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Raptor22

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Everything posted by Raptor22

  1. So, @Angel-125 I could really some help with something concerning running Pathfinder in 1.4.5. I'm using Pathfinder version 1.30.0.0 for KSP 1.4.5, with MOLE v1.16.1.0 installed as well (so, in the WildBlueIndustries folder I have Pathfinder, MOLE, and Buffalo). For some reason, none of the pathfinder or buffalo parts are able to be reconfigured. All of the buckboards and Tundra units are stuck as being KIS units, and the pathfinder habitat modules don't show the logo of what they're for on top nor can they be reconfigured nor can they even work (I have the latest OSE workshop installed, but the Hacienda doesn't show the GUI or even hold any of the resources). The "Reconfigure Storage/Operations" button doesn't even show up. I've tried running it on Lite Blue, Pristine, CRP and Classic Stock Resource modes, trying to follow your "switch the play mode and then switch it back" advice you had in the spacedock changelog. These are all of the latest versions - OSE workshop, Pathfinder + Buffalo, MOLE, module manager, etc. I tried even doing a clean install - completely uninstalling all WBI files and reinstalling again, yet it still doesn't work. The way how you can re-configure containers on the fly has allowed me to do so many more things in the game. When one of my starships crashed and I lost the reactor, I turned a buckboard filled with material kits into an ad-hock ore-powered generator to keep life support online. That stuff's genius, and it's one of the reasons why I loved using this mod in 1.3.1. It made base building dynamic, and made you actually feel accomplished that you managed to haul around and attach all of that stuff with KAS and actually build it piece by piece. The fact that not only the buckboard system but practically all of Pathfinder does not work has me rather bummed out. What is odd, though, is that the containers with MOLE still work and are able to be re-configured, yet MOLE itself still has quite a few problems (I'll post it on the dedicated thread later, but in short there's quite a few issues with the engines producing effects when not actually firing, even with the latest smokescreen version, as well as some other things). It really strikes me as odd how MOLE's containers still work but Pathfinder and Buffalo's do not. I cannot recall clearly whether or not Pathfinder was working before I installed MOLE, but I do not believe it was. I'll try it one more time just running the latest 1.3.1.1 pathfinder patch without MOLE installed. Please let me know if there is anything I can do to fix this. my current game revolves around the WBI mods, so if I can't get this to work then my whole career save will have been pretty much pointless. If you need logs I can send you the ksp.log file and whatever other files you need.
  2. I've been using Pathfinder/Buffalo version 1.21 (for 1.3.1) in KSP version 1.3.1, and I can't seem to get the Study hall to convert tourist's traits. I completed one of the contracts that made me bring a tourist to the base and give them a tour for X amount of days. Once that was complete, there was no condition to return them, so I put them in the study hall. Whenever I tried to change their traits, nothing would happen. I would click them, click a trait, click set and then okay. Once I exited, nothing happened. The tourists remained tourists. I don't know if I'm doing something wrong or what. I have a community center hogan, a dormitory, and a study hall. I completed the contract, and yet I can't seem to change their traits. Is there any way I can fix this, or do something differently?
  3. I can't wait to see where this mod will end up going. In the past, I didn't really use WBT mods much because, well, I didn't understand them. However, recently I've began to use Pathfinder on lite mode, and now I'm starting to incorporate Heisenburg. When I get better, I might bump it up to the full playstyle. I love how you use KIS's SM-62 mount system for so many things, from the Ponderosa to the buckboards to the "Kray-Kray" supercomputer in this. I've always felt that the SM-62 system had a lot of potential, and they're the perfect size to fit inside the bay of the IXS warp ship's cockpit: I feel this mod has a lot of potential. Once I finally get around to updating to 1.4.5 (still waiting for a few other mods to update to it), I'll probably end up adding KFS to my list of WBI mods. I've tried to play around with it in the past, but unfortunately the gravitic engine does not seem to work outside of VTOL mode in 1.3.1 (whenever I switch, the ship just falls to the ground without picking up any forward velocity), and to be honest it's still a bit sparse (owing to the fact that it's still WIP and in pre-release). Either way, I'm loving the looks of how its turning out. I've been planning to use a lot of these parts in a sort of KSP story I'm working on where Kerbanity (is that what you call it?) discovers traces of and eventually makes contact with an alien race...
  4. (Note: I'm running in 1.3.1, so if this has been added since, I'm sorry for not knowing) One thing that I've noticed about this mod is that there are no adapters/docks for your Lynx rover system. While the Lynx rover has two docking ports - the rear airlock docking port and the side docking ports - there's no good way to get it to dock with a base. I've tried clipping some corridors together to make a sort of tube going up for that rear airlock, but it never really looked good. It'd be really nice to have some dedicated parts to dock the lynx rovers with the base, in case we don't/can't use a garage (for example, having attachments that make rover too tall), or if we need to transfer tourists (since tourists can't EVA), etc. While, sure, I can sort of replicate this using KAS/KIS pipes, I have a hard time picturing tourists squeezing through a 0.1m pipe. Additionally, (I'm not sure if you've added this since 1.3.1) it'd be nice to have a tweakscale patch for the garages. I've tried making my own, but I'm rather terrible at making config files, and I never got it work. Even better would be if you made different sizes for garages, having adapters for larger ones. Perhaps you could even have a hangar part, which is just like an over sized garage that we can fit spaceplanes in. Again, I'm running 1.3.1, and while I haven't seen any mention of the aforementioned rover docks or tweakscale patches in the changelog, you may have already added them without my knowledge. If so, I apologize for wasting your time. I really do love your mods. The stockalike look is just amazing, and I use your parts for all sorts of things, from ground bases (as intended) to stations, to even starships (screenshots below). Keep up the great work!
  5. I was able to combine some files from the source code from version 0.9.10 and the gamedata of 0.9.12, and somehow making it work. Honestly, I'm not sure what I did, but now it works and that's all I need to be happy. Grid map, mining, and conversion all work! If you would like me to send you the files so that you can upload a 1.3.1 version for those of us still using it, just ask and I'll be more than willing to comply.
  6. @taniwha So, I've been having trouble with the whole magenta colored missing texture glitch with the grid, and I've been looking through the comments trying to figure out what to do. I see a lot of mention of "delete the two", but what two files are you talking about? It seems that you're trying to talk about deleting two files for linux/osx, yet I don't see any of those files in the Kethane folder. Could you please elaborate on what I have to do to fix this? Update:I read a bit further and saw what you were talking about, deleting the other two .ksp files besides the windows file. However, even after doing that, I'm still getting the magenta grid. It appears that there's some missing texture. Is there anything I can do to fix this? By the way, I'm running version 0.9.12 in KSP 1.3.1. I'm using Scatterer and AVP, but I don't think that they're what's causing the problem.
  7. @Bottle Rocketeer 500 @AdmiralTigerclaw Sorry about that! I was just trying to be helpful and report an issue. I'll look into this more.
  8. So, I've noticed a few issues with the runways. Firstly, at Jeb M. Kerman Intl, there's a bit of grass clipping through one of the runways, and the taxiways are kind of off. Secondly, the runway markings are almost always set above the runway, and count as solids. As a result, it can be a pretty bumpy ride with smaller aircraft, plus has some unsightly shadows. I really do like how much there is already, even though it's so early in development, and I'm going to be on the lookout for any other bugs to report. Can't wait to see where this goes!
  9. The only thing that I have to say that I'm not a huge fan of with these ribbons is how detailed they are. Most ribbons in real life are a few patterns of colors, sometimes with a solid-colored metal instrument (bronze star, oak leaf, etc.) attached to it. I have never seen any ribbons with actual pictures on them, much less such detailed and multicolored pictures. The reason for that is probably because ribbons are typically around 1.5 inches (roughly 3.8cm) wide and 0.25in (0.635cm) tall. Simple designs are easy to see from a distance, but in order to see a picture that small you'd have to get your face well within the personal space of the person displaying the ribbons to be able to see what the design actually is. More than that, it's probably just easier to make ribbons that have a few stripes of color and a little metal thing you stick through it than to have actual images. I dunno, I'm probably just being a bit OCD thanks to being in Air Force ROTC.
  10. Thanks! I'm having a lot of trouble updating to 1.3.1 (I honestly don't care for 1.4, and most of the mods haven't been updated yet), and once I do I'll have to check to see if it messes with any of the physics of my new starships
  11. I apologize for the long delay since the last post. However, there have been MANY things in the works: We have begun to reach for the stars, creating a new line of star ships. As a result, Raptor Aviation and Aerospace Technologies is re-branding as Raptor Aerospace Industries. Many of the designs have to be updated to new versions of KSP. The first star ship to be released will be the NX-Class star ship, recreated from the one featured in Star Trek: Enterprise.
  12. One question, @TheJangleMan: How do I make it so that it's not blindingly bright 24/7? The stars are so darn bright that it's constantly blindingly bright on Kerbin. I tried increasing all of the stars' orbits with hyperedit, but it's still way too bright to see anything. Is there any way to decrease the brightness of the stars?
  13. Is there any way to put it at 1x size, since it said it was 1/10 size? I find that with most star packs, the stars are so bright or so close that it'll constantly be day on Kerbin or other planets. If anyone can give me pointers on how to either increase the size of the systems, or to decrease the brightness of the stars so they don't cause mass insomnia among the kerbals, I'd very much appreciate it.
  14. Man, we need more parts for this mod! Now, I know that this adds what were in the concept art thing, but the style is just so darn cool! I wish there were more parts in this style.
  15. Yes, it's taking a very long time. That's the problem. By the time that they might have finally made an update that's compatible with 1.3, 1.5 will be out, and they'll have to re-start. They're working slower than squad is putting out major updates.
  16. Welp, this mod is dead. It's been a year and a half since the last update, and there has been no significant progress (that we've seen). There's been 1.2, 1.2.2, 1.3, and 1.3.1, and soon 1.4. Let's face the grim truth.
  17. I'm playing in 1.2.2, and I've been running into a bug that's been liquiding me off. I'm trying to figure out if it's a mod conflict, or an issue inherent to 1.2.2 (I haven't bothered to update all of my stuff to 1.3, not to mention losing all of my craft because of the darn new file system). With all of my really large ships, they always tend to pitch up or down, sometimes violently so. It gets worse at high throttle, to the point where I get into an uncontrolled climb or dive. I have the aerodynamics perfectly balanced, but it still does it! Now, take into account that these ships are around 100-200 tons, and I'm using two of the 00GN drives (the 2.5m regular-looking one). Is it an issue with my building, an issue with the version, or something else? It would be nice to be able to get my Enterprise to orbit.
  18. Are there any beta or alpha downloads that you can provide? You said a month ago that an alpha was "coming in to view". Also, what version is it for? Is it for 1.2.2 or 1.3?
  19. Could you perhaps post the D enterprise again, @StarVision? I wanted to see if I could get it working by myself.
  20. Coming soon: C-9B "Titan II" - An extended body iteration of the original C-9 Titan, with a few more features. C-9C "Sea Titan" - A seaplane version of the C-9B. Even with the added weight of the floats, it can still easily make mach 3 or even mach 4. An (as of yet) unnamed experimental aircraft, with a new airframe design. And finally the **CLASSIFIED**, a ████ and the first iteration of **REDACTED**, a revolutionary breakthrough in defense systems. New craft coming very soon!
  21. @He_162 That's why the disclaimer is there @qzgy I'll try to work on it! I'm working on the C-9B Titan II and the C-9C Sea Titan. They'll be out soon!
  22. I'm working on a new aircraft. It is the C-9B Titan II. Still conducting certification trials. Of course, this is to get the best information that we can provide.
  23. I've uploaded two craft. They're the C-9 'Titan' and the RH-3 'Sparrow', under the modded civilian market. I'll notify everyone whenever I post new craft.
  24. Sure thing! I can post your craft in the catalog, if you want!
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