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  1. Unfortunately my hard drive died a while back and I didn't have a back up so all my old models are gone sorry bout that Edit : Is it not possible to use this to import the .mu into blender and grab the model that way?
  2. Glad to see you continuing this on, I was surprised when I decided to give KSP a go again, went on CKAN and saw my old mod revived and still kicking, thanks for your hard work for the community Linuxgurugamer! I don't have time to maintain mods any more so your work is greatly appreciated
  3. Hello, I recently started a new Realism Overhaul career since everything has been updated (thanks to all the modders involved honestly your work has been amazing!) but unfortunately I have run into a problem with FAR, or FAR conflicting with one of the mods at the very least, which causes rockets to... go insane on the launch pad, they fly around effected by phantom forces and tear themselves apart, if they are attached to a launch clamp then they float upwards slowly until they are above the launch clamp and THEN start getting hit by the phantom forces. screenshot of the debug log is here: and the output.log is here: https://www.dropbox.com/s/v8m7daj17p64r8d/output_log.txt?dl=0 I tried deleting FAR, reloaded the game up and everything worked absolutely fine, closed it down again, added a fresh download of FAR, loaded it up and the same problem persisted from before. I am beginning to suspect, based on some of the discussion in earlier pages, that it is because I was using tweakscaled fins, this is because "Transform error in Basic Fin" is spammed quite a lot part way through the output log. I hope that's enough information for you If you require any more just ask, I will try using non tweakscaled parts and see if that fixes the problem and report back. EDIT: Yes I can confirm that the problem only exists with tweakscaled aero parts, it works absolutely fine the rest of the time.
  4. What is the name of the site that the engines are?

    1. Squiggsy


      Mediafire, hopefully I'm allowed to tell you that I'm not sure if the rule extends to even mentioning about links to said website.

    2. Chrislab


      I downloaded the pack!!! Thanks a lot!!!! :D

  5. ^That right there was incredible weird and annoying, I think I'll have to report that as a forum glitch...^ anyway, on to the post I was trying to make! For some reason since installing this and its dependencies to my Realism Overhaul game I am unable to launch vessels, they just spin around from crazy phantom forces and the debug log looks like this: The output log is here: https://www.dropbox.com/s/v8m7daj17p64r8d/output_log.txt?dl=0 It looks like Ferram and RealHeat (Mostly RealHeat) are throwing a lot of exceptions... I have no idea what is going on though I've never had this before, the ships just zip around from phantom forces and the Kraken noise is made. EDIT: Ok removing Ferram completely fixed the problem, I am now going to try to redownload and add Ferram to see if it breaks again or just works fine.
  6. the second link actually works, but it is linked to a website which is banned on this forum so the name of the actual website and the .com has been removed.
  7. thanks for all your hard work! Yes having removed KSCSwitcher did indeed fix the issue to that is where the problem lies. On a side note, apart from every single part claiming to not be supported by RP-0, it actually seems to work perfectly...
  8. Oh god thats embarrasing I forgot I was testing RP-0 out in 1.1 since it is almost entirely MM Configs. so yes it was a full RO+ RP-0 game. I just installed the development build from Github and replaced the other version for it and didn't get any of the complaints, RP-0 seems mostly working as well but I got a crash to desktop after a couple of minutes before I got to test things out properly, so there are certainly some stability issues.
  9. hello! Thanks for your update to 1.1, unfortunately upon starting up KSP for the first time since adding KCT I got an error message telling me something had gone wrong and the game was likely to be unplayable, the output log is below: Output Log
  10. Thank you so much for all your hard work, this is such an incredible piece of work you have all worked to put together and it increases my enjoyment of this game by a huge amount. You are all heroes in my eyes!
  11. Helloo, for some reason this is what the FR-Kourou launch site looks like for me, this has been the case of previous installs of RSS I've had I just always forgot to report it in the past. I was wondering if other people have this problem or if there is a way to fix it? I know on Scott Manleys current videos he is launching everything from Kourou and his doesn't look like this so is this some weird bug only I'm experiencing or is there a way to make it stop perhaps?
  12. I realize in hindsight that there is a 4th variable: It was an UbioZur Welded part, but the weldment, craft file and output.log are all here in this zip file http://www34.zippyshare.com/v/oVj8Nh9S/file.html for you hope it helps!
  13. Hey! Loving the update, being able to spawn craft that quickly is such an amazing thing! I appear to have come across a bug with it though, I moved a vessel a long way away from the KSC, put it down, then spawned an aircraft next to it, picked that up and moved it back to the KSC, and then noticed a whole lot of lag, opened up the debug menu and was getting spammed with an error saying "Untitled Space Craft Unloaded", I'll paste the log version of it here: But when I flew back toward the vessel it had failed to unload, I could see it in my targeting pod even when about 30km away, then it disappeared as I got into normal load distance. I'm not sure if it is this or just a bug with BD Armory, or a bug with B9 since it is mentioned there (but I don't see why it would have anything to do with vessels loading/unloading) but I thought I'd post it here since this was the only thing I've changed about my install and it happened shortly afterwards. Please tell me if you need the whole log, I'll have to upload a .txt somewhere as it is too big for pastebin and other websites like that.
  14. Working on a Survey Scanner similar to the stock one today, I'm going to change the current scanner to a narrow band one and have this as the survey scanner. After that I'll make a 6 way section (I think I'm going to make it another probe core since that makes the most sense to me as it'll be a core section of the satellite) and then do some final balancing and working on engine FX before putting out a release on the actual Releases thread.
  15. lol thanks, It looks just like kerbalstuff so in my mind I was just updating the mod and didn't think about having to publish it haha, should all be working now
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