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Everything posted by BigNose

  1. Just put a pointer to this thread in the old one, and marked it as deprecated. Really liking your work on this mod MOARdV, many thanks and may your motivation last longer than mine!
  2. FAR is updated for 1.3? PRAISE THE FERRAM4! *throws donation* Now I might actually get back to KSP for once! (Paypal says they are checking the info for the donation, could take some time) EDIT: It's done, they approved it!
  3. First I want to say, I'm aware of this thread: But, not wanting to necro it and using this as an opportunity to gather all recent information into one thread, I'm starting this here. To state nothing new: In the vanilla state, freshly installed, the 64bit KSP (for quite some time now) is not able to connect to the TrackIR 5 software. The user could work around this problem by replacing the TrackIRUnity.dll in the KSP_Data/Managed folder with this one: However, this does no longer work in KSP 1.2.1x64. TrackIR 5.4 does no longer connect to the 64bit Unity application at all, with or without fixed DLL. I'm fully aware that this issue is already known, but also afraid that it might be ignored for now, as in this issue ticker, the last response says: However this is no longer the case for KSP 1.2.1x64. The vanilla DLL that comes with the clean install AND the supposed fix do no longer provide a connection between the TrackIR 5 software and the game engine. I'm also aware there is a community modification for Headtracking equipment of all kinds, found here: However, the DLL provided by this mod has the same problem on a 64bit install as the supposed 'fix' (likely the same). I myself was using KerbTrack up until KSP 1.2, then the update to 1.2.1 broke headtracking completly for me (and others I imagine). I ruled out the update replacing the fixed DLL with the stock one by replacing it again, still no joy. As I want this thread to become an easy to use hub for users with the same problem, I'll edit this post with the solution once there is one I know of. Might be useful: The author of the fixed 64bit TrackIRUnity.dll, medsouz, also posted this: A decompiled version of his DLL might be a good starting point for the programmers and tech savvy people, maybe someone knows what's happening. And please: If anyone manages to get TrackIR 5 running on 64bit KSP 1.3, post your solution here!
  4. For me the LV909 Terrier works great, I have a plume exhaust flames and sound. The only engine that doesn't seem to have any effect except sound I could find is the Ant. EDIT: Nevermind one restart later it suddenly works too... Seems ok to me!
  5. After some testing all I can say is, the problem of crafts behaving like there is a slight asymmetry even though they are mirrored seems to be either gone or unnoticeable now. Before I noticed it several times although I never thought it was that much of a problem, flying with joystick and hatkey for trim makes it easy to get rid of any constant roll. Lanchester runs smooth and so far no further problems found! Nice work Ferram!
  6. Thanks for keeping this up to date, love this mod!
  7. Ohhh interesting, going to follow this for sure!
  8. Dude... Chill. 6 posts above you he said he is aware it needs an update and he will update it, but RL got in the way for now. Patience. AFAIK it's a relatively simple fix regarding how timewarp is handled in the code, every mod that interacts with timewarp needed a similar fix so far I think. EDIT: In the RemoteTech thread, someone posted a simple syntax change that did the trick after a recompile. He changed the Timewarp.SetRate function like this: I reckon it will be something similar for this mod, not 100% sure but just a guess.
  9. This got it working for me in 1.1.2 64bit with Win10 64bit, using TrackIR 5.3. Thank you so much!
  10. MOARdV kindly fixed this AddOn to work with the most recent KSP version, I just updated the front page. You can get the working version on the GitHub he set up, right here: Sorry for being so absent guys, but I really have my focus elsewhere right now. But I'm still glad everyone who likes this mod now can use it again, thank you MOARdV for your kindness in doing this!
  11. Ever tried actually using it? My gawd... KerbalStuff was much better.
  12. Here is the working mediafire link: For some reason in the front page this freakin WYSIWYG editor shows it as a clickable link showing just the word 'Mediafire' like I want it, once I hit save it shows the full link as text... My activity dropped to an all time low, sorry guys, but this forum makes me want to just leave it. EDIT: Just checked what has been going on, I'm starting to worry. First they ignore KerbalStuff, the clearly best modsite out there for this game, completly, until the guy has to give up before working full time on it due to crazy traffic and almost no gain from it. They make an unnecessary forums change for the worse in my opinion, and now even starting to block other filehosters like mediafire. If they don't stop forcing curse down my throat I'll throw the towel I tell you. I don't feel at home here any longer.
  13. I've no problem at all with you posting this here. Nice work!
  14. Exactly, I had exactly the same problem with the Aviation Lights thread. My changelog has gone mostly missing due to a 502, and reformatting was a massive pain. WYSIWYG sounds way better than it actually is. I feel functionality has been compromised greatly, I'm especially mad about losing the "preview post" function. Having to actually make something public if you are not sure it's the way you want it is just horrible.
  15. There are actually some mods which add retractable lights already, B9 Aerospace for example adds lights which close up into a somewhat aerodynamic form when switched off. Regarding the the more visible flares from a distance, I would recommend this great upcomming mod from Why485: Surface Nav Lights
  16. The old forum had a much more 'homey' feeling, right now it feels sterile like a hospital.
  17. After countless 502's I'm kind of happy with the front page again. At least for now. The sad thing is: I completly lost the changelog for some reason. I submitted a change which didn't even touch the changelog, it 502'ed, and after a reload it was just gone. >.>
  18. And we are back in the new forums! Front page and KerbalStuff links have been updated. Man this took way longer than expected, for some reason my connection is extremly slow right now... >.> EDIT: Had to do it all over again. Yes, it was because of a 502... \(°0°)/
  19. [quote name='BahamutoD']Heh that is actually part of BDArmory :P[/QUOTE] Really? Never noticed it before... duh. [quote name='theend3r']Great work, as always. Any plans to integrate a radome and a targeting pod into the cockpit? No need for a separate parts, although they wouldn't hurt either. :D[/QUOTE] Look at the front page, Baha posted a radar module for ppl who want to add that to the cockpit.