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W1ntermute

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Posts posted by W1ntermute

  1. This mod really needs to stop micromanaging its updates so frequently. There's a new one nearly every week, now it's 1-2 days apart. Why? The changelog on spacedock is getting ridiculous, the posting dates are indicative of a possible obsessive, attention seeking behavior. You are aware of this, aren't you?

    Pull back and accumulate the updates over time and release every 2-3 months instead. You don't need to have it out there, it's really annoying

  2. On 3/20/2016 at 1:57 PM, ComatoseJedi said:

    Okay, I'm doing this little favor for new comers to the ALCOR and ASET downloads until Alex migrates over to another medium in the OP. Here are download links to the last version of ALCOR and patch, ASET Props, ASET Avionics.

    ALCOR Pod 0.9.4

    ALCOR IVA Patch 0.9.4

    ASET Props 1.3

    ASET Avionics 1.0

    You will have to install this manually, just like the directions in the OP. If this is a Pete and RePete situation, I do apologize for making this post, but I tend to lean towards 68 pages of information a bit much to thumb through just to find links to mods. 

    Just in case this violates something, I did not make this work, credit goes to @alexustas. I was only trying to help :)

    You forgot to mention the amazing ASET Landing Legs :D

  3. 11 hours ago, andrewaltogether said:

    KSP version 1.1

    OS X 10.11.4

    iMac 27" Late 2012

    3.4GHz Core i7

    32GB DDR3-1600 RAM

    GeForce GTX 680MX 2GB

     

    Sometimes, and I'm not sure what causes it, the maneuver node I create is instantly deleted when I click the mouse afterwards. I can right-click to create a maneuver node, use the widgets to set up the maneuver, and then when I click anywhere on the screen, the maneuver node is deleted. Something that might be important: the little maneuver bar to the right of the NavBall shows the green bar, but no red X icon or text.

    I've got this exact same issue but mine is a modded install.

    I can create the node, no problem, I can drag the node handles (but only one) but as soon as I release the mouse button, the node disappears. I can use the middle scroll button on the handles to get an incremental sizing of the node trajectory but when I move the mouse away from the node to zoom the screen out with the scroll button, it doesn't work. It's as if the node is a separate "window" as it were. So I have to click on the screen awaf from the node to regain the ability to zoom out the view, but as soon as I do that the node disappears.

  4. 14 hours ago, richerich said:

    I have this problem too in the latest game build. I don't have RCS sounds installed, any other ideas?

    I'm using CKAN for:

    
        "recommends": [
            {
                "name": "DockingPortAlignmentIndicator"
            },
            {
                "name": "EnvironmentalVisualEnhancements-HR"
            },
            {
                "name": "DangIt"
            },
            {
                "name": "DatedQuickSaves"
            },
            {
                "name": "ModuleManager"
            },
            {
                "name": "InfernalRobotics"
            },
            {
                "name": "KIS"
            },
            {
                "name": "KerbalAlarmClock"
            },
            {
                "name": "SixSeatMk3cockpit"
            },
            {
                "name": "KAS"
            },
            {
                "name": "ProgressParser"
            },
            {
                "name": "USI-Core"
            },
            {
                "name": "Kopernicus"
            },
            {
                "name": "KerbalEngineerRedux"
            },
            {
                "name": "StockVisualEnhancements"
            },
            {
                "name": "SVE-UltraResolution"
            },
            {
                "name": "USI-UKS-Shared"
            },
            {
                "name": "ContractParser"
            },
            {
                "name": "Chatterer"
            },
            {
                "name": "SixCrewScienceLab"
            },
            {
                "name": "EngineLighting"
            },
            {
                "name": "surfacelights"
            },
            {
                "name": "USITools"
            },
            {
                "name": "MechJeb2"
            },
            {
                "name": "FirespitterCore"
            },
            {
                "name": "Scatterer"
            },
            {
                "name": "EnvironmentalVisualEnhancements"
            },
            {
                "name": "MagiCore"
            },
            {
                "name": "USI-FTT"
            },
            {
                "name": "PlanetShine"
            },
            {
                "name": "CommunityResourcePack"
            },
            {
                "name": "USI-LS"
            },
            {
                "name": "CapCom"
            },
            {
                "name": "USI-MKSLite"
            },
            {
                "name": "CollisionFX"
            },
            {
                "name": "PlanetShine-Config-Default"
            }
    
    ]

    you'll have to do a clean install of ksp, put the mods in gamedata one at a time and load the game each time, one by one, till you find it. That's the only way i'm afraid

  5. On 4/8/2016 at 2:39 PM, Empiro said:

    In older versions of KSP, some parts had problems when you decouple them. They're considered to be a part of your ship, and the camera tries to follow the center of mass as that part moves away.

    I don't know if that's what's happening here, but a part pack may be to blame.

    Yes i'm getting this too, I decouple the previous stage and the camera still focuses on the "center of gravity", despite everything cleanly separated. It even rotates the remaining craft at the edge of the screen in an arc like motion - like as though the mass of the previous stage is still attached. It only seems to correct itself when you speed up the time a bit and the craft returns to the camera center in the middle of the screen again. Sometimes when separating stages as I begin landing the craft, the lander will fall away from the camera and appear to go off in the distance. Again, a brief timewarp will fix this (though not advisable in this instance :wink:

  6. There was a conflict with old versions of RCS sounds (v4.4 and below) and the latest module manager for 1.1, it also affected anything that had particles to it like rcs jets as well as decouplers. Just delete RCS sounds if you have it, then download the latest versions of each (rcs sounds is version 5 now)

  7. 22 hours ago, viperfan7 said:

    I love how just a few hours later 1.1 was released

    "3-4 weeks" is an automatic Falcon BMS quote whenever someone asks how long till something is released. Just an in joke with the community. I think it originally came from Ubisoft when they were putting out updates and hotfixes for Ghost Recon Future Soldier and would say "it's coming in 2 weeks" or "the hot-fix is only 3 weeks away" and then kept fluffing up those release dates, it'd always end with the moderators getting flamed because Ubisoft didn't live up to their "release promises", etc. It was an endless cycle lmao

  8. 22 hours ago, DianonForce said:

    Seems that this Mod have issues with module manager 2.6.21 and some mod parts (ex. launch escape system from SDHI Service Module System), so that the rcs effects on this parts will be allways on. With module manager 2.6.20 i don't have this bug, but then i have bugs with texture switching modules on other mods. So it is only a workarround for installations that have no mods with texture switching.

    Yep, same effect here, stage separators and RCS are puffing their particles away like crazy.

     

    I love this mod :D

  9. On 4/1/2016 at 2:41 AM, Rekthor said:

    I seem to be getting a bug with the new 1.1 pre-release version (note that I have MechJeb and Protractor installed, and those are the only two that MM affects): when I'm in the VAB or SPH, any part that uses particle effects (engines, decouplers, RCS, etc.) will play its effect ad infinitum, and I won't be able to stage any part at all, nor lift off from the launchpad.

    Someone on Reddit also has the same bug, and it stopped for both of us when we re-installed the 1.0.5 version of MM.

    Any ideas on what's wrong?

    Yep, getting the same gas/propellant/particle emissions bug from RCS and stage separators with the pre-release MM. It's affecting stock RCS and stage separator parts the exact same way (which it shouldn't do if MM wasn't the cause) 

    The effect stops when I uninstall the MM .dll and revert back to 2.6.18, which 1.1 doesn't use anyway. It's not using monopropellant, which is a good thing, it's just the effect is running continuously in the VAB and during flight.

     

  10. [COLOR=#333333][FONT=Roboto]This little mod of mine,
    I'm gonna planetshine!

    [/FONT][/COLOR][COLOR=#333333][FONT=Roboto]This little mod of mine, [/FONT][/COLOR]
    [COLOR=#333333][FONT=Roboto]I'm gonna planetshine!

    [/FONT][/COLOR][COLOR=#333333][FONT=Roboto]This little mod of mine, [/FONT][/COLOR]
    [COLOR=#333333][FONT=Roboto]I'm gonna pil-anetshine!

    Planetshine, planetshine, planet-shi-hi-yi-yine....ah!

    [/FONT][/COLOR][IMG]http://60secondsguitar.com/wp-content/uploads/2014/09/old-man-pink-guitar-corbis-660-80.jpg[/IMG]
  11. [quote name='Phreak']Check [URL="http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29"]this thread[/URL] out. it would help us help you.[/QUOTE]

    Thanks, not needed. I figured it out. It's the mod CrewXfer that was causing the problem. It wasn't a parts mod, I was right. CrewXfer worked right up to 1.0.4... Shame, handy mod. Ah well. Everything else is fine
  12. [quote name='Flashblade']Hello blowfish, my advice on this matter is to postpone working on most of what you mentioned and just push out a functionality update. This update is suppossed to have a very short lifespan. Squad is aiming for a Christmas release of 1.1. Whether they can make that or not remains to be seen and they have been casting doubt on this possibilty as well, but if they miss it it is probably going to be early or mid January at the most. So this update is so short lived that most of the things you mentioned are simply not worth delaying an update for. Work on it after the functionality update. If you can still include it down the line, great. If you can't just include the stuff when we reach 1.1 and a major rework is probably inevitible. In the meantime everybody will still be able to use B9 in 1.05, which should be the primary goal here I think.

    As for the varying ISP at mach, if stock isn't doing it neither should B9 by default. This sounds like an optional feature for people who want it. Are deployment limits for B9 cargo bays even workable? After all B9 cargo bays are older than the stock method and don't work the same way.

    Just my thoughts on the matter.[/QUOTE]

    Squad will never release 1.1 by Christmas, nuh-uh, not with their history of long development time between versions. I'd say March next year at the earliest, and that's being optimistic...
  13. Ah, not really. All are updated to their latest builds. They are active with 1.0.5 in the VAB/SPH and in flight/orbit. They also worked with 1.0.4 flawlessly. Only Planetshine, smartparts and engine lighting are coming up with compatibility errors at the loading but nobody is coming up with issues for those ones in the related threads. It's affecting both stock and modded parts so I believe the issue is a little more systemic (i.e a mod that runs under the entire engine like KSPAPIextensions, etc. Not a "parts" mod)

  14. I can't translate the orientation of my craft in space with either RCS/Reaction wheels, nor can I launch off the ground into orbit nor change my orbital path in space with the main thrusters? Anyone else got this issue?

    The list of mods in my gamedata directory are (all the available ones updated to 1.05 so far...): ASET, Asteroid Day, Atomic age, B9 Aerospace, B9 Deprecated, Boulderco, CMES, Communityresourcepack, communitytechtree, crewxfer, crossfeedenabler, enginelight, enhancednavball, EVE, evaenhancements, firespitter, fustek, goodspeed, habitatpack, heatcontrol, interstellarfuelswitch, jsi, kas, kerbalengineer, kerbaljointreinforcement, kinetechanimation, kis, all the klockheedmartian packs, kspx, layeredanimation, magicsmokeindustries, mechjeb2, modrocketsys, modularfueltanks, mp_nazari, navyfish, all the nearfuturepacks, openresourcesystem, orsresourcepack, planetshine, proceduralfairings, rcssounds, realplume, realplume-stock, scansat, smartparts, smakescreen, squad, texturereplacer, triggertech, vesselview, virgin kalactic, warpplugin.

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