COL.R.Neville

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Everything posted by COL.R.Neville

  1. COL.R.Neville

    A.P.U.S. Aerospace Passenger and Utility System

    nice job man this looks good. need more stuff for running supplies and people to bases and stations. if these are just a lil wider than existing mk2 and mk3 there are a ton of existing IVA's that would probably work.
  2. COL.R.Neville

    [1.4.x] NovaPunch Rebalanced - Out of Beta

    was going thru all my agents.cfg files to make sure they all had titles and found this AGENT { name = Silisko Industries name = Silisko Industries so thought id let you know.
  3. pretty sure Version 3.8.2.4 was the latest version but avc is saying there is a 3.8.3.4.
  4. COL.R.Neville

    [1.6.x--1.7.x] TextureReplacer 3.7 (25.1.2019)

    trying to get my rt reflections going on the visors again they had been working fine. long story short it only seems to work with d3d. everything worked before with glcore. i usually dont use d3d11 because it leaves horrible ghosting on my monitor. so if anyone is having problems just trying using the -force-d3d11 switch. also the seeing the eva parachute thru the eva kerbal head suit helmet doesnt happen on d3d12 and rt reflections work as well.
  5. COL.R.Neville

    [1.x.x] Kerbal Hacks: Wearable KIS Props

    @PART[kerbalEVA*] { %MODULE[ModuleDataTransmitter] { %antennaType = DIRECT %packetInterval = 0.2 %packetSize = 1.35 %packetResourceCost = 0.375 %requiredResource = ElectricCharge %antennaPower = 35000 %optimumRange = 5000 %packetFloor = 0.1 %packetCeiling = 5 } } eva kerbals are the same thing as a ship above is a cfg for adding a xmitter to them.
  6. COL.R.Neville

    [1.7+] Kerbal Inventory System (KIS) v1.21

    okay thanks man i appreciate it. i would think being in the alias id should id it as an alias hehe. but good to know that you have to use aliaswhatever for it to work. except that for some reason the evatweaker module doesnt seem to be working anymore. well at least in the context of attaching items to a evakerbal. im trying to get all my kerbalhacks omni tools and holo visor etc working again. equippable slots. MODULE { name = ModuleKISItemAttachTool shortcutKeyAction = equip equipable = true stackable = true equipSlot = rightHand equipBoneName = aliasRightPalm equipPos = (-0.15,0.022,0.01) equipDir = (0,90,15) toolPartAttach = true toolStaticAttach = false toolPartStack = true attachPartSndPath = KIS/Sounds/attachScrewdriver detachPartSndPath = KIS/Sounds/detachScrewdriver allowPartAttach = Disabled } so ive found rightHand so far im guessing there is a leftHand too but.... hehe I need stuff like lefteye righteye or is it eyeballLeft etc.... this is the old evatweaker which used to work but doesnt anymore. MODULE { name = ModuleKISItemEvaTweaker shortcutKeyAction = equip equipable = true equipSlot = leftHandWrist equipMeshName = body01 equipBoneName = bn_l_elbow_b01 equipPos = (-0.15,0.022,0.01) equipDir = (0,90,15) } so the above no longer works but this seems to MODULE { name = ModuleKISItemAttachTool shortcutKeyAction = equip equipable = true stackable = true equipSlot = rightHand equipBoneName = aliasRightPalm equipPos = (-0.15,0.022,0.01) equipDir = (0,270,15) toolPartAttach = true toolStaticAttach = false toolPartStack = true attachPartSndPath = KIS/Sounds/attachScrewdriver detachPartSndPath = KIS/Sounds/detachScrewdriver allowPartAttach = Disabled }
  7. have you tried using the -force-glcore instead of opengl. that has fixed alot of problems for me before.
  8. COL.R.Neville

    [1.7+] Kerbal Inventory System (KIS) v1.21

    so on the equip aliases do you have to have aliashead or can you just use Head. alias = aliasHead,**/bn_upperJaw01 alias = leftHandWrist,**/bn_1_elbow_b01 and is there a list of equippable slots and kerbal bones anywhere? and did this module ModuleKISItemEvaTweaker get replaced by this module ModuleKISItemAttachTool ?
  9. COL.R.Neville

    Engine Lighting Relit

    okay i forgot about the dll assembly name. but thats only one. i get two for the dll filename and folder name. so there hehe.
  10. need to just use the commorant aeronology folders from both the shuttle lifting body and ca mk3 block II zip files. there isnt a gamedata folder in either of those so its kinda easy to lose track of the zip folder and the actual mod folders. so what you should wind up with is gamedata/commorant aeronology after adding both of the zip file contents.
  11. COL.R.Neville

    Engine Lighting Relit

    pretty sure this is no longer Engine Light from a module manager perpspective i think need to search for [EngineLight] and replace all in gamedata *.cfg to [EngineLightRelit] right?
  12. okay thanks I think im headed in the right direction now. ill test out the -force-glcore instead of the opengl. yeah i wish there was more in the logs about which material was causing that error but thats all there is. but i did find a misspelling in a path for a texture so that what was probably causing that one. ill see here in an hour or so after it finishes loading hehe.
  13. i double checked all my switchology and have reflections set to every frame in the ksp settings and in texture replacer the realtime visor and parts is checked. so I restarted and used the -force-d3d11 switch and its working in both the editor and flight scene but not in opengl. the switch is -force-opengl right? or is it -force-glcore? its not doing the effects in the flight scene when i use the -force-opengl. im also getting this [ERR 15:40:01.365] Material doesn't have a texture property '_BumpMap' but im pretty sure this one is on me being an idiot hehe. probably misspelling something. thanks for the help by the way. kinda new at this part but enjoying how much better everything looks.
  14. is there something simple that would cause the effects to show up in the editor but not in the flight scene?
  15. thanks man as usual we let you know where something might taking a wrong turn, which is not very often either, and you get it fixed.
  16. COL.R.Neville

    [1.6.1] Chaka Monkey 161

    okay man you were right. i finally got a chance to mess with the latest and you can keep the old rd 586 hehe. wound up with 4 new favorite motors for one old one so pretty good deal. like the carbon edition alcor pods too. thats the way they used to be long time ago right?
  17. COL.R.Neville

    RealEnginesPack 2.01 CLOSE 01.04.18

    yeah man you cant quit again hehe. besides yanfret is nippin at your heels for the best looking engines award.
  18. there was a problem with these trusses before I thought all of that got fixed. maybe this is something different though my B9PartSwitch seems to be having a kaniption over them for some reason and is very vocal about it hehe.
  19. COL.R.Neville

    [1.7+] Kerbal Attachment System (KAS) v1.3

    yeah i am running 1.7. but i have been for about a week or so without any problems. well none that i noticed until it stopped loading hehe.
  20. COL.R.Neville

    [1.7+] Kerbal Attachment System (KAS) v1.3

    anybody else run into this error before. everything has been working fine but now KSP dies loading the EVA Kerbals. [LOG 10:33:16.992] PartLoader: Compiling Part 'Squad/Parts/Prebuilt/kerbalEVA/kerbalEVA' [ERR 10:33:17.099] Cannot find a PartModule of typename 'KASLinkTargetKerbal' [ERR 10:33:17.099] Cannot find a PartModule of typename 'KASLinkTargetKerbal' [ERR 10:33:17.109] Cannot find a PartModule of typename 'KASLinkTargetKerbal' [EXC 10:33:17.243] ReflectionTypeLoadException: The classes in the module cannot be loaded. System.Reflection.Assembly.GetTypes () kOS.Safe.Serialization.SafeSerializationMgr+<>c.<CheckIDumperStatics>b__15_0 (System.Reflection.Assembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext () System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext () kOS.Safe.Serialization.SafeSerializationMgr.CheckIDumperStatics () kOS.Module.kOSProcessor.OnAwake () PartModule.Awake () Part.AddModule (.ConfigNode node, Boolean forceAwake) PartLoader+<CompileParts>c__Iterator1.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)
  21. COL.R.Neville

    [1.3] - Modular Kolonization System (MKS)

    @PART[FuelCell*]:AFTER[SQUAD] { @MODULE { OUTPUT_RESOURCE { ResourceName = Water Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$ @Ratio += #$../INPUT_RESOURCE:HAS[#ResourceName[Oxidizer]]/Ratio$ @Ratio *= 0.25 DumpExcess = true } } } [LOG 2019-04-18 08:44:52.619] Applying update UmbraSpaceIndustries/MKS/Patches/StockTweaks/@PART[FuelCell*]:AFTER[SQUAD] to Squad/Parts/Resources/FuelCell/FuelCell.cfg/PART [ERR 2019-04-18 08:44:52.619] Error - Cannot parse variable search when inserting new key Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$ [LOG 2019-04-18 08:44:52.619] Applying update UmbraSpaceIndustries/MKS/Patches/StockTweaks/@PART[FuelCell*]:AFTER[SQUAD] to Squad/Parts/Resources/FuelCell/FuelCellArray.cfg/PART [ERR 2019-04-18 08:44:52.619] Error - Cannot parse variable search when inserting new key Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$ anybody run into this before? is it missing an @ or % for the liquid fuel?
  22. can we get machinery to use lqdoxygen instead of oxygen? that way if fuel cells etc go stupid it wont kill anyone.
  23. COL.R.Neville

    Energia

    al thanks for doing this man. looks great. artoban https://spacedock.info/mod/1488/ULA Vulcan rocket parts pack superpenguin makes a ULA vulcan and raider nick has zenit etc.. i think the m version upperstage is in this. if not it is in the original.
  24. COL.R.Neville

    Energia project v1.5A / MIR v4

    remember you gotta add the lasers for the polyus pew pew hehe.
  25. COL.R.Neville

    [1.7.0-1 + Backports] Kopernicus & KittopiaTech

    [Kopernicus] Running Kopernicus 1.3.1-15 on KSP 1.3.1 [LOG 11:17:42.721] [Kopernicus] Default logger initialized as Kopernicus [LOG 11:17:42.727] [Kopernicus] ShaderLoader: Loading asset bundle at path E:/ksp_rp1/KSP_win64/KSP_x64_Data/../GameData/Kopernicus/Shaders\kopernicusshaders-windows.unity3d [EXC 11:17:42.733] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.ShaderLoader.LoadAssetBundle (System.String path, System.String bundleName) Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.Apply (.ConfigNode node) Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) Kopernicus.Parser.CreateObjectFromConfigNode[Loader] (.ConfigNode node, System.String configName, Boolean getChilds) Kopernicus.Injector.Awake () UnityEngine.Debug:LogException(Exception) Kopernicus.Injector:Awake() UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(Int32) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [LOG 11:17:44.611] [ApplicationLauncher] OnSceneLoadedGUIReady: scene MAINMENU ShouldBeVisible() True ShouldBeOnTop() True iIsPositionedAtTop True [ERR 11:17:44.613] Exception handling event onLevelWasLoadedGUIReady in class <>c:System.NullReferenceException: Object reference not set to an instance of an object at Kopernicus.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 [EXC 11:17:44.615] NullReferenceException: Object reference not set to an instance of an object Kopernicus.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) EventData`1[GameScenes].Fire (GameScenes data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(GameScenes) <FireLoadedEventGUIReady>c__Iterator6D:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 11:17:44.617] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () yeah i tried the same thing redl 1.3.1 use ckan and just choose rp0 which uses the 1.3.1-7 version that is loaded with real solar system. still got the popup saying kopernicus died trying to load the planets. so i tried to use the 1.3.1-15 thinking maybe that might work still the same problem. dont understand why i can get it to work on 1.2.2 1.4.5 but 1.3.1 just wont do it. glad you were able to yours going though. crawl walk run is the key to going thru rp0. also in real fuels there is a file realsettings.cfg simulateUllage = true limitedIgnitions = true where you can set the limited ignitions to false that way it will work better with mech jeb. i leave the ullage on but turn the limited ignitions off just gets in the way of having fun at least to me. gonna try updating my drivers. ive got a 1080ti and everything works with 1.2.2 and 1.4.5 just ponderous why I cant seem to get it going on 1.3.1 .