NAMROG

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Everything posted by NAMROG

  1. Thanks man! Sorry for thinking it was KIS/KAS. This mod is one of my favorites out there, and I'm glad to know it's working fully!
  2. I'm not exactly sure if it's KIS or KAS, but I removed both and the error I'm about to explain went away. Ihave a bug where when I go on EVA, when I re-enter the capsule, there is still a Kerbal on the ladder waiting to get in, even though the Kerbal is inside the space craft. This kerbal becomes a dead prop, unselectable or playable. he's just waiting to get inside the capsule. Also, this prevents me from recovering the vessel in the play screen. If I press random buttons the program gets confused and returns me to the KSC, and I can recover it in the Tracking Station. I do have a lot of other mods installed as well. by lot, I mean pretty much everything that's popular. Any way to collapse the quantum state of the poor Kerbal?
  3. I've discovered it's because Module Manager broke in 1.1.2. Download the newest MM, and FAR will work again.
  4. IDK if "Where the singularity started" is a pun on all our mods breaking today, but it gave me a good laugh. Thank you for your speedy work man!
  5. I'm not sure if it's a glitch, but I have no air resistance. Parachutes don't work either. I used to have this problem with the 64 bit KSP before 1.1. Is there a reason why it's back? I also have real chute installed if that's a thing?
  6. Hey it actually seems to be working! Thanks for the suggestion. The rumor was that anything having to do with plugins would be dead. But seems this works! I tested out the quad nuke engine with some radiators, on 64 bit. No problems.
  7. Nice man! This is one of my favorite mods. I'd be happy for an update!
  8. Sooo, this is a fairly old thing, but I recently found it searching through the forums. I'm kind of curious. If I wanted KSP to perform its physics on multiple threads, would there be a way to use this? Or, better yet, could I modify FAR to use it?
  9. I used the newer version of Kopernicus, and nothing floats.... Is there a way to fix this? Anything that hits the water, keeps going till the bottom of the sea.
  10. I really really really love this mod. However, I've found that it puts itself visually on top of cloud layers I add in through other mods. Is there anyway, for instance, for the Jool config file to place itself bellow other layers? I'd really like to have lighter high clouds above this mod.
  11. Curious, but is there a reason why, at times, Kerbin is a blue marble with no land from orbit? I've noticed it every once in a while and was wondering if there's a fix?
  12. Doesn't seem to work for me. I put the unwrapper into the file, and I put the installation files in too, but nothing. Also FYI, the gemfx link on the front page goes to a rather infuriating pop up spam.
  13. You are seriously the sexist mod out there right now. I've been having fun mixing your mod as a paste-over of astronomer's to fill in the places you haven't got to yet. Your mod is so ...., yet so much lighter.
  14. ok I've got a very strange problem. The mod only works for me, when I use new EVE. When I use Eve overhall, everything is pink. But the textures are wonky with new EVE. City lights and clouds are tiled rather small and repetitive. Any help?
  15. Yea this is my problem. I want to create a new type of asteroid, set to a unique zone of space, with its own unique resources. This is most difficult to understand how to do I've got the orbit set up, and asteroids to spawn there, but they are just normal potatoes. I want my Sweet potatoes!
  16. Hey, I've been tinkering around with asteroids for fun. I had a question. By modifying custom asteroid's orbit mechanics, I managed to get a custom set of asteroids. But I have no idea how to tell KSP to give these custom asteroids, only certain kinds of resources other than ore. Could someone walk me through this or give a hint or two? Additionally, how would I get a custom model for this? I tried modifying the potatoroid files from squad, but I've no idea to get these custom potatoes to be used in these custom orbits.
  17. Thank you for enabling zee 64 bit support. Currently hacking away on 64 bit to get the game to function even remotely well, and it's a great effort to rip out the 64 bit disablement on over 40 mods that add it in. I'm aware folks should test 32 bit first on these errors. Isn't there some way to get it to check what version it is and write that down on the crash file to save time?
  18. For some reason it keeps crashing. I cannot get to the main menu. Crash file says KSP had an access violation. Any help?
  19. Well I feel like an idiot, guys. I never unblocked Module Manager's file. :/ All systems go again. See you up there!
  20. Curious. Any way to see that log? Or I guess because I hate myself, would merging all files dependent on MM into one mod file bypass that?