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madindehead

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Everything posted by madindehead

  1. From the JNSQ first post: Not provided Kerbal Konstructs things Probably why it doesn't work. There isn't support within JNSQ. You would need to add it (or ask the dev really nicely).
  2. Out of interest did you write your own config files? Or did you use the Rescale! configs (post below)? Looking to use this myself on 1.7.3 so I'd like to know if your error is a bad config you made or a bad config from Rescale.
  3. I will take another look. Is that in the game settings menu? If it is I'm blind as heck. I also couldn't find anything in the Alt+F10 debug.
  4. OK thanks. My rep is pretty high. As much as I love the new contracts that I can add via CC, I personally don't like putting a limit on the total numbers of contracts that I can have active at once. Is there no way to change it? Why is there even a mention of a slider when it doesn't seem to exist? I think steddyj is asking for the same thing? He doesn't want a limit on his active contracts - the ones he has accepted (At least I think that's what he means)?
  5. This is the changelog for version 1.25.0. Where would I find this "max active contract multiplier slider"?
  6. Something I thought about last night: More landing legs would be useful! I know you have one set in NFLV but there's an overall lack in the game A wide set would be good. And something a bit longer too. Another good thing would be lander cans for small rovers - I guess like a garage. Could work with a probe core size maybe
  7. It didn't even cross my mind to check that! Been there a few times for other stuff too. Thanks - there are a few there already I'll take a look and see how I get on! There are parts in there that are exactly what I was looking for! So thanks for that. Just need to workout how to get a few of them to use the texture that the stock part uses
  8. This looks really interesting. Going to keep an eye on this! The only annoyance...the textures I'm very picky with things looking stockalike Ah well. I can live with it I'm sure!
  9. I saw this myself recently when attempting to fly a helicopter with an external seat. I was able to see the kerbals through the parts behind them - I assumed it was intended behaviour until I saw this. Running 1.7.3 and I can post a mod list later - although it's quite extensive
  10. I have that already Just thought though: I should have been more clear - I want stack adapters that do one radial size to multiples of another smaller one - that's why I mentioned the stock one above. I should probably have said cluster adapter or engine cluster! So 2.5m/3.75m/5m to multiple 0.625m/1.25m/2.5m - for example a 3.75m to multiple 1.25m in the style of the stock multi stack adapters. I know engine plates exist but I love the style of those adapters and I wanted to build stuff around them but a bit bigger
  11. I had a quick question: Is it Contract Configurator that limits how many of each difficulty of contract you can have active at once? If so, is it easy to increase? I want to increase the number of active one (and maybe two) star contracts.
  12. I actually removed TweakScale. I don't really need it. I just want more stack adapters. I'm playing with the welding now so I'll let you know how it goes.
  13. Without derailing the topic too much - if Unity could utilise the physics processing capabilities of GPUs then the performance would certainly improve. I would take a guess that it's quite hard to do and would require significant changes to the Unity engine. Going to test your fork of this @Lisias on 1.7.3 alongside TweakScale. Wish me luck!
  14. I'm currently looking for a mod that adds more stack adapters to the game. I'd like something similar to the stock TVR-400L Stack Quad-Adapter etc. I realise that TweakScale can be used for this (at least I think?) but I don't have it installed and I don't plan on adding it right now (various reasons). Are there any out there that add a variety of stack decouplers - like 2 x 2.5m to 5m or even better something that allows some customisation of size and number of connections? Suggestions would be great The other question: Is there a way to see the radial size of the part in the part list tooltip? I know I can search by radial size but something I find it simpler to just use the function list and to select from there. Having a way to see radial size easily in the tooltip would be great. Is it something that exists now? Or something that can be added via a simple patch or mod? All help is appreciated
  15. Is there anyway to move the icon to the Toolbar Continued mod? I cannot seem to find it anywhere in the settings (unless it's unselecting Toolbar Enabled in the settings menu which seems counter intuitive).
  16. I didn't mean GPP I meant GEP - Grannus Expansion Pack: Good to know it works with OPM though
  17. Payload systems would be a great thing for sure! I'm trying to transport rovers to Mun and Duna and it's a bit of a pain right now But maybe big payload containers are out of the scope of NF Exploration? Either way more payload for probes sounds amazing too, alongside the possibility of science, antennas and other useful bits and pieces If I think of anything else that would be cool I'll suggest it. Your work is incredible so anything you release is always a must have!
  18. This looks and sounds amazing. Hopefully it will play nicely with GEP and OPM
  19. Just a quick update: I made a backup of all my craft files and I've been slowly re-adding them. Everything seems fine for now. Seems like there was a bad craft file in there. I had downloaded some from KerbalX via the website so maybe something got messed up there. Very weird issue though. Anyone else experienced this or know why it happens? @katateochi Do you perhaps know? Sorry for the ping just a weird bug. Update: I'm a massive idiot I had a craft file that I had downloaded from GitHub...but when I used the "Save link as..." option in Chrome I forgot that it doesn't download the file. It literally saves the link...So I had a craft file with a load of HTML in it. That messes the whole thing up. I think. It seems to affect it differently each time I add and remove it from the VAB folder.
  20. Do you have the dependencies? And if you do have them did you test it on a clean version of the game? It's a good idea to keep a clean version of whatever version you're running on to test mods. The mod adds a little button to the toolbar. I think it only shows up when you're in the hanger.
  21. Don't all the old parts go into zDeprecated? There's a load of stuff in there which helps to make someones old craft files work if I'm correct. I have that folder and it causes no problems with ReStock or ReStock Plus.
  22. I'm getting an issue again where Craft Manager doesn't recognise all of my craft in the VAB/SPH/Subassemblies folder. I have 11 files in the subassembly folder but only 2 show in the Craft Manager window. They all show in the editor subassembly tab. Log is here: https://drive.google.com/file/d/1X-Chz4XyDeQM7pZswPI1gOOWmiRkqszb/view?usp=sharing NullReferenceException: Object reference not set to an instance of an object at CraftManager.Translate.this_string (System.String look_up) [0x00000] in <filename unknown>:0 at CraftManager.CraftData.read_craft_info_from_file () [0x00000] in <filename unknown>:0 at CraftManager.CraftData.initialize (System.String full_path, Boolean stock) [0x00000] in <filename unknown>:0 at CraftManager.CraftData..ctor (System.String full_path, Boolean stock) [0x00000] in <filename unknown>:0 at CraftManager.CraftData.load_craft_from_files (System.String save_dir) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowserBase.refresh () [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.on_show () [0x00000] in <filename unknown>:0 at KatLib.DryUI.show () [0x00000] in <filename unknown>:0 at CraftManager.CM_KeyShortCuts.Update () [0x00000] in <filename unknown>:0 This error features a lot. This is a great way to load craft but when it fails to recognise a tonne of files it becomes rather annoying
  23. I asked about something similar to this earlier in the thread. I wanted to have both versions available to me and I know how to do that. You need to remove it from the whitelist and then you also need a MM patch to re-name the original part and add it before the ReStock part. Example patch: // Patches applying art changes to crewed command parts // Contents: // - PPD-12 Cupola Module (cupola) // - Mk1-3 Command Pod (mk1-3pod) // - Mk1 Command Pod (mk1pod_v2) // - Mk1 Lander Can (landerCabinSmall) // - Mk2 Lander Can (mk2LanderCabin_v2) // Cupola +PART[cupola]:FIRST { @name = cupola_stock } // Mk1 Pod +PART[mk1pod_v2]:FIRST { @name = m1pod_v2_stock } // Mk1-3 Pod +PART[mk1-3pod]:FIRST { @name = mk1-3pod_stock } // Mk1 Lander Can +PART[landerCabinSmall]:FIRST { @name = landerCabinSmall_stock } // Mk2 Lander Can +PART[mk2LanderCabin_v2]:FIRST { @name = mk2LanderCabin_v2_stock } This one does all of the stock command pods and re-adds them alongside the the ReStock versions. Just make a new .cfg files and add the correct name of the probe core. I would use this as an interim until someone tells you how to remove the ReStock one entirely. I'm sure it's not that hard to do. I think it might just be a change to the modifier in the patch.
  24. I'm playing with OPM until I get used to the stock game scale. I also added Grannus Expansion Pack (GEP) - it can be added as a second system instead of placing Kerbin etc and plays nicely with OPM. I've not explored OPM properly but I had a peak at the planets via the trackign station and they look incredible. Especially Sarnus! So cool to have a real Saturn analog Once I've mastered the stock scale (no never ) I will be playing with JNSQ. The scale will destroy me but it looks amazing. Apparently OPM and GEP both play nicely with GPP but I've not installed that.
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