternative, the functionality Im talking about could be added to the warp helper so that when a planet is selected as a target, its possible to warp until X amount of time before the next transfer window.
  21. Hey thanks for finally adding the one feature that I always thought was missing... launch to planetary transfer! It makes planning missions outside Kerbins SOI much easier and less tedious. One feature I would like to be able to tweak would be the lead time to the transfer window. Currently my ships get to orbit about 1hr ahead of the window which is plenty of time to maneuver and get set up for the burn, however I would like to be able to extend that to maybe a day or more even to allow for multi-launch ships because sometimes it takes more than an hour to get them all up and assembled. If it were possible to have the first ship launch 1 day or more before the window, then all subsequent launches and assembling etc would have time to be finished and then MJ could still schedule the burn for the window.
  22. Hello Ive just tried your mod today and I seem to be having an odd problem. Whenever I try to launch the lab into orbit, it all goes fine till it hits about 6K in height when the whole thing explodes! It seems to be just the lab module that has this problem (ie i can take it out of the rocket and everything is fine). Also when I use the lab as the core of my rocket, it disintegrates on the launchpad... I am running several mods, including mechjeb, kerbal joint reinforcement, b9 KW and novapunch. Is this something you guys have come across and if so is it fixable? I was intrigued by this mod and would love to use it
  23. Are you by any chance using more than one pod? Say a lander attached to your main craft? If so then you need to make sure that the master pod (the one mechjeb is controlling the rocket from) is pointing UP at launch. Sometimes when building mechjeb can get confused as to which module its supposed to be controlling and pick the wrong one. I ran into this error and it took me a few tries to realise that the navball was orange at launch, in other words as far as mechjeb was concerned I was launching my rocket UPSIDE-DOWN, so it immediately tried to fix that by flipping over on launch. The easiest solution is to select whichever pod is pointing the right way and select control from here. I do however still get an occasional bug where mechjeb thinks the rocket is rotated along its length (rolled) by 90 or 180 degress, so it rotates on launch, which can cause issues on big launchers and sometimes even shake them apart if it is still not righted when the Grav Turn begins.
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