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About Micro753

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  1. This is my first time using unity and had a few problems. I'm hoping someone here might be able to help me. I installed Unity and the KSP part tools, and I can view, edit, and add props in the IVAs. My problem is I clicked the "save project" option, but it doesn't seem to save anything; when I reopen the project the next day, it opened the generic project start scene, with a light and camera. Is there a different option I need to click instead? My other issue is I can't figure out how to create the IVA cfg file so I can put it in the game. It's probably really obvious, but this is my first time trying any kind of modding, so any help would be really appreciated. (Also any pointers or tips would help too.)
  2. This mod works for me in 1.2 and 1.3, but not 1.4. When I click the button for it in the SPH, the window doesn't show up. I made my ship hull in 1.4 before realizing this mod wasn't working for me, and I can't get the craft file to load in 1.3 (Input string was not in the correct format). I spent hours tweaking my ship and don't want to have to redo all of that, so I hope there is a way to either figure out why the mod doesn't work for me in 1.4 or make my ship load in 1.3. The save file, my files, and the output_log are in the zip file linked below. The mods needed are: this mod for 1.4, Heisenberg version 2.10 (Hooligan Labs isn't needed), Tweakscale latest version, Module Manager latest version, and my files. Any help would be greatly appreciated. https://drive.google.com/file/d/1vZkO5tUBSHFhw2GyIBWe2Pf_gttz5UK9/view?usp=sharing How do you do that? If I can't get the mod to work, I might have to try this.
  3. Where did you find video tutorials? I want to make IVAs as well, but am getting lost really easy. Nvm, I think I finnaly found his channel.
  4. I know this mod supported EPL in the past, but does it still? If it still does, then what are the differences between the bundled Global Construction and EPL? Do you need to fly those kits for Global Construction from the KSC every time, or does it work just like EPL?
  5. Not sure if this is possible, but i'll suggest it anyways. Would you be able to make two versions of the iva, one early one modern, and enable the modern one with an upgrade in the tech tree? Would it be possible to make the iva switchable, like I've seen done with textures?
  6. So, I've been getting into naval stuff on Kerbin, and sailing fully around the planet is impossible without going over land at least once. Every attempt so far at moving a full sized aircraft carrier over land has failed, so I started to look for a way to make canals. I thought of editing the heightmap of Kerbin, but I couldn't find one anywhere in the game files. I looked for a mod that could do it, but I can't find any. Kerbal Konstructs doesn't have an item that changes terrrain as far as I can tell, and I tried using KSC Mover with multiple PQSMod_MapDecalTangent, but that didn't work either. (Even if it did, that would be so tedious putting in a bunch of coordinates over and over.) Can Module Manager replace heightmaps, and if it can, how would I get Kerbin's original hieghtmap so I could edit it? Or is there maybe a different mod out there that I missed? Any help or ideas would be appreciated.
  7. It's good practice to read back a few pages to see if an issue is known before posting about it. In my post on the previous page, I shared a temporary fix until the next update. " In Sonnah's config file (New_Horizons\KopernicusFiles\Sonnah) the rings color is "colour = RGBA(0.100, 1.000, 1.000, 1.000)" while Arin and Titanus have "color = 0.700, 0.500, 0.300, 1.000". I changed Sonnah's ring color to "color = 0.100, 1.000, 1.000, 1.000" and it looked closer to normal, but it still didn't look quite right. I lowered the green value to 0.800, and now it looks much better."
  8. Make sure you have the latest Kopernicus, Module Manager, and New Horizons. If it still happens, then reinstall KSP and try with only New Horizons and its required mods. If it still happens, then post back here with the log files.
  9. Instead of changing the failures based on space vs launch engines, why not just make the rate of failures not drop of so quickly and increase the time until failures from age occur? This would keep long missions from being spammed with failures while keeping failures on Mun missions a bit more prevalent. I could see it becoming common practice to leave a craft in orbit for a few months to see if it is going to have delayed failures caused from the stress of launch. Or get rid of the bathtub curve altogether, or use the bathtub curve only on parts that have been recovered and reused. "Unlike in terrestrial systems, where strain and wear cause failure rate to be a linear function of time, spacecraft failure rates diminish over time. This relationship, a Weibull distribution, is shown in Figure B.1, where the average number of failures reported annually for a given spacecraft decreases." http://forum.nasaspaceflight.com/index.php?action=dlattach;topic=22274.0;attach=240496 The graph is on page 6. Kind of makes sense too. Most of a spaceship's time is spent doing nothing, not constantly working like an automobile would. Also, are failures currently possible on part that are turned off? Is they are, please change that. Disabling failures on turned off modules would make redundancy possible. For example, you can put 3 reaction wheels on a probe, but only have 1 turned on. If the one currently on fails, switch to one of the backup ones.
  10. If it isn't too hard to implement, can we get both suit colors? Maybe make the color assignable per kerbal from the astronaut complex.
  11. I was cleaning up unneeded files from my backup drives when I found this. I think it's from 1.0.5.
  12. @KillAshley What color is Sonah's rings supposed to be? On mine, they are a translucent black. I reinstalled KSP with only New Horizons, the latest Kopernicus, and Module Manager 3.0.1, and it was still like that. Not sure if any of this has to do with it, but I opened the console when I started the game, and when it got to the menu, there was a message saying "ERROR: [Kopernicus] Could not find built-in texture 05-NORMAL." It also said "Warning: Cannot find preset "Default" for pqs [planet/moon name]." for all of the bodies, and there was a NullReferenceException immediately after the message saying how long Module Manager took to load everything. Here are the logs: https://drive.google.com/open?id=1NiqRBGqkKpcXdj09AIcXovrIVquMDWFh EDIT: I found the issue. In Sonnah's config file (New_Horizons\KopernicusFiles\Sonnah) the rings color is "colour = RGBA(0.100, 1.000, 1.000, 1.000)" while Arin and Titanus have "color = 0.700, 0.500, 0.300, 1.000". I changed Sonnah's ring color to "color = 0.100, 1.000, 1.000, 1.000" and it looked closer to normal, but it still didn't look quite right. I lowered the green value to 0.800, and now it looks much better. I could've sworn they were blue at some point before, so is this change a mistake or on purpose?
  13. @Nansuchao Are you still working on/planing to work on the Scatterer and E.V.E. configs?
  14. Does vehicle integration work when launching vessels with extraplanetary lauchpads?