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Entropian

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  1. I think @KerbalKiller2000 raised the same issue in this thread: I found an old bug report on the issue, although it is marked as fixed: https://bugs.kerbalspaceprogram.com/issues/16503
  2. Thanks for your answers @Tonka Crash and @Nightside. So the .mu can reference multiple textures and objects? If not, how does the UV map of the object align with the texture? I know my way around a few 3D modeling software products.
  3. Thanks @Nightside, that looks useful but it doesn't completely answer my question. I should have been clearer in the OP. From SXT Continued's OP. What I'm looking for is exactly how the textures are referenced. Are they simply copy-pasted into another texture file, or is the command somehow remapping the textures to the part, or is something completely different happening that I'm not thinking of?
  4. Hi, I'm trying to figure out how the MODEL{} command that some mods (e.g. SXT) use in part creation works. I've done a lot of searching around the forums and I can't seem to find any documentation on how this works. Can somebody please explain it? Thanks.
  5. The problem is definitely Kopernicus. Most of the log is it spamming errors. Try reinstalling it and Module Manager and if that doesn't work, go to the Kopernicus thread and ask about it: Follow the instructions in this post:
  6. You can upload it to KerbalX, or a file sharing network like Dropbox.
  7. The player.log is in AppData\LocalLow\Squad\Kerbal Space Program\Player.log You might not have hidden files shown in File Explorer; go to View and check the box that reads "hidden items." Try reinstalling Kopernicus as well.
  8. If you put the mod's gamedata folder into the game's gamedata folder, take the stuff inside the mod's gamedata folder and place it in the game's gamedata folder. Have you installed the dependencies? This is a tutorial on how to install mods.
  9. Try upgrading to 1.7.3, it has a lot of bugfixes and is better supported. You can use CKAN: Or you can install it manually: Here's a guide to getting old versions of mods: The current forum thread for [x] Science!:
  10. I think the craft you weren't piloting must have exited the physics range. When a craft leaves the physics range, the game engine stops calculating throttle, rotation, reentry heating, staging, etc. for that object. At a certain altitude above Kerbin (the "death zone"), if a craft isn't piloted by the player, the game automatically destroys the object. Probably your other craft fell into the "death zone" for out-of-physics-range objects and was destroyed. Try reentering with your space junk; that probably would fix it.
  11. This happens to me too. I first noticed it when 1.6.1 was released, but I can't reproduce it.
  12. A photo would be useful, along with a log file.
  13. It uses an orthographic view, so the landing gear are way easier to align than in KSP's default perspective mode.
  14. I use the mod Kronal Vessel Viewer (KVV) to align my landing gear: https://spacedock.info/mod/1092/Kronal Vessel Viewer Continued Set the picture view to head-on and use the grids to align the landing gear. You also can offset the landing gear into the fuselage.
  15. I'm on 1.9.1 most of the time as well. I didn't see the bug during 1.3.1 - 1.6.1, but ever since 1.7 released it has reappeared several times, most of which were in 1.8.1. I think it got fixed, but it came back. Can a moderator please move this to the unmodded install section of the forums?
  16. I'm having the same problem. It also seems that when the game does that, any nearby craft move in a seemingly random direction almost as far as 3km. I also found a more recent bug report from 1.3.1 that matches your description: https://bugs.kerbalspaceprogram.com/issues/16503
  17. Hi, I'm using KSP 1.9.1.2788 with Breaking Ground installed. When helicopter rotors are connected by 8-way symmetry to an electric rotor one or two sizes down (e.g. a heli blade type B to an EM-16S rotor), when the craft loads on the runway or launchpad, the helicopter rotors flail around uncontrollably. I am able to reproduce the bug in a fresh install of KSP 1.9.1.2788 with only Breaking Ground 1.4.1 installed. Picture of test craft here . Is anyone else having this problem? Thanks for your time.
  18. Hi, I'm playing on KSP 1.8.1, Windows 10 64bit. When I try to grab an asteroid, instead of grabbing the asteroid, my craft moves through the asteroid's surface until it hits an invisible wall inside the asteroid, which when hit, flings my craft away at high speed. Sometimes the invisible wall is outside the asteroid. I've tried hitting the asteroid at different locations, speeds, and angles, but the grabbing unit won't grab, and the craft is always flung away. I've narrowed down the mod to RSS. I started a fresh install of KSP 1.8.1 with only the latest versions of RSS and its hard dependencies installed, but the phenomenon still occurs. Log file: https://www.dropbox.com/s/8tsylx8412ih9qz/Player.log?dl=0 Picture outside the asteroid: https://www.dropbox.com/s/uxeoc92z0lsrg2d/Buggy asteroid outside.png?dl=0 Picture after flinging: https://www.dropbox.com/s/bbv538iqm249jcv/Buggy asteroid after flinging.png?dl=0 Is anyone else having this problem? Thanks for your time.
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