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Getsome2030

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Everything posted by Getsome2030

  1. Hi, interesting mod need to try it. Just a couple of things though: The Github download link at the top of the page goes to the 'Not So Simple Construction' Github Page. KSP Version 1.9 compatibility?
  2. Getting this path error message when loading. Old working version of IXS has the dll in the main path not in a \GameData\IXSWarpShipOS and not in \GameData\IXSWarpShipOS\Plugins. Tried moving the dll's to main \GameData\IXSWarpShipOS directory but still comes up with an error? In game the doors and lights work fine with the error message? https://photos.app.goo.gl/ukjEGmoTC8wPKQSh7
  3. Greatly appreciated, will check it out this afternoon and report any further problems. Thank you
  4. In KSP version 1.8.x and version 1.9. the door and lights on the Command Pod don't work? This is a slight problem as you can't get out of the Command Pod Room on EVA Right click mouse button on Command Pod in VAB or on launchpad dose not give the option to ope/close door or turn lights on/off as it does in the old version 1.6. No option to assign to an action group.
  5. Tested the Dropbox DLL, sorry no change. Attaching a robot arm to a couple of parts sends it flying off into the stratosphere.
  6. Ran the test with a probe core, battery, antenna and a Robot arm. Still flying off into infinity and beyond with that patch. :(
  7. Thanks for the update on progress. In the meantime as long as everyone is aware of the issue, i'm sure we can find ways to get around it. E.g. only use Vessel Mover with craft without a Science arm attached. If you come across something that needs scanning fly a craft in with a science arm attached.
  8. Hi, Thanks for the update and have taken note of two points to avoid this issue. I still have the issue by just attaching a scanner arm to a craft and launching it from either VAB or the SPH? Have KSP 1.7.1 with the 2 DLC's installed and the only two mods I have are VesselMover.1.7.5.0_06092019 and HyperEdit. Simple to recreate the issue: build any craft, I used 1xprobeStackSmall 1x batteryBank and a largeAdapter as the base. Launch and activate Vessel Mover = all works as it should Return to VAB attach a Scanner Arm, launch and then activate Vessel Mover the ship will continue to go up into orbit. Return to VAB, remove arm and launch, activate Vessel Mover and it all works as it should. Cheers
  9. Firstly, thanks for keeping this mod alive. I seem to have stumbled onto a slight issue with the Breaking Ground DLC Robotic Scanning Arms and Vessel Mover (VM)? if you have a Scanning Arm attached and try to use VM you end up in outer space a gazillion light years away (well that might be a slight exaggeration). Remove the Arm and VM is back to being controllable. Cheers
  10. Thanks for the heads up and I look forward to the action groups or better sill the upgraded GUI when you get time. Cheers
  11. Hi, in the older versions of KAS you were able to control multiple winches at the same time by using the numpad hot keys (5 up, 2 down) is there a way to do this in the newest version? I have a medium sized rover that is docked to a VTOL and would like to have 4x winches, one on each corner lowering and lifting at the same time so that i can fly to a location drop the Rover, drive around, pick it up again and fly to another location or moon. Thanks for keeping this mod alive.
  12. ISRU in second dot point "EL production (smelters and rocket workbench) meet ISRU requests (Khalendros)" ???
  13. @LastStarDust where and when will you be streaming? Curious to see someone using the mods...
  14. USI mods have been updated for KSP version 1.5.x and can be found here https://github.com/BobPalmer/USI_Constellation/releases Not sure if updated for EL though?
  15. @linuxgurugamer thank you for the incite into your modding choices and decisions , no further comment on this topic.
  16. We all appreciate the time and effort that LGG has sacrificed from his personal life so that we can continue to use these mods. What I am questioning though is it really worth his time to continue a mod and then have to develop an extra dependency that needs to be applied to other mods for the sake of managing some UI buttons?
  17. Sorry, I did come across as complaining. But I can't help thinking that you might be creating more work for yourself than is necessary? Do you use Blizzy Toolbar yourself, or are you keeping it alive for a handful of people? I thought it was no longer required after KSP v1.3 after they added the support for mod buttons?
  18. @linuxgurugamer love your work and really appreciate all you do for keeping the KSP mods alive for us who can't do without them. 'But' why in gods name would you make us install another mod just to place a button to activate the intended mod we wish to use? Worked very well in 1.3.1 without ToolbarController and should work in 1.4.3 without it also? I just don't understand why extra dependencies are required when the vanilla game has button features already? I tend to steer clear of mods that need them as best I can. Cheers
  19. Would it help if you were to place a statement on the front page of this thread saying something like: 'AUTO STRUT and KJR are not supported by [WIP] Infernal Robotics'. Then just concentrate on making the mod that envision without trying to make other Mods happy. I don't use KJR and I only use Auto strut manually on parts either side of the IR parts without many issues. Yes! I still experience in game physics issues coming out of warp when using craft without IR parts, just reload the game and do it again... Cheers
  20. Hi Rudolf, FYI. I was doing some more testing with Gantry design and IR Gantry Rails but this time I used the original "IR-2.0.14-Final-Core" and "IR-LegacyParts" for KSP 1.3.1 in KSP 1.4.2 interestingly enough they all work without any major fits or explosions. I still had to tweak some settings like mass reduced from 0.8 to 0.02 for rails and telescopic pistons, i also inverted the center attach node node_stack_center = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 2 without it all exploding in game. At the moment I am able to pick up over 6 tonne on Kerbin and am constructing a base buy picking up and maneuvering the the parts into place. Cheers
  21. So what your thinking is to have the rail attached at the ends and the center is able move the full length without pivoting in the center, that would be the way to go if it is possible?
  22. Oh well. Guess there will never be a stable Gantry craft in KSP to move things around on the surface of planets and moons. Cheers.
  23. I decided to make a video of the Gantry Build because I deleted the failed craft file. Unfortunately I am unable to make the craft move as reported before? but I think this demonstrates what goes on and also shows how it was built. The default Gantry Rail part mass is 0.8 if that is changed to 0.02 and the other IR parts used are 0.02 it makes a huge difference in movement transitions but ultimately to have a feasible working Gantry I think it needs to be able to pickup at least 2.5 tonne on Kerbin.
  24. Gantry Rails, tested the patch and the craft doesn't explode, yeah! But trying to build a gantry craft with 1x Gantry Rail part moving north/south and another moving east/west it not working out that well. Gantry Rail moving east/west has no issue but then trying to move north/south cause the whole craft to move instead of the Gantry Rail part. The other issue I have about the Gantry Rail part and some of the other parts, Rotatron parts. Why are the bottom attach nodes inverted? I change mine from: node_stack_center = 0.0, -0.05, 0.0, 0.0, 1.0, 0.0, 2 to node_stack_center = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 2 this works great (can node attach top and bottom instead of surface attach) with the "original IR Gantry parts" for version 1.3.1 but if I try it in 1.4.2 with your Gantry parts we go back to exploding craft on launch. Cheers
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