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OPBlue

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Posts posted by OPBlue

  1. 6 hours ago, HansAcker said:

    TL;DR: Your install has some serious problems. It actually loaded and worked until recently, you say? That is amazing in itself :)

    First, you should remove all the old versions of ModuleManager and install the current version 4.1.4. Those are going to cause some problems.

    
    ModuleManager.2.8.0 v2.8.0.0
    ModuleManager.2.8.1 v2.8.1.0
    ModuleManager v3.1.2.0
    ModuleManager v4.0.2.0
    ModuleManager v4.0.3.0

    There are also multiple versions of MiniAVC which can cause strange problems, too. Remove them or install ZeroMiniAVC.
    Another odd thing is that you have a "GameData" directory within your GameData directory. That is a hint that some mod was not installed correctly.
    Errors loading statics from KerbinSide.
    Textures in OSSNTR not found. The name suggests "statics", so together with the Kerbinside problems, your KSC will be seriously messed up for sure. Some problems with TundraSpaceCenter, too, but those might even be harmless in comparison.
    Textures in OldFARFairings not found (you'd need to adjust the part configs when renaming directories).
    Exceptions loading several mods. That could be a result of the old ModuleManagers or MiniAVC, though. Likewise FASA not initializing correctly.

    And that's where the preview from Google Drive ends...

    Seems like I have a bit of work ahead of me to clear that up. I'll get on that when I can because that may help.

     

    11 hours ago, jimmymcgoochie said:

    Does it affect only the save game you’re using or anything at all e.g. missions/training or a brand new sandbox?

    I see nothing untoward in the logs from a quick scroll through. You might have to do this the old-fashioned way:

    1. Make a copy of the affected KSP instance and keep it somewhere safe.
    2. Remove half of the mods in the original copy and see if the issue persists. If it does, remove half again and repeat until you narrow down the list of suspects; if it doesn’t, you’ve removed it and have still reduced your list of suspects, so u install the half that aren’t it and reinstall the first half, then carry on as above.
    3. Once you have a shortlist, put just those mods into an otherwise stock copy of the same version of KSP and see if you can replicate the issue there, and if so exactly what mod(s) you need to cause it.

     

    Ok, thanks, I'll see if that works when I have the time.

  2.  

    11 minutes ago, Misguided Kerbal said:

    First things first: Standard procedure around here is to link to a KSP.log file (hosted on another site of course, we don't want walls of text) so that we can check, and steps to reproduce the issue.

     

    Anyways, moving on. I think I've seen this bug before in another game, but I don't remember exactly what. I think it has something to do with the unity engines and a bug in the shaders.

    I do not think this is a bug because it stays on every time I launch KSP. I'd think a bug would reset if you restart the game, Ill go see if I can get that log if it will help.

  3. 11 hours ago, JadeOfMaar said:

    Absolutely yes. The single most important mod you need is FMRS which lets you create branch timelines when you stage, land your lower stage(s) as active vessel, and return to the original timeline and your orbiter without losing anything.

     

    You would need to get very creative with existing mods (for large parts) in order to roll your own stage recovery vehicle, or if youre a seasoned part maker, you can create the parts for a modular heavy retrieval craft. USI Konstruction and KAS are particularly interesting utility/parts mods. They contain winches and magnets. You don't need to add target dummy ports to your craft but you may need to hack their muscles if your spent stages are very massive.

    You cannot reuse a decoupler (afaik), but with KIS or stock EVA Construction you can easily swap a fresh one on. It is currently unknown if kerbals can lift infinite weight for stock welding but I can confidently say that a kerbal cannot lift a whole vessel (chunk of parts) at once and attach it. KIS allows you to lift whole vessels but the default settings (for how far a kerbal can reach for the CoM or root part, and how much he or she can lift) are weak, and are tweakable. And if you have more than one kerbal close together, you can lift that many times the weight. (1 kerbal can lift 1 ton. 5 kerbals together can lift 5 tons.)

    You should be able to do crawler transporters by incorporating pieces from MLP onto a giant rover. But you will have to avoid using its base pieces. They are fancy launch clamps, and clamps cannot move.

     

    If you have an itch to scratch with Venture Star, go here. It includes its own launch stand with animation and is built with full and in-flight reusability in mind.

     

    Kerbal Konstructs, since KSP 1.8, has had a working hangar module. Set the craft count and mass limits and you can store stages away (when close enough of course), conveniently reducing part count. Any space center I make will provide this out of the box. Note: You cannot access the VAB and reassemble your craft inside a KK hangar. You still need to bring it out and re-assemble in the field.

    Thank you for explaining this for me. I actually have most of these mods you mentioned, excluding the Mk33 mod, which I had before.

      Although I'm not an expert builder, I may be able to whip something up if I fiddle around. I am still thinking on what type of system to do, but I'm leaning more towards a spaceplane and maybe an RTLS stage. I'll see what methods I can think of. 

  4. I didn't know where to put this so I decided to leave it here since it had to do with mods. Also, I don't know if there is a thread on this already so excuse me if there is lol,

     

    Lemme explain what I mean in the title. Is it feasible to make a reusable spacecraft or stage that can be recovered manually, brought back to the KSC, mated with its respectable stages with a new payload, re-fly it, and repeat, meaning you only have to spawn it once. I'm wondering if its possible with any existing mods or in stock KSP somehow.

      This calls for a few different things depending on what is being recovered:

    • The ability to transport a stage back to the launch site. This would need special vehicles that can handle the vehicle reliably.
    • Some mechanism that can lift a stage.
    • A way to mate the vehicle back on to a decoupler using the lift mechanism.
    • A vehicle capable of transporting the full stack to and from the launch pad, like the crawler transporter or SpaceX's TE.

      Ideally, I would want a hub like the VAB or the Horizontal Integration Facility where I can store stages and mate them with the rest of their LV. If something like that exists for Kerbal Konstructs, please let me know.

      Then, here's the tricky part, how do I lift a stage and mate it back onto its stack. I'm figuring using Kerbal Inventory System for the mating itself and Kerbal Attachment System for lifting the vehicle, but I'm not sure  how this lifting vehicle could be made. 

      For simplicity's sake, something similar to the Space Shuttle Orbiter or an RTLS first stage like Falcon 9 would be preferable. As of right now, I'll be experimenting with various aspects, and if anyone has any mods that will help, please let me know.

  5. Yeah, I actually had downloaded the MK2 Extensions mod for a while now and it is becoming one of my favorites. But i did not mean militarized parts when I asked.

    But the reason I asked is that almost all of your parts are built for 2.5m fuselages and it would be nice for a bit of variety in sizes, but I don't know if this Add'on was geared towards 2.5m parts.

  6. I am currently working on the b-36 cockpit but I realized I flipped the glass canopy and made the stubby side backwards and the longer side forwards so I gotta scrap it and redo it completely. But now I learned to make the design perfect before binding the shapes, oops on my part. 

    I will post pictures of the mesh once I get home, I am currently with my niece and nephew that live an hour away.

  7. Yeah, I am the type of person to set up strategic situations in KSP and watch them play out, or preform raids on bases using KK. And sometimes add a story element to it like an actual war. But with some implications weapons could be useful in KSP. if there was a mod that makes meteors destructible, you could just send a craft with a missile on it and blast it to smithereens, but for some that would ruin the complicated part of a rendezvous with an asteroid and re-directing it. And yeah, weapons would glitch the game, for example if a nuke was dropped and it caused a shockwave in KSP it would make the crafts shake and fly into blackness at breakneck speeds.

  8. On 5/27/2019 at 10:44 AM, kcs123 said:

    Well, I could find proper use of "demilitarized" cockpits (meaning no guns and such) and even for "bomb bay" if it is created in such way that could be used as cargo bay too, for transporting various things.

    I have asked Lisias about cargo bays and tail ramps and he said its in the roadmap. Also I understand why people wouldn't want weapons on their planes, possibly because there's no real need for weapons in KSP, unless you wanna fire a missile to de-orbit a useless satellite.

  9. I am planning to do WW1 and WW2 weapons in the add'on and It will be a separate mod using BDArmory. Also these are just ideas and they aren't final. Also 1-4 are all things that were around at those times.

    10 minutes ago, kcs123 said:

    Just my opinion on this, since I'm not the one who maintain KAX, last call is from maintainer, his own free time and opinion is it worth to do it or not.

    I have been talking to him about this, and he is helping me learn about the proper details and tools to help me.

  10. Ok, i think i confused this mod for airplane plus XD, sorry about the confusion if there was any. So here's the updated plans for KWX.

    1. Tail Gunner cockpit (there is already the desired tail for it.).

    2. (maybe) bomb bay with a lowering rack for bombs.

    3. Turrets (so your bombers can protect themselves in style!).

    4. A.O.D (Angel Of Death) deployment bay or attachment.

    5. (possibly) The "No One Can Kill Me, Only I Can Kill Me!" bomb if you wanna explode rather than smash into the ground.

    Also KWX is not confirmed because I JUST started learning how to make Add'on's, So don't expect hearing about it being confirmed for a while because it may not happen.

  11. Edit READ FIRST: I mistook this mod for Airplane+ so there are some errors but I posted an updated version of this.

    After I finished my STAAR test while I was waiting for my parents to pick me up I thought of a few ideas for KWX (Kerbal Weapon eXpansion) if it's gonna be a thing later:

    • MK1 and MK2 Cargo Bays that opens and deploys a turret or missile pod
    • Copying the Non-commercial cockpits and adding cameras and radars
    • Making some of the prop engines have guns mounted to them like some WW2 fighter craft
    • Size 2 (possibly MK3) Tails with 1.25m mounting at the end for Tail-guns
    • 1.25m Viewers Cockpit(s) with a turret as a tail gunner for the Size 2 tail above

    Those are just some ideas i thought up of. And if KWX goes in the direction of air based combat it may be named KAWX (Kerbal Aviator's Weapons eXpansion). Once I learn how to make mods using BD-Armory and get approval from Lisias, I will open up a development thread for KWX so i can get help and suggestions. Also I would like to mention that I know very little of real life planes,  so please excuse me if i don't know some things that are pretty obvious. But for now i just got a notification from YouTube saying the next Life is Strange 2 episode came out so I'm gonna watch that. Also when Lisias said 1.4 >= it means Greater or Equal to 1.4 (nerd alert!)

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