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yithpistol

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Everything posted by yithpistol

  1. "PD: uff... more than 2 lines of my english... usually turns quickly into a Tarzan's speech. As always, excuse my crappy english. I promise to try to be more succinct(?)." De nada, mi Amigo.
  2. I know, this and Remote Tech 2 make for some engaging missions. I just hate having to reorganize my darn commsats as they drift slowly out of formation (VERY slow, but enough). I love doing missions that use SCANSat. DMagic, you truly embody your moniker, sir. I'm sorry, is that a pixie on your shoulder?!? No, just glitter... that stuff is contagious.
  3. You probably already checked this, but I've gotten frustrated enough times over this: did you have enough electricity to activate your engines? (If you had RT2 I'd ask if it was a probe and was there a connection to KSC) Obvious stuff, but sometimes after banging your head a bit you miss things like that. I hope you find a fix. I hope mine was it. Simple.
  4. Utilizing the waypoint manager might be useful for air racing, AND ground racing. The ground racing might not be track based, sort of an offroad deal. You could even have rover races on the Mun.
  5. Since the update my cat has exploded.... no wait... she's fine. BUT I noticed that pre-update my CoL was very difficult to keep low even with fairings off and fins with control surfaces. I could never get the CoL below my center of mass. NOW, the opposite is true. CoL is always near the engines, or over them, if not below them without fins, and CoM is about where it can be expected to be. The question is this: Is this normal (like exploding cats... no wait, that's abnormal). Think of the cats, people, think of the cats.
  6. Glad to know N3h3mia's still going to work on the mod. This was, by far, my most favorite of ALL the science mods I've used. I loved how they took time to perform and used KAS/KIS to do them. Just brilliant work. University must always take precedence (so says the real life modulemanager). I'll stay patient and wait with good humor knowing that my favorite science mod will be up and running sometime. Now, go study.
  7. http://imgur.com/ME0KymE For all your hard work, know that there are rewards... Enbin Kerman is a big fan, by the way, but he cannot spell 'aerodynamicist'. I cannot get the image to show, so let it be a surprise.
  8. Ferram says to install FAR and modular flight integrator since CKAN doesn't handle ModularFlightIntegrator properly on a FAR install. If you already knew this, sorry. - - - Updated - - - Ferram says to install FAR and modular flight integrator manually since CKAN doesn't handle ModularFlightIntegrator properly on a FAR install. If you already knew this, sorry.
  9. I wish I understood the way the game works half as well as you modderss do. I'm going to do some research and find out what mods are giving me exceptions and then figure out what that means and what to DO about it. I know that after I uninstalled tweakscale everything started working, but I also know that correlation is not necessarily causation. Another mod playing poorly with Tweakscale might be the culprit and when Tweakscale was removed it had the playground to itself, maybe laying in wait for a new victim. I'll take your advice, and I appreciate your time. Just today a new release of TweakableEverything appeared to cause some issues. I am reverting to the previous build, and seeing if that helps. If not, I'll remove it. What part of the forums might have an good answer to 'what are exceptions and what do I do about them?' I won't ask for a answer here, as that is off topic, but I'll go so far as to request a hint as to where to look. Thanks Pellinor. I really enjoy this mod, and appreciate the work you put in on it. I'm learning C# right now in hopes of eventually knowing enough to mod this game, a game which is now more hobby than just a game I play to relax.
  10. I am having the same issue as woot. See https://dl.dropboxusercontent.com/u/35307488/For%20Bug%20Report%205-21-15.zip for pertinent files (output log, ksp.txt, and list of mods and versions, all are up to date but may not say so in that file; haven't had a chance to update it fully).
  11. The camera issue was linked to TweakEverything. The mod was fixed, as was the camera center of mass bug.
  12. Let me point you to the issue I had and that what fixed it was removing TweakScale (something I was loathe to do, as I am VERY fond of it). This issue occurred to some other person back in 2012 (finding that post saved my sanity but not my love of parenthetical asides). The problem was with decouplers displaying their animation and putting a blank icon in the staging arranger. My full post, including links to the outputlog, list of mods and versions, and the ksp.txt right after a reproduction of the event. There are also two links to pics of the issue happening not only in VAB but on the launch pad. Other details are in the post. http://forum.kerbalspaceprogram.com/threads/122152-Decoupler-animation-plays-in-VAB-and-there-s-more Pellinor I obtusely credited Toadicus with Tweakscale in my reply in which I said I had fixed the issue and would let him know about it. Sorry about that. I'm sure I'll get more corrections on that than comments on my actual problem! Best go edit... great work, by the way. Sorry to bring up a bug. It may be some other mod not playing nice.
  13. I figured out the problem. WAAAAAAYYYYY back in 2012 someone else had this issue. It was caused by Tweakscale. I removed tweakscale (sadly) and things are baack to normal (except I can't make big batteries for my commsats). BOO! Anyway, So far as I know the issue is solved, but Pellinor might wanna take a look. TweakEverything still works just fine.
  14. I am also having this issue, but in windows. Are your decouplers animating within VAB by any chance, TaintedLion?
  15. https://dl.dropboxusercontent.com/u/35307488/Bug%20Archive%20for%20Decoupler%20Animation%20playing%20in%20VAB.zip The dropbox link above contains the mod list/versions, the KSP.txt, and the most recent Output Log file. Here's the problem. When in VAB I loaded up a commsat I was working on. When I attached a decoupler, the animation was playing, that puff of gas, over and over. I figured I can live with this but... there's always a but isn't there? The 'but' in this case was non-stageable parts showing up as icons (blank ones) in the staging area. Sometimes I would delete the offending parts and be left with empty staging. The probodyne core is my root part, but I have a 1 kerbal pod I use for control. I have NEVER had an issue with this being a problem (having placed at least five sats this way. The last thing I installed were some updates to stock bug fixes mods. The rest of my mods are up to date. I did attempt to run Distant Objects, but it bugged on me so I uninstalled it. I have see a few other posts having the same issue but failing to provide the output log, or mod list. (it took me far to long to type that list... time to trim the fat...) Thanks in advance. I found a rocket that displayed all it's parts. the decouplers were fuming as 'usual' and their icons were blank. I launched the rocket. Part way up something, not sure what, happened and my camera slid down a bit. I adjusted. My SRBs finally cut out, and I staged. No stage sound, the rockets just sort of 'came loose' and slid down the main rocket. That's when my camera totally lost control. Some have attributed this particular behavior (the camera sliding) to Hot Rockets but I've had that installed for some time with no issues. Pics off Imagur: http://imgur.com/2NB334Y,NDyoQDB http://imgur.com/2NB334Y,NDyoQDB#1
  16. I had the same issue and getting rid of Planet Shine seemed to fix it. Unload Planet shine and see if that does the trick. Space Explorer may have a better solution. A more permanent and acceptable solution.
  17. the hand converting was to convert the original 'reused' textures, which are TGAs. Not place new textures in each directory.
  18. Would 'hand converting' the tga's to .dds fix the issue? Also will uninstalling ATM undo the work it has already done (my guess is 'no, dummy!') but you never know until you ask (or find out yourself). Okay, the textures are back, but now when I'm in space (NOT looking at kerbin from the space center), say 'flying' a satellite, the night side of Kerbin is now all weird tan colored and... I can't quite describe the texture. It isn't solid tan, it is textured. I tried uninstall/reinstall of EVE; no go. This isn't infernal robotics, but if anyone knows what might cause this lemme know. I'll be posting onto the modded support soon.
  19. Ah, it's the old "name my first born after you" strategy... Well I DL's the .014 (.14, whatever) and replaced the files in the folder mentioned (and only replaced files that diddn't have PQS in the filename. That fixed the pink issue. Turning off anisotropic filtering did the trick on the ground with the lines (grid lines?). But it made Kerbin from orbit look like an old CRT monitor display (alternating light & dark horizontal lines) as well as weird effects that look like irregularly shaped concentric rings centered around the focus of your POV.
  20. Now that KAS/KIS are both (esp KAS!!) compat for 1.02, I'm sure that when N3h3mia gets back he'll (she?) make short work of updating the stuff. The main issue was that even if the mod was up to date, it relied heavily on KAS and KIS (Moreso on KAS) to place things. Hope N3h3mia gets back soon... these are my favorite science experiments. Beautifully done.
  21. KOSPY! You gorgeous lego head!!!! Thank you!!!
  22. My USB keyboard works just fine and is detected by windows 8. Anyway, the point is that this is a potential for TONS of extra buttons and sliders. I'm not talking about keyboards. Just control surfaces. A lot of joysticks do have a lot of buttons, but you can always have more buttons. It's merely an untapped input source is all. Check out this page and tell me these don't look like something fun to use in this game? They do to me, which is why I brought this up. If not, then that's fine. http://www.sweetwater.com/shop/computer-audio/control_surfaces/ As for Close Encounters... that'd be a bonus.
  23. MIDI surface controllers can be had for fairly cheap and I see the potential for all the knobs (potentiometers) and sliders and finger pads and buttons, if not the music keys themselves. These little controllers are just begging to be utilized for something like the ALCOR, or simple fuel transfers to say nothing of being able to assign toggle type controls to buttons and variable value controls to sliders. More complex control surfaces allow for display of digital labels over each control (little LCDs or LED displays). It would take someone with more programming experience than I, so I throw it out to the modders as an idea. To get an idea of the potential of these devices just head over to sweetwater.com and take a gander at MIDI Controller surfaces. Especially the ones without keyboards. You will see a spaceship controller board just begging to get out.
  24. What would be VERY interesting to me, is using MIDI input information to control various systems in game. If I have a MIDI controller surface I could use various sliders to set to adjust fuel transfers, buttons to toggle other systems, even keys to effect changes. Combined with Extended Actions this would make controlling complicated vessels a bit easier, and controlling from IVA feel a bit more immersive. Using a MIDI control surface with ALCOR, for instance would feel really immersive. I post this here because this mod is dealing with alternate input devices (gamepads and joysticks rather than mouse/keyboard only setups). Something to mull over. If I could code worth a "Hello World!" I might give this idea a go myself.
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