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Posts posted by kerbmario
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When/will we get a dark theme soon?
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On 3/11/2023 at 4:35 AM, Kerbal410 said:
that nose was what I was talking about. I can't seem to find a mod with a nose like that. the fins should be easy to replicate, not so much for the hump or adapter they are on.
N757A is the registration for that particular 757-200. in reality, it was used as a testbed for the F-22, and it's really a shame that it wasn't a passenger variant.
here's an aerial view:
You know, I'm not a good 3D modeler like @neistridlarbut I think doing it in sketchup might be easier for me, it'll then be available in the structure section I think. I think that will be released in an extra folder called NeistAirExtra where stufd like this'll go
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58 minutes ago, Hippodingo said:
Hello, thank you for maintaining this mod!
Small question: do you know why when one tries to edit one of the cockpits' IVA with Unity, props will be completely out of place in-game?
I can share you some screenshots if needed.
No, as I didn't create the IVAs, you may ask @neistridlar, the original creator
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On 3/18/2023 at 10:29 PM, Atlas Gaming said:
So for this to be more useful, here is my suggestion... add funds for 60 seconds, then subtract back out... that can be done with cheat menu manually, but would be better automatically... that way you get the funds to buy something, and shortly thereafter you have negative funds (or science) and you 'didn't cheat' becasue no new funds are in.... you just accelerated the use of funds by borrowing them...
How about a loan system which can be activated in the difficulty settings menu?
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23 minutes ago, Atlas Gaming said:
So for this to be more useful, here is my suggestion... add funds for 60 seconds, then subtract back out... that can be done with cheat menu manually, but would be better automatically... that way you get the funds to buy something, and shortly thereafter you have negative funds (or science) and you 'didn't cheat' becasue no new funds are in.... you just accelerated the use of funds by borrowing them...
you can manually subtract by entering a negative number into the input field already, but I'll consider adding that
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2 hours ago, mor128 said:
This is already a feature of the cheat menu, isn't it?
Well yes, but for funds you can add subtract 1,000 or 100,000 and science also 100 and 1
My mod allows for specific amount, if you are just missing 300 funds or like 1.3 science for something
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[Licensed with Mozilla Public License 2.0, more information in the License.md file]
KerbalFunds: You just need that small amount of Funds/Science for upgrading/building/researching?
You can get it easily now, using KerbalFunds!
In the uploaded version, you can press L at the KSC to get the menu and press submit to close it. This video isn't the current version, the uploaded one can also add science points.
Here is the spacedock page:
https://spacedock.info/mod/3326/KerbalFunds
Source code repository on GitHub: https://github.com/jdopss/KerbalFunds
Changelog:
0.1: initial release
0.2: taskbar support button added, licensing
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On 3/11/2023 at 4:35 AM, Kerbal410 said:
that nose was what I was talking about. I can't seem to find a mod with a nose like that. the fins should be easy to replicate, not so much for the hump or adapter they are on.
N757A is the registration for that particular 757-200. in reality, it was used as a testbed for the F-22, and it's really a shame that it wasn't a passenger variant.
here's an aerial view:
You mean like a nose attachment of the F-22ish nose?
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On 3/7/2023 at 12:33 AM, Kerbal410 said:
You mean the front fins on the 757? Can you also tell me the aircraft registration of that?
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On 1/21/2023 at 8:18 PM, Kerbal410 said:
ok, thanks. by the way, this is just being maintained, right? I have a bunch of thoughts for airliner parts, but I don't know where to ask. is airplane plus still being added to? or is there some other mod much like this mod and airplane plus?
Jusk tell us these ideas, I may implement them in the future!
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10 minutes ago, Kerbal410 said:
ok, thanks. by the way, this is just being maintained, right? I have a bunch of thoughts for airliner parts, but I don't know where to ask. is airplane plus still being added to? or is there some other mod much like this mod and airplane plus?
maintained and sometimes updated. I'll add some new parts/features along the way (sometimes)
I don't think AirpanePlus will get many new parts, last update was in November and it already has lots of parts -
11 hours ago, linuxgurugamer said:
I've figured it out, after MM runs, there are two MODULES with the same name: ModuleWaterfallFXProblem fully identified. The StockWaterfallEffects modifies these two engines, and so does the RestockWaterfallExpansionOk, the actual problem is that when Restock is installed, the StockWaterfallEffects should not be installed. This is, essentially, a problem with the Netkan file for the StockWaterfallEffects, it should not be installed when Restock is.
I'll let the CKAN people know about this
Nice to hear you've solved it. I've tried my best at helping but you were better
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9 hours ago, Kerbal410 said:
sorry, it's me again.
main wing segments still odd when it comes to decals, also one of the tail adapters seem to have a weird texture (IDK if that's even the right word) problem. here are some images
wing segments: https://imgur.com/a/YfAzUln (don't mind the highlighting on the last image. just hoping to see a stock-alike variant that removes the red/yellow)
tail adapter : https://imgur.com/a/HOKP7Ij (thanks for fixing those other adapters, BTW, just one remaining. also weird node farther back)
lastly, sorry if this is too demanding/bossy
The main wing has a placeholder texture until I am good enough to make a good texture. The tail adapters have a bug that I already fixed and it will be in the next update as a bugfix.
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4 minutes ago, linuxgurugamer said:
I couldn't find it.
However, there may have been something odd going on in the install. I built a new install with all the same mods, and it isn't happening (yet). Still trying to figure this out
How about you once try without any variant of restock?
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3 hours ago, linuxgurugamer said:
Not my mod, but I ran into a problem with the Restock Waterfall Expansion.
The typical:
I took a stab at looking at the configs, didn't see anything wrong.
Complete logs are here:
This happens both with Waterfall-restock installed, and without.
Here is a link to all the logs for both runs: https://www.dropbox.com/s/elacrhzha2obhjl/B9PartSwitch.zip?dl=0Any ideas?
[LOG 09:06:59.128] PartLoader: Compiling Part 'SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineLV-T91/LiquidEngineLV-T91' [LOG 09:06:59.146] PartLoader: Part 'SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineLV-T91/LiquidEngineLV-T91' has no database record. Creating. [LOG 09:06:59.146] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 09:06:59.150] DragCubeSystem: Creating drag cubes for part 'LiquidEngineLV-T91' [WRN 09:06:59.279] Warning on PartSubtype hypergolic on module ModuleB9PartSwitch (moduleID='plumeSwitch') on part LiquidEngineLV-T91: Found more than one matching module [EXC 09:06:59.280] Exception: Found more than one matching module B9PartSwitch.ModuleMatcher.FindModule (Part part) (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.ModuleModifierInfo+<CreatePartModifiers>d__10.MoveNext () (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) (at <a3c2951fc74e4639820ef37d2d29f386>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) B9PartSwitch.PartSubtype:Setup(ModuleB9PartSwitch, Boolean) B9PartSwitch.ModuleB9PartSwitch:InitializeSubtypes(Boolean) B9PartSwitch.ModuleB9PartSwitch:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) <CompileParts>d__56:PartLoader+<CompileParts>d__56.MoveNext_Patch0(<CompileParts>d__56) KSPCommunityFixes.Performance.<FrameUnlockedCoroutine>d__61:MoveNext() KSPCommunityFixes.Performance.<PartLoader_CompileAll>d__57:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [WRN 09:06:59.288] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. [WRN 09:06:59.290] Warning on PartSubtype kerolox on module ModuleB9PartSwitch (moduleID='plumeSwitch') on part LiquidEngineLV-T91: Found more than one matching module [EXC 09:06:59.290] Exception: Found more than one matching module B9PartSwitch.ModuleMatcher.FindModule (Part part) (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.ModuleModifierInfo+<CreatePartModifiers>d__10.MoveNext () (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) (at <a3c2951fc74e4639820ef37d2d29f386>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) B9PartSwitch.PartSubtype:Setup(ModuleB9PartSwitch, Boolean) B9PartSwitch.ModuleB9PartSwitch:InitializeSubtypes(Boolean) B9PartSwitch.ModuleB9PartSwitch:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) <CompileParts>d__56:PartLoader+<CompileParts>d__56.MoveNext_Patch0(<CompileParts>d__56) KSPCommunityFixes.Performance.<FrameUnlockedCoroutine>d__61:MoveNext() KSPCommunityFixes.Performance.<PartLoader_CompileAll>d__57:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [WRN 09:06:59.291] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. [LOG 09:06:59.299] PartLoader: Compiling Part 'SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineLV-TX87/LiquidEngineLV-TX87' [LOG 09:06:59.321] PartLoader: Part 'SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineLV-TX87/LiquidEngineLV-TX87' has no database record. Creating. [LOG 09:06:59.321] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 09:06:59.325] DragCubeSystem: Creating drag cubes for part 'LiquidEngineLV-TX87' [WRN 09:06:59.472] Warning on PartSubtype hydrolox on module ModuleB9PartSwitch (moduleID='plumeSwitch') on part LiquidEngineLV-TX87: Found more than one matching module [EXC 09:06:59.472] Exception: Found more than one matching module B9PartSwitch.ModuleMatcher.FindModule (Part part) (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.ModuleModifierInfo+<CreatePartModifiers>d__10.MoveNext () (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) (at <a3c2951fc74e4639820ef37d2d29f386>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) B9PartSwitch.PartSubtype:Setup(ModuleB9PartSwitch, Boolean) B9PartSwitch.ModuleB9PartSwitch:InitializeSubtypes(Boolean) B9PartSwitch.ModuleB9PartSwitch:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) <CompileParts>d__56:PartLoader+<CompileParts>d__56.MoveNext_Patch0(<CompileParts>d__56) KSPCommunityFixes.Performance.<FrameUnlockedCoroutine>d__61:MoveNext() KSPCommunityFixes.Performance.<PartLoader_CompileAll>d__57:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [WRN 09:06:59.473] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. [WRN 09:06:59.473] Warning on PartSubtype kerolox on module ModuleB9PartSwitch (moduleID='plumeSwitch') on part LiquidEngineLV-TX87: Found more than one matching module [EXC 09:06:59.474] Exception: Found more than one matching module B9PartSwitch.ModuleMatcher.FindModule (Part part) (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.ModuleModifierInfo+<CreatePartModifiers>d__10.MoveNext () (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) (at <a3c2951fc74e4639820ef37d2d29f386>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) B9PartSwitch.PartSubtype:Setup(ModuleB9PartSwitch, Boolean) B9PartSwitch.ModuleB9PartSwitch:InitializeSubtypes(Boolean) B9PartSwitch.ModuleB9PartSwitch:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) <CompileParts>d__56:PartLoader+<CompileParts>d__56.MoveNext_Patch0(<CompileParts>d__56) KSPCommunityFixes.Performance.<FrameUnlockedCoroutine>d__61:MoveNext() KSPCommunityFixes.Performance.<PartLoader_CompileAll>d__57:MoveNext()
Something there is suspicious. Maybe there are more than one module called 'plumeSwitch'?
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12 hours ago, Kerbal410 said:
for some reason, I'm getting a warning from B9PartSwitch. anyone else having the same issue?
timing to get the log (if need be) is challenging due to how fast everything is.
Warning you can ignore
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19 hours ago, DA299 said:
Yes, I've installed B9partswitch and I'm playing on KSP 1.12
Weird, do you have ModuleManager installed? Can you provide me your ksp.log?
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6 hours ago, DA299 said:
Hey does NeistAir support FAR?
I haven't added that yet. That'll be included in the next update.
5 hours ago, DA299 said:I installed this mod, and none of the parts except curvy tail 18-06 show up.
Have you installed B9PartSwitch? Do you have KSP 1.12.x or any previous version?
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On 1/3/2023 at 7:34 PM, Stephen Locksley said:
Is Realism Overhaul and RSS support possible? If not, why?
Hey! KerbMario, the current maintainer here.
RO/RSS support should be possible in theory.
But then there is SimpleFuelSwitch. It switches tanks from LF to LF/O. I'd need to implement some RO stuff for supporting these fuel tanks with the RO system.
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1 hour ago, Rattana said:
Thank you it works now:)) i have an issue to report. Dont want to bother u, im an asset creator myself and it can get annoying when ppl keep requesting stuff. Anyways. is it normal for the kerbals to be oriented upwards in the passenger cabins? https://imgur.com/gallery/I5RtHki
huh never noticed that, will try to fix in the next update
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46 minutes ago, Rattana said:
how do yall install it? back then the parts appeared in my list but now nothing appears:/
Create a NeistAir folder in GameData and extract the content form the zip file into there.
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@PART[bahaAgm86B]:FOR[BDArmory]:NEEDS[RealismOverhaul] { %RSSROConfig = True %RP0conf = true %entryCost *=3 @TechRequired = basicScience @manufacturer = BahamutoDynamics @title = AGM86C Missile }
It's showing up in NON-RP-1 parts even though i added "RP0Conf = true"
I do not know any further things to do and make it work.if possible, please help
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On 11/11/2022 at 1:22 PM, HebaruSan said:
Hi, there seems to have been a packaging error with the latest release. The "NeistAir" folder is missing from the ZIP; all of the subfolders are in the root of the ZIP instead:
But the cfg files still reference the NeistAir folder as if it exists:
To install this correctly, users would have to know that they need to create their own "NeistAir" folder in GameData and copy the folders from the ZIP there. Most people probably won't know that, so such installs would be pretty likely to end up broken. (This problem has also stopped this release from being added to CKAN.)
I think this was done due to me thinking just calling the zip NeistAir and dumb me at zipping thought everyone would use "extract to NeistAir/" in 7zip or smth. ._.
Will fix it in next release.
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1 hour ago, xD-FireStriker said:
I Believe the issue is that the flags are on all 4 sides of the engine, i was gonna ask if it could be changed so it only on the left or right of the engine
I think i know what you mean.
Will look into doing this later this month.
Russian Aircraft Collection
in KSP1 The Spacecraft Exchange
Posted
They look really good! Have you made a MiG-25 or MiG-23 or MiG-29 yet?