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About MacLuky

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    Curious George

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  1. Ran into an issue where I was unable to leave the astronaut building and even a complete lockup of my persist file due to the renamer. Apparently I had a scenario running for a Kerman, but he got renamed to Galean. The mismatch caused the game to freak out. Workaround: remove the renamer Prevent: don't use old save files with new mods ;-)
  2. This is great! Must install asap
  3. Ah this seems to work (partly) // first create the part +PART[landerCabinSmall]:AFTER[Squad] { @name = MacLuky.LanderCanMk12 @title = Mk1 Lander Can Refurbished @manufacturer = MacLuky Space Solutions @description = After observing subway commuters during rush hour our lead engineer figured out how to add 2 more seats to the interior. @mass *= 1.02 @entryCost *= 1.2 @cost *= 1.2 @CrewCapacity = 3 @INTERNAL { @name = MacLuky.LanderCanMk12.Internal } } // then patch the model @PART[MacLuky.LanderCanMk12]:AFTER[MacLuky] { !mesh = DELETE MODEL { model = Squad/Parts/Command/mk1LanderCan/model texture = ksp_s_landerCan_diff, MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_diff } } However, the new texture is not showing up, probably due to Ven's stock revamp. I'll create a vanilla install to resume testing but at least the part now shows up.
  4. Hypothesis: creating and changing can't happen in the same pass. (But how to test)
  5. Just download and drop it in the GameData folder. Sorry for the late reply, I was on holiday
  6. It might be the panels. Not all are pivoting so could get obscured by the vessel.
  7. Ah, I had mistyped the name of the texture I was trying to replace: texture = ksp_s_landerCan_diff, MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_diff but this leads to a new can of worms: [LOG 12:15:15.075] PartLoader: Compiling Part 'Squad/Parts/Command/mk1LanderCan/mk1LanderCan/MacLuky.LanderCanMk12' [ERR 12:15:15.078] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0 [ERR 12:15:15.078] PartCompiler: Cannot compile part This time the files _are_ present :-)
  8. co2 poisoning, I saw lightheaded for a second and then death. I believe KAC has some code that slows down in time. It seems to pause quite accurately, might be worth to take a look at. I'll be more careful in the future. Awesome mod btw. did some testing for my patches on 1.3 with TAC but switched back to Kerbalism as soon as they were confirmed to work,
  9. Hi, I've wrestled through the many hints on texture replacements in this forum, but am still stuck. I hope you can help me. I tried: +PART[landerCabinSmall] { @name = MacLuky.LanderCanMk12 @title = Mk1 Lander Can Refurbished @manufacturer = MacLuky Space Solutions description = After observing subway commuters during rush hour our lead engineer figured out how to add 2 more seats to the interior. @mass *= 1.02 @entryCost *= 1.2 @cost *= 1.2 @CrewCapacity = 3 !mesh = DELETE MODEL { model = Squad/Parts/Command/mk1LanderCan/model texture = ksp_s_landerCan_normal, MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_normal } @INTERNAL { @name = MacLuky.LanderCanMk12.Internal } } The new IVA shows up just fine, but I can't get the replaced texture to show up. The original texture is at Squad/Parts/Command/mk1LanderCan/, the new one at MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_normal.dss What am I doing wrong? (KSP 1.2.2 MM 2.7.5 and KSP 1.3 MM 2.8.1 tested. Puzzled
  10. I just killed Jeb :-( using time warp. There was a warning message from Kerbalism, but before I could slow down he was gone :-( It would be nice to set a "pause" flag on alerts as kerbal alarm clock does or did I do something wrong?
  11. Quickfix, change the resolution!
  12. Though they work at 1.3, I have an issue with the solar panels which do not recharge properly. Even when fully exposed it will be blocked by another body. I'll grab the latest build from GitHub and will try.
  13. Me too, but I think a mod is to blame. Added a lot of mods recently and can't pinpoint the culprit
  14. Hmm, on MacOS the JPG's are corrupted. Install is heavily modded so that could be it. Will try using png only.