• Content count

  • Joined

  • Last visited

Community Reputation

11 Good

About Micro753

  • Rank
  1. I have an idea. When a part is reused many times, the chance of failure increases, so add an option (either in the difficulty menu of a cfg) for what % chance or # of uses until a part is marked as a "bad part". When it is marked as a bad part, have ScrapYard delete it from the inventory as if it was thrown out. Players can set it higher to save money but have higher risks, or set it lower to spend more money but keep their Kerbals safer.
  2. Is Kerbnet going to be usable on the MFDs instead of Scansat? I thought I saw a post by someone mentioning this at some point, but I can't seem to find it.
  3. You can't right now unless you make your own cfgs, or you could wait to see if @Nansuchao is still planning to make cfgs for it.
  4. Using the New Horizons master branch and the latest Kopernicus (version 1.3.0-2), the console gets quite a lot of errors once the main menu loads. "Warning: Cannot find preset 'High' for pqs [(insert name of celestial body)]" "Error: [Kopernicus] Could not find built-in texture 05_NORMAL" "Exception: NullReferenceException: Object reference not set to an instance of an object" These get repeated about 20 times each in the split second after the main menu loads. They don't seem to be problems because everything works fine in-game, and no errors or exceptions are thrown after that. I've been messing around with it for a few hours, and nothing notable has happened yet, despite me trying to break stuff. It seems to be good to go for a 1.3 release if those errors don't matter.
  5. It's done? Then will the rings of planets being invisible when seen through an atmosphere be fixed with the Kopernicus update?
  6. blackhawkprop, chinookprop, and hipprop have while the others don't (I may have missed one or two, but some definately don't). Pretty much, this means that you have to have air intakes on the craft if the propeller doesn't have this. This would make sense because you need air intakes for the engine that runs the propeller, but some have thier own intake. Just a inconsistancey that was bugging me. No, I was just being an idiot: Notice the two ] I'm messing with it some more now to see if I can get it working.
  7. Doesn't the tail rotor give yaw control? you can see it in the second pic.
  8. @blackheart612 Hey, I've noticed some odd things while looking through the config files of your helicopter parts. First, some of them have the reaction wheel module, while others don't. Is this intentional, and if it is, then why? Second, why don't your parts use the FSCoolant resource like I've seen in other propeller parts packs? Lastly, some of your parts do not have an air intake module while a few do. Is that intentional? I've also been trying to make an electric version of your coaxial helicopter part, but I've been running into some problems. The cfg file is this so far: Module Manager throws an error at it while loading, and I assume the problem is with this line :@resources = ElectricCharge,1;IntakeAir,20 because it still uses liquid fuel instead of electric charge in the game, but everything else seems fine. Any tips/advice? I've checked with the Module Manager wiki to see if I typed something wrong, but it looks fine to me. I tried to find something about the FSengine module on a wiki/guide, but I can't find a good explanation anywhere. I'd appreciate any help. Thanks.
  9. That's a problem with relocating Kerbin. To fix it you need to add something called postSpawnOrbit but how to use it exactly is unclear to me. @Sigma88 could you make a miracle happen here, perhaps? Just download the master branch from GitHub. KillAshley has made commits that have fixed it. I've been messing around with it and it seems to be mostly working, but there will likely still be bugs because it isn't fully updated for 1.2.2.
  10. Thank you! I'll try it now. Edit: Setting it to 0.1 fixed it. Thank you!
  11. @Nereid Is there a way to make custom ribbons for planets added from a planet pack? I want to make ribbons for New Horizons, but I can't find any kind of guide for doing this.
  12. @blackrack Did you look at my post on the last page? Nothing I've tried has fixed it, and it is rather annoying on all IVA SSTO missions. Any help would be greatly appreciated.
  13. @blackrack, I've found a bug/glitch with this mod. Some parts have large see-through areas when viewed from IVA. Here is a pic: I was using the version of Scatterer bundled with SVE, so I removed Scatterer, and the problem disappeared. I then installed Scatterer from spacedock to see if the SVE cfg files were the problem, and the issue was there again. I then installed Scatterer on a fresh, clean install of KSP 1.2.2 to see if it was a mod conflict, and it was there again. Here is a log from the clean install: https://drive.google.com/file/d/0B_LmNeaJxkIpX19ZNHc1TVJuTzA/view?usp=sharing
  14. I've found it! The problem was being caused by scatterer. I was using the version of scatterer bundled with Stock Visual Enhancements. I'll post this issue on the scatterer thread.
  15. This happens in the stock game as well. It has for as long as I can remember. I've always noticed it, but never bothered with looking into the cause/for a fix because I've never used IVA much before, so it was never a priority for me. I was wrong. It definitely used to happen in stock, but I was messing with my files, and at one point it was just suddenly fixed. I don't know when it was fixed in stock, but apparently a mod is bringing back an old problem that used to occur in stock. Perhaps it is a mod using an outdated file from an old KSP version. I'll try to find which one is causing it. I've got a .mu decompiled, and I definitely see what you are talking about. There is no way I'll get anything usable done this way, but I may not need to because of what I said above this. If I can find the mod responsible, I may be able to fix it with a MM patch to make the mod use the fixed version.