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Lexx Thai

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Everything posted by Lexx Thai

  1. Beale, may you upload the texture templates of your mod? I want to try make little more "realistic" textures for TANTARES & Co, because I'm not a big fan of too-stockalike spacecrafts.
  2. Moduleless part name editor is good idea, I forgot about that. BUT even simple part module (added to every part) with simple function: showing small dialog with edit field and two buttons - I think, it can't cause mod interaction bugs. 1. Editor must be independent from the SCS part on the craft. Imagine a dock of the automated vehicle to a passive engine compartment in orbit, or vice versa. 2. Name can be assigned directly to part. I tried using the Part.partName - it works. In addition, you can assign unique names for every parts in symmetry (thrust control of multiple engines, hehe).
  3. I think, MM config to all things (Engines, RCS, Tanks, may be something else) is a "lesser evil" in comparison with current monstrous methods.
  4. @erendrake: Dude, may be you could slight change of kOS programming "concept" and make it a little "visually". I mean an ability of ID assignation to vehicle parts in editor scene and use them in code like variables. For example, at vehicle design process, I'll can assign name for 'landing engines' and control them in script like MYLANDINGENGINES:<useful fields>
  5. Suggestion/Idea: Can you make your engines modular, like KOSMOS URM fueltanks, but more separated. Complex models from many little subparts (nozzles, tubes, pumps and other details) with simple textures (like old THSS mod) will allows make any-style engines (American-, Russian- or Kerbalstyle).
  6. Biotronic, can you change current intercation with RealFuels? Try to get maxThrust values dynamically to avoid situation with resetting to defaults after relaunch or changing techlevel.
  7. Ha! BTW current issues in mod can't be found in log. But PP without any other mods using KAE, doesn't works properly. "Server logs shows nothing" © CCP The core of issues in last changes in KAE source.
  8. Latest changes in KAE broke ProceduralParts (and only this mod). Guys, may you will make interoperability tests with other mods after local changes?
  9. This problem has one solution - kOS must be alone in the part (command pods i.e.), because it's interfere with other part modules, like MJ.
  10. I must take my last words back. I found the problem with KOSMOS's fairing bases. They don't works properly because, 1 - configs too old (I try to repair that), and 2 - that bases influenced by TweakScale to change their sizes. KOSMOS's fairing sides works well. You can use that with standard PF fairing bases.
  11. You first. Seriously, post here ship config (or picture, at least) with noticed problem, because I'm using KOSMOS fairings with latest PF and can't see any problems with that.
  12. KOSMOS don't search anything in Keramzit\ folder. So it works good with all versions of PF after 2.4.4
  13. I found that! KOS can't live with MechJeb (or RemoteTech) modules in one part. It must be separate part! If part config looks like that, I saw a "floating" command pod after relaunch and kraken(?) after "revert to VAB -> launch" sequence. MODULE { name = kOSProcessor } MODULE { name = MechJebCore } When I swap modules in config (KOS - last module), relaunch causes KSP crashed silently without /output_log.txt in "FailReport"-created folder. @peoples with problems - Remove KOS installing scripts. Added later: Wow, Entropius already posted the solution.
  14. Ok, I've post screenshots and /output_log.txt later. And no, i'm getting not black-launchpad, but empty ship construction except probe core (with kOS) on normal launchpad (after reverting after flight). After kOS removing, issue is gone.
  15. @erendrake, current KOS version (12.2P1) cause KSP crash after reverting to launch. 1. Revert to launchpad after aborted flight - vessel becomes to uncontrollable command pod, hovering in the air. 2. After that, revert to VAB (it's possible yet). Launch again - ship with all launch clamps appears somewhere in a space with enabled engine effects, absolutely uncontrollable, and even "ESC" dialog don't working (window shows without any buttons).
  16. FAR have trouble with reverting to launchpad: wings and control surfaces becomes "dummy plates" on next launch (surfaces moves, but do nothing). Also, KSP begins spamming to log with "MissingMethodException: Method not found: 'ferram4.FARWingAerodynamicModel.GetStall'." ------ Guys, sorry for my grammar.
  17. Are you using the last version of Procedural Fairings? It have strange interference with procedural SRB's and tanks.
  18. Guys, please, make some RCS thrusters, linear or bi- tri- directional, suitable for small crafts (0.625m and 1.25m).
  19. By the way, the Energia side boosters are first stages of Zenith. Image from Boris Gubanov's book. (I don't know, is this published in English)
  20. Hello everyone! First of all, excuse me for awful English. Nathan, I think problems of RF's issues in symmetry interaction. If I try to move configured (ie filled) side tanks, it becomes to unfillable (RF shows that) until retraction from launchpad. Problem appears even on clear installation of KSP. In that case log have some "KeyNotFoundException: The given key was not present in the dictionary" exceptions. On the "main" KSP install (mod heavy), log contains "NullReferenceException: Object reference not set to an instance of an object" entries.
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