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Orphican

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Everything posted by Orphican

  1. Ah yes it does. You might want to check you have it installed correctly.
  2. Ok after a bit of testing on a fresh install - Yes that's what im saying. I was surprised by that as well. At first I thought maybe this would only work with the MuMech Hull camera module both of the telescopes need but it works with MechJeb v1.9.8 as well. Any combination of MultiWheels v0.6.1 + MechJeb v1.9.8, Ordan Ind Telescope v2.1.3, LH Zeus v1.2 = Hang on launch or All parts erased. Add Infernal Robotics and I dont know why but any combination works. I realize as im typing I didnt look at the log but the only bug I noticed was a texture bug on the MechJeb v1.9.8 parts. Somebody please confirm this as I've been up way too long atm and had to cut this testing short.
  3. Just tested. Works but there is a noticeable slow down in either editor when I pick up the parts. Moving the whole assembled craft caused very noticeable lag. Only CTD once. Thats near perfect in my case as - well lets just say I have most mods available for KSP v0.20.2 . For those of you experiencing CTD and heavy lag I'd suggest lowering your graphics settings *ymmv. Mine are set at . . . Terrain Detail: High Terrain Render Quality level: Good Texture quality: Half-Res Desktop Core i5 661 @3.33Ghz 8.00 GB RAM Win 7 (64bit) Sapphire Toxic HD 5850 2GB
  4. Sadly the DRBallBearing and TTDRHinge are also incompatible with both telescope mods. Ordan Industries Telescope and Lionhead Aerospace Zeus Space Telescope. They both require a pre-MechJeb 2 version of MuMechLib.dll for the MuMech Hull Camera module. KSP will hang or crash (ymmv) while trying to load with the parts stated above included in this pack. Removing MuMechLib.dll, and by extension the functionality of both these telescope mods, will allow you to load everything included in MultiWheels 0.6. Or install the Dammed Robotics fork know as Infernal Robotics to have your cake and eat it too!
  5. This is also the case for me but I did get the nuke to detonate when dropped from above 2+ km. I had and still have the latest version of the Lazor system.
  6. Pirate you may want to take a look at InfiniteDice's Boat Parts thread. He's making all kinds of "war-like noises" that you might be interested in.
  7. I thought so too but try dropping it from at least 2km up.
  8. Seconded. As far as I remember many have tried but all have failed. So far.
  9. Dude never ask for an ETA. Its done when its done. If your waiting on it for a specific craft or a mission I'd go do something else until it comes out.
  10. I remember when this thread was like 10 pages and the parts all fit on one page in the VAB. Now . . . Lack you and Ember are part gods.
  11. @Bobcat That's too bad but thanks for the update and for all the hard work.
  12. To the last 6 or so people who posted here - if you having the "game crashes upon craft launch" its most likely the memory issue with KSP. No fix atm as X4-r1 is a Dev build. Give Innsewerants some time. A lot of time as he is the sole author afaiu. If your having the "No gui button" issue id suggest reinstalling following this method and only this method. @boberts314 - Thats the memory issue. I also have a heavily modded 0.20.2 KSP install Im currently using ISA 3.3.4 found here with *only one issue.
  13. @Corovaneer Lol Sorry its PART in caps. Like so . . . PART { } You can dump it in GameData after that change. Any part mod with "Part wrappers" goes into GameData. For ease of access create a folder in GameData named " BobCatind ", if you do not already have a folder named like that, and dump the part in there.
  14. Close. http://en.wikipedia.org/wiki/Conn_%28nautical%29
  15. @KhaosCorp They mean to make top speed an editable value in the part cfg. Good idea.
  16. OH Dear God In heaven. A Kethane "Final solution". You people are sick. SICK I SAY!!
  17. You mean the Mk 3EX Bike? Read Page 42 and 43.
  18. lol I said essentially the same thing a few pages back. The Mk4 was re-posted under BlazingAngel665 on the spaceport in case anyone cant find it.
  19. @elfindreams as far as I understand I doesn't matter how much total memory you have as KSP can only utilize 3.something gb of RAM. Something about Unity being a 32bit process I think.
  20. +1 to that but also once the game is in a release state all these parts would have to be somewhere on a "tech tree". Probably a bit higher up due to the futuristic design. That just begs the title "Add-on".
  21. Actually you should probably not have your folders set up that way. Changing the file structure can break some of the newer mods. As for tutorials, a search for "kethane" on youtube will get you tons of video how to's etc.
  22. Um guys? All the Bobcat Industries DEMV rovers work in 0.20.2 Including the Mk 3EX which I forgot to put in this shot lol. If you have any problems loading the parts in the new 0.20+ GameData folder check to see that the part cfg's have "part wrrappers" around all the existing cfg info. [COLOR="#FF0000"]PART { [/COLOR] EXISTING CFG INFO [COLOR="#FF0000"]}[/COLOR] If the scale is off for any part add "scale = 1" under rescalefactor in the part cfg.
  23. Try these. http://kerbalspaceprogram.com/0-19-1-compact-adapter-kit/
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