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lextacy

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Everything posted by lextacy

  1. Its still under development, its just I dont play KSP during the spring,summer and fall. I also left off on the year 1973 which falls short of the release timeline. If someone wants to pick up Phase 2 I would let them. Look for me in the winter times
  2. anyone else having issues? nevermind, just make sure you all remember to download the RSS texture pack which is a separate download LOL
  3. NAILED IT!! they were bad assets from the old TristonWilsons's RealKCS pack. His new pack works like his pad 41 and stuff, but the Atlas 1,2,3 and VAB are corrupt. Probably cuz of colliders. Well I guess the solution is if I want those assets back in is to run 1.2.2 ? Or will I need to run the .mu through Unity and kill the colliders?
  4. found a serious statics saving issue...KK throws an exception and prevents statics from being written to .cfg. Im running 1.1.3 with the 1.1.3 version of KK and both modded and vanilla throw this error. Did this get fixed in 1.2.2 ? Perhaps is there a way to fix this for 1.1.3? [EXC 05:25:13.353] NullReferenceException: Object reference not set to an instance of an object KerbalKonstructs.KerbalKonstructs.saveModelConfig (KerbalKonstructs.StaticObjects.StaticModel mModelToSave) KerbalKonstructs.KerbalKonstructs.saveObjects () KerbalKonstructs.UI.StaticsEditorGUI.drawEditorWindow (Int32 id) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) In this ksp.log snippet I captured in realtime the error at approx 5:25 am . This appears to be an issue where the save call is not properly being executed due whatever.
  5. Glad to hear it ! Version 1.0.4 is up. Its a small update done by MeCripp. He did some collision re-work, balancing, RCS improvements. You can grab it at Spacedawk!
  6. the author used a massive box collider for use with the animate on click module. So where you click to turn on the 4 lights on the Kourou pad he used a box collider over the hole where the rocket is suppose to go. He should have used 4 separate small box colliders for each light.
  7. not really flying much, but more house duties like getting cape crapnaveral setup for the Gemini/Apollo programs
  8. Glad to hear that MeCripps fix worked for you guys! I will be using his .mu in the next release. Still really dont know why it crashed , but its just whatever right now. Im now gonna take a bit a break for sevferal days. Ok and now for your suggestions.......... -Cruise stage will be a probe core/command -White texture will get more natural looking and unsaturated @akron....Id do that except that the future releases will include mission logos like "Pathfinder,"Viking", "MER". The player can select on the fly what mission they are building, hense the need for firespitters texture changer.
  9. how do I fix the Kosmodrome pack where they all have unnecessary colliders preventing any use of launching ships from them?
  10. MeCripp got a an alternate .mu working from where he had a CTD as well. I might roll that .mu into the update. Maybe you could PM him and grab the .mu to try it out. I think the mesh got stupid in Unity and MeCripps Unity fixed it somehow.
  11. Ive made a gameobject underneath my model called "LaunchTranform" Nothing works Why does this not work?
  12. thats a bit of good news, what version of Unity do you have? To make solar panels you need to make 2 empties called sunpivot and suncatcher. Suncatcher needs to be underneath sunpivot. Both Z axis needs to face outward from solar panels.
  13. The log unfortunately just says "CRASH!" Are you on a desktop? Try doing the reverse and place a random part in VAB to where the cruise stage is suppose to go. May be the backshell node is causing problem. My hunch on this crashing issue is people might be on low-end machines. Some people are getting it to work no matter the mod count and/or version of KSP. This really is frying my brain nevertheless 1. YES! I can do this for next update. I forgot 1.2 used new categories. My bad 2. I will certainly add tweakscale support very soon! I do believe that is a "dependancy" anyways. If you need the aeroshell stuff bigger for big rovers you can just change the rescale factor for now in .cfg Ill take that as a compliment as all these models are developed by me in 3dsMAX. I can really do some good modeling that looks authentic to the real world parts. In 3dsMAX if you take a simple cone and run the "shell" modifier onit you immedietly get the backshell shape to the letter. I was shocked. Not sure if 3000 funds is alot. But I dont play career mode to know lol. The logs you gave did not give me information on the crash sadly. What version of KSP you have? RageingIrish..........What version of KSP did you get the parts to work in?
  14. UPDATED! Version 1.0.3 Non-RO gets the thrusters
  15. good catch , thank you! Wow this is alot of mistakes I made. So I think the firespitter dependancy was causing the crashes? Ill do an update here soon.
  16. hey could you please? im having trouble writing the code. Im always a sucker for spelling
  17. Holy monkey legs! Didnt know till now that someone took up the RVE project. I thought it had got died . Ill try this mod but hopefully it would work on 1.1.3
  18. The initial install is for stock The RO configs are in another folder, OH CRAP! I just realized the RO config are overridding the stoick ones in game. The default ends up being RO and crashes peoples stock game. Ive looked through the log , did not find any entry related to the parts. The parts were made with 1.2 in mind. I had no clue they just rolled out 1.2.2. Could this be an issue with the new version? I guess we will find out if only people with 1.2.2 have this issue. I will play around more this weekned and test it on the new 1.2.2 and see if I can duplicate the issue. Thank you! The issue is now more likely the fact I messed up the the RO folder and should have renamed them .old Re-released
  19. The stock game does not have parts to fully enclose a rover and encapsulate a rover during descent. Most people will use the fairings, but the issue is the fairing base will be stuck under your rover and your landings to Mars will not be authentic. There is an outdated mod that did this, but the author has ceased to kerbal. I now will maintain this concept and bring even more parts to the game. In this release I have issued 3 parts to your VAB. This is phase 1 which means I will roll out more parts during which will follow a time-line of events. I think these 3 parts are a good starting compromise. Here is a breakdown of the 4 phases. HIghlighted in red is what phase we are currently on. PHASE 1 = Aeroshell, Cruise stage, Heatshield . All basic parts. Player will need to mount their own chutes and radial engines if need be. PHASE 2 (1970's) = Viking lander is a possibility. Vintige version of the aeroshell design. More texture choices. Radial monoprop engines for the cruise stage. (RO version will use REAL FUELS by NathanKell) PHASE 3 (Late 90's early 2000's) = MER rovers (Spirit, Opportunity) . EDL system such as the terahedron and airbags. PHASE 4 (Present) = Curiousity Rover. EDL system such as the skyscrane You get 3 parts in phase 1 of this pack. There are configs included for realscaled parts to use for RO. Aeroshell "backshell" Includes RSC attitude control thrusters and texture changing so you can use the JPL logo. Parachute not included! Heatshield....you know , to protect from atmosphere devils Cruise stage which includes texture changing for JPL logo, solar panels that will recharge your EC, and has built it fuel tank. You provide the engines of choice*. SPECIAL FEATURES! Aeroshell can thrust jet in flight as seen here: Mars Science Laboratory only requires: 1. Firespitter and Texture Changer - To change the logos 2. Tweakscale if you want more freedom of payload sizes CHANGELOG: 1.0.4 [12-27-2016] *Changed RCS module to the newer stock supported ModuleRSCfx -MeCripp *Collision boxes re-done -MeCripp Cruise stage is in a more appropriate menu category and now acts as a pod -MeCripp *Heathshield is moved to Thermal category -MeCripp *Small rebalancing of some parts 1.0.3 [12-18-16] -Inline-patched to clean up cloned configs and to recognize when player has RO installed -Stock now has attitude jets for backshell -Fixed decoupling when going through strong aero forces, however player must angle craft a bit before ejection to prevent "back splash" of heatshield and/or backshell. The real Curiosity mission had to do this same manuever. -Fixed stock cruise stage to now have resource monoprop. 1.0.2 [12-16-2016] -Fixed issue where VAB crashes when placing cruise stage which was the fault of the RO configs overridding the stock ones when player did not have RF or RO installed. Licence: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License I WANT I WANT !!! SPACEDOCK LINK http://spacedock.info/mod/1119/Mars Science Labratory *This is my first parts mod, there might be bugs. If you report a bug please be patient as it takes a few days for me to have time to tackle the issue.* Credits: MeCripp - Collision work, Fixed Unity pass, Module Improvements JPL - reasons NASA - reasons Yogui87 -Textures from old mod
  20. so I would export 3 main_model.obj ,cap.obj ,and canopy.obj into Unity. Then Unity would take those 3 models and write the .mu ?
  21. ahh your right ! I think maybe the logo was on the cruise stage? Ill remove the aeroshell logo. Hey btw how are things going for you lately? You can drop me a PM
  22. would I need to make the cap and canopy meshes "attatched" before .obj export?
  23. How do I make one of my parts a parachute? Is this something you do in Unity? I want this part to have it built in.......................
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