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Posts posted by superm18
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Hi all,
I must be making some obvious mistake but i can't get JNSQ to work.
I have tried a brand new install via steam both in 1.12.2 and 1.12.1 + 1.11.2 just to do something..I got the 0.10.0 version from GitHub
I only have fresh install and JNSQ
Log here: https://drive.google.com/file/d/1LgG1_kRpR3MSawhBmGjiYnlTqZ6bPpWI/view?usp=sharing
What am I doing wrong here?!
Thank you all in advance,
superm18
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4 hours ago, FreeThinker said:
Where to find the DeltaV map of JNSQ? It used to be on the OP
btw, the download links are also broken
DeltaV map is in the download folder including planet stats
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5 hours ago, H4ckerxx44 said:
If you download JNSQ with CKAN it will download it from somewhere where the file is archived, worked for me
Thank you for the tip!
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Hi all,
Wanted to get back in to KSP after seeing this mod. Any news on the "issues" and a reopening of the download?
Thanks in advance
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Thank you for this! I feel a bit like cheating but who cares right
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@buguniao Thank you for your work!
Correct me if i'm wrong here, but do i have to quit KSP to run the .exe file in both SPH and VAB folders in order to "auto"-strut a craft just built? This surely can be done with a .cfg file? Not to mention me not liking executable files from "random" places.
Also a small other thing, you have misspelled the headline "One Key Autostruct"
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16 hours ago, Papa_Joe said:
You may have a long wait. there is no such thing as bug free code... I've been programming for over 30 years... still have not achieved bug free code.....
Does that say more about you as a programmer or programming in general?!
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55 minutes ago, klgraham1013 said:
Yes, but the common folk don't know that. Sometimes you have to adjust your language no matter how much you wish people would stop saying theory when they mean hypothesis. Not that I have any hang ups about it or anything.
Ha! Just like people/news say Ipad and not tablet among a million other examples
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58 minutes ago, linuxgurugamer said:
The DLC requires 1.4, which will be released at the same time.
So, the answer is that it depends. Parts mods will probably be ok. Mods with included DLLs (ie: code), may work, it depends on what changes are made in the API
Thank you Linux, Always on point!
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8 minutes ago, bghyt said:
i got the game on the store in 2012 but i only got a steam key in may 2013 will i get a key for the DLC in the store page or another way? Or will it be before april 2013 steam only? my question is will i and many others in the same situation get a key or will we have to buy it?
And yes, we’re keeping our promise that all players who purchased the game through April 2013 will receive the expansion for free. We’ll provide more details on how that will work before launch.
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Great news Squad! Been waiting a looong time to get back in.
But I have one question. Since this is a DLC and not a base game update, will it break mod compatibility?
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On 28/1/2017 at 2:05 AM, EstebanLB said:
Hey, I was looking for a changelog and couldn't found one that indicates when both the flight computer and the chip parts, that this mod adds, were not necesary anymore to have KER working on a vessel. I'm testing in Career mode
You can change it in the in-game settings in the VAB/SBH
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On 26/5/2016 at 9:01 PM, Shadowmage said:
Bug reports belong here: https://github.com/shadowmage45/SSTULabs/issues
The bug appears to be an error in the config file for the part; specifically in the default resource definitions for the container; it was missed during the update when I changed how the default resources are defined (now uses ; instead of , inbetween each resource set).
I have opened a bug-ticket for you with the relevant information, and already fixed the problem in dev version. https://github.com/shadowmage45/SSTULabs/issues/321
Fix will be available with this weekends' release.
Ahh of course...should have known, thanks for the pass on that one.
Good to see it was an easy fix.
2 minutes ago, Shadowmage said:While I'm contemplating the 'cleanup' and 'polish' of the mod...
What are the thoughts on adding patches to convert the stock tanks to use the SSTUVolumeContainer system?
Similarly/alternatively, I could potentially combine all of the standard stock tank models into a single stock-model-based MFT fuel tank (including adapters). Any want, or need, for this? (Could do a separate MFT each for the Mk2 and Mk3 shaped tanks). This would give diameter scaling (and possibly limited vertical height scaling) to the stock tanks through the MFT module and allow variable resources through the VolumeContainer module.
Either of these would be fully config / patch based, and would not require any additional models or plugin-code-changes. If done through patches they could even be setup to patch only if certain mods were present/not present (e.g. default to using RF if it is installed, otherwise use VolumeContainer).
I'm all for it. I use your parts whenever I can since the level of customization is unparalleled.
The only downside I can think of is that its going to take more time to build a rocket/plane (at least for me) with all the variants to go through, instead of the Lego building style. but then again I quickly learn where everything is and that together with very good balanced part stats is a win. (Hope that made any sense)
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12 minutes ago, Garibaldi2257 said:
meh, KRnD is more useful.
4 minutes ago, JeffreyCor said:Ditto, never used procedural parts apart from the stock fairings and dumped fuel switchers in favor of KRnD
SSTU Labs is not just procedural parts, the customization is incredible and far more than just a stretchy tank with different textures.
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2 minutes ago, -MM- said:
I took a quick look at SSTU and while it does look pretty cool, I don't see any easy way how we can get procedurally generated parts like the engine-clusters to work.
To bad, but thanks for taking a look. I really enjoy your mod, but its hard to beat procedural parts, right?!
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2 hours ago, Mister Spock said:
@-MM- Pardon me for a dumb question, but I don't seem to have downloaded the mod correctly. I see download links for source code on Github but nothing else. Is that what I want? I downloaded one, but when I tried to extract it, I was told there was no archive. I don't use CKAN; I prefer to install mods manually.
Looks like a great mod -- it addresses one of my pet peeves, the lack of an endgame! Look forward to trying it.
Try this: https://github.com/mmoench/KRnD
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Here you go:
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4 hours ago, AresPunisher said:
I having a problem toggling the telescope to go up. When I right click on it nothing comes up. Can I please have some help.
Try in the new tread:
Don't know why this is still open...
edit: and welcome to the forums
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1 hour ago, Shadowmage said:
Wheels:
In the image below I have replaced the stock wheel modules with a custom module, removed the U5 wheel collider component and replace it with a custom solution as well. Suspension forces work, mesh animation works; input handling, throttle, steering, brakes not yet implemented (at the time of the image, but are partially/tentatively implemented now). No twitching, jumping, bouncing... or any of the other weirdness that occurs with the U5 wheel colliders. No exploding, or launching of craft/kerbals into the air.
Still quite a bit left to be done; the friction model is overly simplistic (though -seems- good from a gameplay standpoint), and the sticky friction setup is only partially implemented (works, but with caveats); animation handling is implemented but un-tested (for landing legs or deployable landing gear). Have not done anything yet regarding impact-tolerance or wheel/legs breaking, though as this is intended as a stock-replacement-solution I'll have to get those working eventually. Have not yet done any dynamic-setup of the wheel parameters either. Will likely implement some sort of a dynamic configuration 'range' for each wheel; obviously light wheels shouldn't be able to support multi-ton vehicles, but they do need to be usable across a wider range than a single set of spring/damper/friction values would allow (more the spring/damper... friction is already mass adjusted).
Will likely go with a similar setup for SSTU wheels, though they will likely use a custom module that enables multiple wheels in the same part (baking that into the stock replacement module might be doable... still thinking on it a bit).
Maybe Squad should hire you to do the wheels
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46 minutes ago, Shadowmage said:
Thanks for taking the time to research.
I do not use that mod, and have never even heard of it before. Any 'fix' that is needed will have to be done on their end (they are the ones messing with other peoples' parts/mods, thus it is their responsibility to ensure compatibility with any parts/mods they are messing with). I suppose you can let me know if there are any API level changes that they need to make it work.
Np. Sure, ill do what I can.
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I have found that this mod can't work with SSTU Labs. The engine cluster feature gets broken. Anything you need to make it work, if at all?
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Turns out that its Kerbal Research & Development. Ill post it over there as well. Anything you need to make it work, if at all?
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
in KSP1 Mod Releases
Posted
Worked like a charm! Thank you for speedy response and on point support