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faulk_wulf

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    Bottle Rocketeer
  1. KSP 1.7 Note - IR Beta 3 worked fine with all mods installed. Animated in SPH and at launch. Simple F-14 with two flat hinges with wings attached. Removed Janitors Closet and some other ui mods, installed Quantum Struts (but don't have the part on this craft) and Kerbal Joint Reinforcement. IR Beta 4. Craft still animates in SPH but not in flight. New craft or saved craft. Regardless of hinge settings, the hinge moves out (X-axis) about half a unit then revert. Wings don't move. Maybe Medium- hinge doesn't play nice with KJR? I'm away from my machine for a day or two but thought I'd pass this on.
  2. Sorry I wrote that in a hurry. First attempt was done as stated: Strut's CFG: StrutGun CFG: But that threw the same original error: Can not locate model. So I poked other mod's I had installed with their parts, and (specifically seeing QuizTechAero's setup) tried to copy it.
  3. Hello. KSP 1.7 - Heavily Modded - CKAN-only Installs (except Infernal Robotics) Mods (Overwrite 1.4.x -> thru -> 1.7.x) : Alternate Resource Panel functioned correctly (for all my needs) until I set: "Show staging in Map View." Launched a basic rocket: Launched in Staging View. Switched to Map View. SRBs expired, hit Space Bar to jettison them... Then crash, but with pop-up and logging. #KSP-LOG & #EDU-LOG [Search via #FSW for relevant breakouts.] The text won't copy into the forums, I have tried uploading a partially formatted version: https://ufile.io/6asx38ez - WordDoc File - 13.1mb (Partially formatted because, well frankly the dump file is huge, hopefully you'll know what to look for.) Thanks to any and all who are able to provide help with this problem.
  4. I appreciate the quick and direct reply, especially since I seem to have posted to the wrong mod! Thanks for all the help!
  5. I started a new Sandbox [KSP 1.7] with OPM installed. I moved the slider to hide all but Kerbol and Kerbin. Sarnus is still visible, which like the Moho issue above, I'm guessing is just a CFG issue, but I"m not sure where to begin the fix. @SpacedInvader: How and where do I make a custom MM patch? Thanks for this amazing mod. Cheers.
  6. It should work. I follow the file path and the file is there. However, I still get the same error, just with the new path. I tried just copy and pasting the model.mu and texture into the same folder as the CFG, as a few other part mods do this and wrote: model = model.mu The message EDU throws on that is "Can not clone model ... model does not exist." No rush. It's not vital to my save, and obviously you have other commitments. Thanks for the quick reply and all you've done and continue to do to preserve and improve our Kerbaling.
  7. Hello. Thanks for the work. Always kept my F-14 wings from snapping off. That being said I am having trouble with the mod. I am on KSP 1.7.0.2483. Fresh Install Yesterday, Modded only via CKAN (1.4.x -> 1.7.x Override) I run a lot of mods, so that may be the issue but: The strut does not show in the editor: via: Structural Tab -> Visually searching via: Searchbox -> "Quantum" / Searchbox -> "Strut") I think it may be the CFG: -- QuantumStrut CFG -- "model = Squad/Parts/Utility/linearRCS/model" Where that part is in MY install: "...\Squad\Parts\Utility\linearVernorRCS\Assets" --- ("...\linearRCS.mu") (The slashes are reversed but I don't know if KSP cares.) From ExceptionDetectorUpdated Log: *EDU* PartLoader: Compiling Part 'QuantumStrutsContinued/Parts/QuantumStruts/quantumStrut/part/QuantumStrut'--> PartCompiler: Cannot clone model 'Squad/Parts/Utility/linearRCS/model' as model does not exist Condition: PartCompiler: Model was not compiled correctly StackTrace: LogType: Error *EDU* PartLoader: Compiling Part 'QuantumStrutsContinued/Parts/QuantumStruts/strutGun/part/StrutGun'--> PartCompiler: Cannot clone model 'Squad/Parts/Utility/linearRCS/model' as model does not exist Condition: PartCompiler: Model was not compiled correctly StackTrace: LogType: Error" Please let me know if you need more information. I will try and respond as fast as possible. (USA - Central Standard Time; Likely to reply between 10am - 6pm.) Thanks once again for all your hard work. FSW.
  8. Love your work so far, I'm excited each time this updates. My two cents, and I'm sure everyone has theirs, but: I would strongly consider just merging the ASET version and not ASET version together-- Then you only have one mod to manage, and people only have one mod to follow. You can put the ASET required IVAs in a separate folder in your ZIP file (outside of the GameData folder) and provide instructions in the ReadMe.txt file for how to merge, or activate them for those who wish to do so. Just might make your life easier, and the whole project a little cleaner. Keep up the good work.
  9. Love your site! I am, however having an error or a bug of sorts: While I can edit my craft page until my heart is content, when I go to upload a thumb-nail in the new editing interface, as soon as Autosave triggers or even if I save it manually, it refuses to save the thumbnail. [url]http://kerbalx.com/faulken/craft[/url] (As you can see, no preview image, but if you go to the pages themselves, they are full of images.) I generally use the most up-to-date version of Chrome on Windows 7 64-bit. I've tried it using ABP/Ghosterly/HTTPS-Everywhere; and with all these addons disabled as well. In addition I downloaded the most recent version of Firefox, addon-free, and attempted to upload a preview image with the same results: Save reverts it back to the stock placeholder. However, this obviously isn't happening to everyone on KerbalX, because if I sort by craft date, you will see craft with their custom preview images. I saw above you are on holiday, so I'm not expecting anything instantly, just curious about my issue and bringing it to your attention. Thanks for your time in this matter, and for such a wonderful site. - FSW PS: I can confirm the 500-dashboard-error as stated in the post above. (Chrome addon / addon free / Firefox addon free -- all confirmed.)
  10. I was wondering how you make a new EFFECT in EXPERIENCE_TRAIT in Traits.cfg I know how to make a new class / trait: EXPERIENCE_TRAIT { name = Commander title = Commanders desc = Commanders are veteran pilots. EFFECT { name = AutopilotSkill } EFFECT { name = RepairSkill } } But how do I make a new effect? For that matter, are there other effects available we don't know about? Let's say I wanted to make a Miner or Geologist. (So that I could make a MM-patch for mining equipment to require a Miner or Geologist, just for sake of example.) Or anything else a plug-in, patch, or any other mod might hook into. The closest answer I found on my own was: http://forum.kerbalspaceprogram.com/threads/103664-How-do-the-new-EFFECT-modules-work But it never received any response. However, from the post I gather I need to code the effect in C#, compile it to a *.dll, and put it into GameData? (ie: I need to write a plug-in?) Where do I start? I'm not bad at reverse-engineering example code, documentation, etc. I just can't find any. Any help, opinions, etc are more than welcome. Thanks.
  11. UPDATE: I appologize, I had accidentally put a copy of GameData/QuizTechAero INSIDE of /GameData. All problems are fixed. Keep up the amazing work! I keep getting duplicate parts in the SPH. This only started with the most recent update. I have deleted the QuizTechAero folder, made sure BahaSP and Firespitter are up to date and completely reinstalled from the latest upload on KerbalStuff. I can see no reason for this error, any help would be appreciated. Thank you.
  12. Hello. I am new to modding, and this is my first mod, just for fun. I am taking stock parts (starting with the MK2) series, retexturting them, and adding an ablator and increased heat resistance. I had been copying the files from GameData/Squad to my own folder (NBI) and redoing the configs. During this I discovered that I can not rename the texture file or it will not show up in game. From what I understand it is because the texture is baked into the .mu file. The problem now is, that I am trying to switch over to Interstellar Fuel Switch so that instead of all these extra models, etc, I can just have config files and textures. I was looking at how Near Future Construction does it and tried copying that, but it still will not work. Here's the code I am using. MODULE { name = InterstellarMeshSwitch moduleID = 0 objectDisplayNames = Structural; Service Module; Liquid Fuel; LFO Tank objects = Tank; Tank,SupportTank; Tank,LiquidFuelTank; Tank,LFOTank affectColliders = false hasGUI = false useFuelSwitchModule = true fuelTankSetups = 0; 1; 2; 3 } //I can't find the documentation for this module. I had to look at the *.cs source file to even find the fields available. // MODULE // { // name = InterstellarTextureSwitch // moduleID = 0 // selectedTexture = 0 // selectedTextureURL = Napkinback/Parts/fuel_sr71ServiceModule/mk2FuselageShort // } MODULE { name = InterstellarFuelSwitch moduleID = 0 resourceNames = Ablator;MonoPropellant,ElectricCharge;LiquidFuel;LiquidFuel,Oxidizer resourceAmounts = 500;200,600;400;220,180 basePartMass = 0.40 tankMass = 0.05;0.60;1.25;1.50 tankCost = 100;600;500;500 displayCurrentTankCost = true hasGUI = false } I was just trying to set up 4 very basic tanks. I wanted each tank to have its own unique texture. But I can't figure out what and where to name and put the additional textures.
  13. Perhaps you've heard of kindness and tact. I'd consider your behavior to be very rude. You just walk up to someone that says they're new to modding and start bullying them? You say that they don't have the right to show off their modding, unless it's "good enough" to meet standards? Who's? Yours? Who put you in charge of what people can and can not make? If you have constructive criticism, share it. If you can help answer questions, give pointers, or otherwise move the mod forward and help the community and the modder benefit, great. But busting sticks over their back does nothing but turn a thriving community hostile. Did the mods you contribute to come out of some EasyBake oven all nice and perfect? Or did it have bugs, issues, and get updates over time? Did you know more about modding when done with them then when you started? How are you supposed to turn out a high quality mod without first learning HOW TO DO THAT? From the person that learned they could CFG edit their 1.25m engine to produce 11,000 thrust, to someone that reskins a part to CFG edit it into another part. Or whether someone created a new moon with hand drawn textures or with the aide of a tool. Who is more of the modder than any of the others, and who deserves you're reproach for daring to learn? We should do all we can to protect the community and encourage mods, KSP wouldn't be what it is at all, if it wasn't for the vast and dedicated modders out there. So cut the new guys some slack. KAS, FAR, and even Kerbinside weren't built in a day. In the spirit of adding to this mod-- ==== GIMPshop - This is a fork to GIMP, a freeware program similar to Photoshop, takes many of Photoshop's UI - http://sourceforge.net/projects/gimpshop.mirror/ GIMP - The original freeware program - http://www.gimp.org/ Blender - Freeware 3D modeling - https://www.blender.org/ Modding Tutorials: http://forum.kerbalspaceprogram.com/threads/85295-Modding-Tutorial-Series-Volume-1-Custom-Parts PS - If you did take the textures from Space Engine, you should say that. Also the KSP community is pretty strict on licencing, you might want to check that out. (Both for what to apply to your own mod and to the usage restrictions (if any) on Space Engine's textures.)
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