DunaManiac

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About DunaManiac

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    Obsessed with Duna

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  1. Just a glitch, it has been for a while, even if you plant a flag it will be planted on the roof.
  2. After more testing, I discovered that for some reason KSP was not loading the textures properly. I am not sure why.
  3. Currently there is nothing anyone can do unless you post more information. What are your computer specifications? Log? Do you have KSP on steam? Windows? Linux? Mac? https://forum.kerbalspaceprogram.com/index.php?/topic/83213-stock-support-bug-reporting-guide/
  4. So I did what you asked, and now Kerbal Space Program refuses to properly load the planet, here is the new config: Here is the KSP.log, if it helps. https://www.dropbox.com/s/1zyukx1ng5s8iyf/KSP.log?dl=0 EDIT: I restored my config to the older version, and apparently "VertexSimplexHeightAbsolute" was missing an opening bracket, and that was keeping it working in a broken state. This should not be possible! EDIT 2: I applied all of your suggestions and it still does not work. EDIT 3: In the log, I may have a clue as to why the textures are not working. I have an Null Reference:
  5. So lately I have been experimenting with creating my first planet, but I have been having some problems. The planet works correctly in every way except that the planet is completely black. Any help would be appreciated. Here is my Config Below:
  6. Apollo 12 was launched during a rainy overcast day, and the lightning that struck it was caused by the spacecraft itself, specifically the ionized rocket exhaust coming from the rocket. So to answer your question, yes the engine did have something to do it.
  7. Can we have a craft file, or at least a picture of the craft in question?
  8. Hello all, I am new to module manager, and I have started a little project where I am trying to develop a part, based on the 0.625 meter reaction wheel. I am on version 1.8.1 and have Module Manager version 4.1.1. For some reason, my part, no matter what I do, seems to be stuck in limbo between a non-command part and a probecore. When I launch it, the game dosen't give me a warning telling me that I am launching it with a command part, and when I launch it, I can control staging, but the delta v window lists it as 0 m/s, even though I have an engine attached on my test craft. In the map view, the game classifies it as debri, and I cannot control the ship, even though the base part is a reaction wheel. Here is My CFG file. +PART[sasModule] { @name = squadSoundingCore @TechRequired = start @entryCost = 0 @cost = 300 @category = Pods @title = Sounding Rocket Probe Core @description = After many failed attempts to launch a manned spacecraft into the air, which involved strapping kites and rockets to a chair, a breakthrough at the budding company Probodobodyne, created an unmanned probe core which has many advantages over a capsule, including less mass, and less cost, and a minor benifit of elliminating the possibility of killing a kerbal on impact. Warranty void as soon as it crashes into the ground. @mass = 0.1 MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.02333334 } hasHibernation = True hibernationMultiplier = 0.001 defaultControlPointDisplayName = #autoLOC_6011003 //Default CONTROLPOINT { name = reverse displayName = #autoLOC_6011004 //Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 5.0 maxAmount = 5.0 } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } } But more importantly, whenever I attempt to log an experiment, the game throws a NullReferenceExeption: Object is not an Instance of an object. I looked in the log, and I could only find two things, a warning, and the NullReferenceExeption that happens whenever I log the experiment. In the game, when I click on the option that says "Log Experiment", the option disappears NullReferenceException: Object reference not set to an instance of an object ExperimentResultDialogPage..ctor (Part host, ScienceData experimentData, System.Single xmitBase, System.Single xmitBonus, System.Boolean showTransmitWarning, System.String transmitWarningMessage, System.Boolean showResetOption, ScienceLabSearch labSearch, Callback`1[T] onDiscardData, Callback`1[T] onKeepData, Callback`1[T] onTransmitData, Callback`1[T] onSendToLab) (at <9d71e4043e394d78a6cf9193ad011698>:0) ModuleScienceExperiment.reviewData () (at <9d71e4043e394d78a6cf9193ad011698>:0) ModuleScienceExperiment+<gatherData>d__60.MoveNext () (at <9d71e4043e394d78a6cf9193ad011698>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) and [WRN 21:42:40.903] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. Any help would be appreciated.
  9. Banned for posting in this thread.
  10. I don't believe so, but I would recommend using CKAN so that you don't accidentally uninstall mods that you need.
  11. What I do is that I move in my closest approach in to as close as possible, even right on top of it! The way that you do this is that if you are within 10km (as said in the OP), you not only have to just point at the target and burn, you also need to move the prograde vector so that it is aligned with the target in the target mode on the nav-ball. Slow to stop near the spacecraft, then right click on the target where you want to dock at, it will set your target to where the target docking port is. Then, use your RCS thrusters to maneuver in, (the controls are IJKLHN, not WASD). If you get close enough to the docking port, the ports will attract together, pulling your two ships together.
  12. No, we don't have any news about it, the last time I checked. I believe that procedural parts are nice, but I also like the "Lego" style building of KSP1. YES, procedural wings! Especially for the MK3 parts. Heatshields, in my opinion, will be done in the same way as KSP 1. Procedural Fairings will probably be the same as KSP1.
  13. I actually like this idea, sometimes the shrouds don't look great with fuel tanks.
  14. Why? We already kerbals already have jetpacks, which are insanely powerful and have a decent amount of fuel.