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Motokid600

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Posts posted by Motokid600

  1. I cut my teeth on KSP when it was just a sandbox. That's what I'll do again. Just going jump in and explore. Maybe a rover to explore the new launch complex.

    I just hope people understand that the state the game will launch in will most likely be bad. But I look back at the 32 bit client we dealt with for so long and I hear Nam music. Nothing could ever be as bad at that...

  2. A problem ive always had with MJ is when using the ascent guidance it insists on forcing a certain roll angle. It used to be only until the gravity turn began. MJ gave roll control back to me. But now it holds a certain roll the whole time ascent guidance is activated. I just want AG to do its thing and let me handle roll. Is this possible? I would use Force Roll, but that handles pitch and yaw as well.

  3. On 12/23/2022 at 6:35 AM, Adiri said:


    Progress so far, smoke lasts longer, plume blends better, haven't had any issues with the thing that requires TUFX to be enabled so hopefully that's fixed as well.
     

    Does this mean we can eventually remove TUFX?

  4. 15 hours ago, Jebby Boi said:

    Even after removing the mod, some files that I can't find are still present, as indicated by module manager when loading the game.

    Do you use any mod manager or all manual install? Im the latter and I sometimes will accidentally drop a mod into another mods folder causing me to have to go through every folder in gamedata and find it. So you may have a duplicate somewhere. If not then I would start looking at other camera/iva mods as suspects.

  5. Think this would work with Rocket Sound Enhancement? I thought this mod was rolled into RSE. However I noticed the actual "ship effects" from RSE are much more tame than what I remember Ship Effects providing so id like to give this a go.

  6. How do I dock the Rodan crew capsule? It wont accept any docking port and there doesnt seem to be one that comes with the mod. Edit: I got the C100 Mk2 docking port active/passive to accept eachother. Not sure what mod they're from. This one im assuming as the active one seems to fit really nice on the Rodan pod. What other ports can I use?

  7. Well this is a blast from the past. XD. I suppose I could say dont aerobrake coming home. You need to burn engines. Going from outer system to inner system is ALOT of energy. You're diving down the gravity well. Aerobraking is nice when going from inner to outer on destination arrival because its the opposite. If you're going to gas giants and their moons you should consider a refueling plan so you can burn out and burn in.

  8. 37 minutes ago, Kerbalsaurus said:

    What graphics card does everyone suggest for this mod that is NOT RTX, since my computer would explode if it had RTX.

    RTX is just a dseignation for ray tracing capability. Even if a game has ray tracing you don't have to enable it. Whatever you can afford should work fine as long as it isnt too low end. I wouldn't go lower then like a GTX1070 or any equivalent.

  9. So this mod ended up being the culprit for my current issue. One being parts from Vapor Vents not showing up and some B9 menu functionality being missing ( Like on some engines have multiple configs that were missing )

    KSP.log

    Player.log

    Mod List

    Potential relevant line.

    PartLoader: Compiling Part 'VaporVent/parts/Vent1/part/vent' 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
      at B9PartSwitch.ColorPropertyModifierInfo+<CreateModifiers>d__4.MoveNext () [0x00050] in <a3c2951fc74e4639820ef37d2d29f386>:0 
      at B9PartSwitch.MaterialModifierInfo+<CreateModifiers>d__8.MoveNext () [0x001dd] in <a3c2951fc74e4639820ef37d2d29f386>:0 
      at B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) [0x00383] in <a3c2951fc74e4639820ef37d2d29f386>:0 
      at B9PartSwitch.ModuleB9PartSwitch.InitializeSubtypes (System.Boolean displayWarnings) [0x0005b] in <a3c2951fc74e4639820ef37d2d29f386>:0 
      at B9PartSwitch.ModuleB9PartSwitch.OnIconCreate () [0x00006] in <a3c2951fc74e4639820ef37d2d29f386>:0 
      at PartLoader.CreatePartIcon (UnityEngine.GameObject newPart, System.Single& iconScale) [0x0005c] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 
      at PartLoader.ParsePart (UrlDir+UrlConfig urlConfig, ConfigNode node) [0x00ff2] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 
      at PartLoader+<CompileParts>d__56.MoveNext () [0x00685] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0  
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    PartCompiler: Cannot compile part 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

     

  10. Any reason why the CC_RemoteTech.dll and KerKonConConExt.dll that come packaged in CC is asking for dependencies? I dont have those mods installed.

    AssemblyLoader: Assembly 'CC_RemoteTech' has not met dependency 'RemoteTech' V1.7.0 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    AssemblyLoader: Assembly 'CC_RemoteTech' is missing 1 dependencies 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    AssemblyLoader: Assembly 'KerKonConConExt' has not met dependency 'KerbalKonstructs' V0.9.0 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    AssemblyLoader: Assembly 'KerKonConConExt' is missing 1 dependencies

    KSP.log

    Player.log

    Mod List

    I am using CC version 2.2.0

     

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