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About COL.R.Neville

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    Sr. Spacecraft Engineer

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  1. COL.R.Neville

    [1.4.1+] Vapor Vent released

    Dont feel like the lone ranger i dont think one every 5 seconds is alot either and i know it doesnt seem like much but there was 179 lines in two minutes something. There was a line for each vent installed thats where it went vertical. but thank you very much for fixing probably the greatest ksp mod ever. To me its the ultimate example of KISS keep it simple stupid. Not the usual measure it with a micrometer, mark it with chalk and cut it with a chainsaw IT project techniques. so anybody see the application form we can fill out for linux here.
  2. COL.R.Neville

    [1.4.1+] Vapor Vent released

    [LOG 22:57:23.918] tankMER1 added to ship - part count: 2 [ERR 22:57:59.297] Module makeSteam threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at vaporvent.makeSteam.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 [LOG 22:58:02.192] vent added to ship - part count: 3 [ERR 22:58:04.201] Module makeSteam threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at vaporvent.makeSteam.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 [LOG 22:58:10.523] tinyvent added to ship - part count: 4 [ERR 22:58:13.083] Module makeSteam threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at vaporvent.makeSteam.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 these happen whenever you add the parts in the vab. each one of those is from each of the 3 vents. after that they make steam like they are supposed to during pre launch and stop after launch. you get the same thing when you recover to the vab. so appears to only happen during part selection/installation. it also spams the log ALOT. looks like each button write an entry every 5 seconds during pre launch. maybe write one entry total unless something changes. each one of them logging since they arent serialized isnt really doing anything.
  3. its really hard to balance these kind of craft. its gonna be empty or loaded to where you can barely get off the ground and in varying degrees of gravity etc... you could mess around with the thrust limiters on each of the engines if you want. so instead of trying to chase your tail go in the cfg file and up the sas reaction wheel and rcs thruster power till it holds it by itself. that way it just works no matter what. action group the vtol motors so you can switch those off once you get some altitude. remember to put a small probe core on and action group it to control from here. that way the nav ball is oriented correctly for the vtol engines. so its on right if you control from here and the north pole on the navball is showing.
  4. COL.R.Neville

    LinuxGuruGamer Mod Statuses in 1.4.2

    vapor vent is the only one i remember that you had updated but was still throwing NRE's. in your original post can you put the link to your spreadsheet with everything. Ive got 166 folders that way i can go thru and compare. did you ever decide if you were going to fork the docking camera? please do. the one you had going was alot better plus it worked hehe. VOID, toadicus tools are two i use but I dont think they have been updated yet. unless they switch to a continued, reborn etc...
  5. COL.R.Neville

    [1.4.3] Launchers Pack - SpaceX Pack V.5.3 (Released April 18th)

    well i was having a problem with the f9 payload fairings. seems to be working today dont know whats doing with that.
  6. COL.R.Neville

    [1.4.3] ♦ Chaka Monkey Evolution 1.4.3

    yeah not sure whats going on with fairings right now. other mods are having problems as well. old school fairings and kwrocketry fairings seem to be working okay. thats what ive been using in the mean time.
  7. COL.R.Neville

    [1.4] Hyperspace - Load KSP faster on HDD (or not)

    what would go even faster is creating a new gamedata folder that only has the parts,models,textures that are in your save file or craft files. folders with dll's get loaded they are support mods for the most part would have to blacklist stuff like avc and module manager. ive got the first part done where find all the distinct parts from all the craft files and subassy's. still trying to figure out how to merge the hashtables i put the intermediate results in. probably something stupid easy just cant seem to see the forest for the trees on that bit. so think more like ksp editor/designer where you could load all mods and then a ksp play module where you only load the ones you actually use and only the actual parts from those being used.
  8. okay thanks. that answers alot of questions i had. with the compensators on the beacons that makes things alot easier.
  9. COL.R.Neville

    [1.4.3] Launchers Pack - SpaceX Pack V.5.3 (Released April 18th)

    yeah im just gonna use the tried and true method of moar boosters moar jettison force hehe. if you add more nodes to it, its just making KJR hang on tighter hehe. so also adding the fairing to the KJR blacklist in the xml file for the plugin. Like you do with the launch clamps and stuff. i just noticed that KK has some of the same kind of gridfins for this ITS as well so could try using those shrunk down as well.
  10. COL.R.Neville

    [1.4.3] Launchers Pack - SpaceX Pack V.5.3 (Released April 18th)

    rescale the gridfins from thrimm's its if you want some really good ones. 25 percent is about right. any of you guys tried the booster wings outta KRE yet? those might be good for an energia setup. so trying to get the KK_SPX_FalconPayloadFairing to jettison without blowing everything up. got the heat damage turned off so it doesnt fry everything now. but the explosivenodeID can you list multiple in the same line like explosivenodeID = bottom;ExpBottom;ExpTop ? or do you have to make them separate lines or worse yet separate decouplers. explosivenodeID= bottom explosivenodeID=ExpTop etc..? Ive looked in the wiki and tried doing a find all in notepad++ to see if I could find any examples and came up empty. you guys have been at this a lil longer than I have. so if any of guys have the xp please share hehe
  11. go man. lots of mpcv's not so much in useful service modules to attach to them. need stuff for ksp world. hauling station science modules, orbital material science, kis inventory items. usi supply containers, science experiments, universal storage or kk planetary wedges etc... clean and simple. somedays i like lilly pad solar panels somedays strips. Alot of these service modules have them as part of the model so you cant make changes. make it whatever size you want there is this awesome mod called tweakscale and rescale in the cfg hehe. so long story short size matters not. alcentar rescue heat shields have a docking port that retracts so maybe something along the same line in the service module so you can leave it in orbit to be refueled and redock to it later. but thanks for making nice stuff for us to play with.
  12. hehe diggin for some blasts from the past and repo strikes again having this available for 1.4.x once i added in USI getting these two errors on the lsconfigs with MM [ERR 13:08:26.936] [ModuleManager] Error - more than one pass specifier on a node: Endurance/Parts/LSConfigs/@PART[ENhabEndurance]:HAS[!MODULE[ModuleLifeSupport]]:FOR[Endurance]:BEFORE[USILifeSupport] [ERR 13:08:26.937] [ModuleManager] Error - more than one pass specifier on a node: Endurance/Parts/LSConfigs/@PART[ENdeployableHabitat]:HAS[!MODULE[ModuleLifeSupport]]:FOR[Endurance]:BEFORE[USILifeSupport]
  13. yeah they use b9part switch to change the models and textures. what you have to do is what i was showing somebody earlier and just pick the ONE you want to use and list the model and texture in the config. MAN I HATE THIS MERGING REPLIES BS> EACH OF THESE ARE SEPARATE TOPICS. ONE IS ANSWER TO SOMEBODY ELSES PROBLEM AND THE OTHER IS A PROBLEM I AM HAVING. is this what controls the effects etc of multiple instances of an engine? i have these two ion engines but only the right side glows like it supposed to. pretty sure its index two in the list. it had engineGLow in there instead of enginelighteffect i tried changing to see if that would work but doesnt. where does the debug info goto? MODULE { name = WeldedMeshSwitch objectIndicies = 1; 2 objects = EngineLightEffect,thrustTransform,fxTransform,ionXenon-0625-2; EngineLightEffect,thrustTransform,fxTransform,ionXenon-0625-2 advancedDebug = True destroyUnusedParts = True }