nedlee
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Posts posted by nedlee
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i can't get this to work and log says "Encoding name 'ks_c_5601-1987' not supported" and this is very likely i use korean version...if it isnt too much hassle can you fix this thanks
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10 hours ago, NippyFlippers said:
Somehow only the the MK1 S39 is showing up in my part browser.
Anyone else have this problem?
Looks like there is some typo in the cfg. Typhoon and Mirage cockpits should have TechRequired = advAerodynamics instead of Advanced Aerodynamics, and Su-30, Interceptor and Trainer cockpits should have TechRequired = supersonicFlight instead of Supersonic Flight. Simple fixes, probably you can do it yourself.
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Thanks for all the cool cockpits!
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I've had this problem for years, and the game's lagging even worse in 1.1.2. I'm glad someone is looking for a solution, but the fix is making it worse for me, unfortunately.
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I have a little suggestion: it will be possible to have HX parts scaleable? This will be very useful in the new release...
Well you could always get Tweakscale...worked well in 0.90 so I think it will work as well in 1.0.
Anyway those new Mk 2 parts are so nicely designed. Really appreciate that you're spending time on churning out such great parts. Shame you have to abandon the old vertically asymmetric cross section - while I understand it works better for gameplay reasons, it just looks cooler and feel more realistic to me.
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Home grown rockets feature a nice 2-men pod and several options as well. Its size is bit bigger tho.
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Well now we have parts heating and new aero with mach effects. They should require more cpu time.
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http://www./download/3h6an64hds466jl/KSP.zip
Here is one. I load up the KSC and recover one vehicle already in the KSC runway, which seems to be working correctly, then load up SPH and launch same vehicle, get some science data in it, and then unable to recover it.
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Had good fun mostly ignoring boring contracts and doing science instead (especially with new mobile lab that is a great idea I must say) but it seems that this mod has broken my career save now. Trying to recover vehicles with science data shows only crew has been recovered with 0.0 reputation, which is not properly processed that tourists are not removed from the roster, and the craft remains at the place with no way to recover. It happens in the new game too. Removing the mod seems to solve the problem, but there are a lot of error in the log fil e after removing the mod. Can you please look into it?
MissingFieldException: Field '.GameEvents.OnScienceRecieved' not found.Contracts.ContractParameter.Unregister ()
Contracts.Contract.Unregister ()
Contracts.Contract.SetState (State newState)
Contracts.Contract.Update ()
Contracts.ContractSystem.UpdateContracts ()
Contracts.ContractSystem+
.MoveNext ()
NullReferenceException: Object reference not set to an instance of an objectContracts.ContractSystem+
. (Contracts.Contract )
System.Linq.Enumerable.Count[Contract] (IEnumerable`1 source, System.Func`2 selector)
Contracts.ContractSystem.WithdrawSurplusContracts (ContractPrestige level, Int32 maxAllowed)
Contracts.ContractSystem.RefreshContracts ()
Contracts.ContractSystem.OnReputationChanged (Single newRep, TransactionReasons reason)
EventData`2[system.Single,TransactionReasons].Fire (Single data0, TransactionReasons data1)
Reputation.AddReputation (Single r, TransactionReasons reason)
ScienceFunding.ScienceFunding.ScienceReceivedHandler (Single science, .ScienceSubject sub, .ProtoVessel v, Boolean whoKnows)
EventData`4[system.Single,ScienceSubject,ProtoVessel,System.Boolean].Fire (Single data0, .ScienceSubject data1, .ProtoVessel data2, Boolean data3)
ResearchAndDevelopment.SubmitScienceData (Single dataAmount, .ScienceSubject subject, Single xmitScalar, .ProtoVessel source, Boolean reverseEngineered)
ResearchAndDevelopment.onVesselRecoveryProcessing (.ProtoVessel pv, .MissionRecoveryDialog mrDialog, Single recoveryScore)
EventData`3[ProtoVessel,MissionRecoveryDialog,System.Single].Fire (.ProtoVessel data0, .MissionRecoveryDialog data1, Single data2)
VesselRecovery.OnVesselRecovered (.ProtoVessel pv)
EventData`1[ProtoVessel].Fire (.ProtoVessel data)
VesselRetrieval.recoverVessel (.Vessel v)
VesselRetrieval.recoverVessels ()
VesselRetrieval+.MoveNext ()
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That's quite smart uses of stock part models. Also, peristaltic thruster looks like a good enough way to dump excess fuels. However, there are a lot of weird mods like ion engine rebalancing and KAS stuffs that are not stated to be included in the file. I think they can cause troubles.
@vardicid : He added afterburner mode with lower efficiency and higher thrust, just like you did.
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Wow, Roverdude you never cease to amaze us. ;^)
A great mod, which hits the right place between TACS and Snacks as you mentioned. I repurposed some modules in universal storage to store supplies and recycle mulch, and so far seems to be working pretty well!
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You use Unity and some KSP-specific extensions to visually edit the IVA. I don't remember where the components you need to download are, but there's got to be at least one thread around here that will point you in the right direction.
Found some tutorials with your information. Looks a bit of hassle but I'll try when I have some time. Thanks again!
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Thank you! It feels so good when there are working screens and HUDs to look at.
But I have a question: How do you guys move props around in IVA? I want to see MFDs more clearly due to my small laptop screen, and rearranging MFD props would be a good solution. Editing XYZ and rotation values in internal.cfg files do seem to work, but without any way to visualise it is just a very tiresome trial and error process.
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Thanks again for this little great mod!
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I did like the inflatable shield but yes it was buggy, in .90 it kept automatically inflated and once it blew open inside a cargo bay and tore apart my craft. Anyway, keep up the great work!
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I'm loving this mod so much that I spent all my free time building these days...its so easy with your part pack now. You're so talented.
Anyway I'd like to report a bug where fuel amount left in wings never gets saved...they get recorded as fully filled in the savefile regardless of how much fuel is left in them, so save and reload and I get all my fuel back. Happens all the time.
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Hello, I've been building mini sized jets and rovers with this mod and it's good fun. However, both AES and HERP pods are killing my fps...having one attached to a ship gives me a siginificant performance drop, and when I put several in one screen the framerate crawls into a single digit number...there is no error in the log, so I assume this has to do something with transparent window in both pods. Does anyone have similar issues?
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Wonderful! Thanks for all those fixes of annoying bugs! Just experienced Kerbals in external seats becoming debris bug!
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Removing some of the mods made lags happen less frequently, but did not eliminate them. After some extensive testing it seems that I have this problem in vanila game as well, but just much less noticeable; I found very subtle lags in every 30 seconds or something while looking at a stock craft sitting on runway in a newly installed game. Installing mods lowered framerate quite a bit and made the periodic lag issue quite annoying.
Thanks again, and maybe I should format my HDD and reinstall everything this weekend.
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Did some testing and there seems to be no difference with both options. Oh well. Thanks anyway!
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Problems:
Modded gameplay is choppy, game often freezes for a very short time in every 7~8 seconds in VAB, SPH, or while flying.
Also, performance is very low; sometimes get 10 FPS while flying in kerbin atmosphere with 100 parts ship. Sometimes I get bit better FPS(~40) upon restarting the game but not sure why. Vanila game does not have similar issues. I've tried to run games with few selected mods and compare performances, but failed to find out what mod is causing problem.
Finally, I've played previous versions (0.23.5 and 0.24) with some mods like KSP Interstella before, and sometimes had very low framerate (~10) as well. I'd like to know if I've got too many mods for this laptop or I have some sort of mod conflicts.
Mods installed/used:
All of mods are of current versions.
Active Texture Management
B9 Aerospace
Contract Window 2.2
Deadly Reentry 6.2.1
Dmagic Orbital Science 0.8.6.1
Docking Port Alignment 4.0
Editor Extensinos 1.4
Fine Print 0.59
Kerbal Attachment System 0.4.9
Kerbal Joint Reinforcement 2.4.4
Kerbal Alarm Clock 3.0.1.0
KW Rocketry 2.6D2
Mechjeb2 2.4.0.0
Mk 2 Lightning Cockpit 1.3
Near Future Pack 0.3.0
NEAR 1.3a
Precise Node 1.1.1
Procedual Wings 0.9
Procedual Fairings 3.10
RasterPropMonitor 0.18.3
ScienceAlert 1.8
Toolbar 1.7.7
TransferWindowPlanner 1.1.0.0
Universal Storage 0.9.0.242
My System:
Windows 7 64 bit
Intel i7-4701MQ
8GB Ram
NVIDIA GTX 850M
Running 32 bit version installed on SSD
Logs:
http://www./download/t5jlfaybf9v8yx8/1st_log.7z
The first log is from a short session of loading up a ship orbiting Kerbin.
http://www./download/d493mcowv1hpjt2/2nd_log.7z
The second one is where I load up SPH, launch a jet, and fly around a little bit.
Thank you.
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Have the exactly same problem as al.bebop. Not sure what mod is causing the problem tho.
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Wow a great news! Thank you!
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
in KSP1 Mod Releases
Posted · Edited by nedlee
Thank you for fixing lauguage