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Kardea

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Everything posted by Kardea

  1. Hey, I'll appreciate any help I can get! Here's a link to a pic of my GameData folder. Let me know if you see anything that'd cause this issue: https://imgur.com/a/blxOZKp
  2. Ok, so I'm experiencing an issue that I'm hoping someone can point me in the right direction on: when I attach a procedural wing, I don't get the "bland" texture option. The one that most folks are using that basically has the texture of large, flat metal plates. Instead, both "uniform" and "standard" texture options give me the tight-knit plating texture, per the picture I've included. Reinforced and thermal plating textures both work as normal, but I'd really like to get the other texture so that aircraft wings look more realistic. I've changed the hue to purple so that it's easier to see the pattern I'm referring to. Anyone know what's up? https://imgur.com/a/WRQ6ixy
  3. So, just spitballing here: Regional suggestions: - Yeager Point Municipal - Atlas Valley Regional - Kergarin Aerodrome Local suggestions: - Mount Pleasant - Broken Arrow - Kerbington Downs - Golden River Also: “Area 42” as a hidden military-style facility with large runway out in a desert somewhere?
  4. @AdmiralTigerclaw Any chance of at least a temporary MEGA or Dropbox link with the current airports? I saw your thread but it looks like you hadn't decided on a hosting method yet?
  5. @AdmiralTigerclaw What is currently included in the base mod download (which is all I have at the moment, plus Kampus from the old mod). Are any of your airports currently active in the base download? I’m guessing there aren’t any contracts/packs that interact with Remastered yet...
  6. Then thanks for your work! A quick question before I read through the thread to catch up: is anyone working on port-style bases (i.e. direct water-spawn)? It'd be great for launching a dedicated seaplane that doesn't have wheels or a trolley to tow it to the water and, naturally, for boats/subs as well.
  7. So I picked up this mod the other day and have really enjoyed it so far (as the old Kerbin Side was great, but the models for the airports, etc in this one are a fair bit 'cleaner'). That being said, I have a question and bug report: Bug Report: the Space Center at Baikerbanur is surrounded by an invisible solid wall. I tried to land there literally 30 times (thank you, quicksave) and kept slamming into a wall about 1 km in every direction around the airport. Curiously, landing outside the airport and hoofing it on foot onto the runway worked without hitting anything. Maybe the wall starts several feet off the ground? Approaching the base from any direction didn't seem to make a difference. Question: one of the great things about the old Kerbin Side mod was the sheer amount of locations and the Kerbin Side GAP mod that created transportation contracts between the various locations. Are we going to get the equivalent (or compatibility) for the remastered Kerbin Side? A very cool addition would be contracts requiring the hauling of specific parts between locations. Would give an actual in-game purpose to creating large cargo aircraft or suborbitals, for instance. Thanks for the mod, regardless! And I'm looking forward to the aquatic one you've been teasing on Reddit!
  8. Neat trick! Yep, I do indeed have Kerballoons installed. I guess I'll look forward to the patch to handle that particular hiccup. Great mod, though! The only thing I wish it could offer would be the ability to toggle between the legacy and Ven-version for each part. Most of the revamp parts are awesome, but I prefer the old-school Mk16 parachute look with it's shorter cord.
  9. You are the wind beneath my wings. That's exactly what I was looking for, thanks! Sadly, updating to the Dev branch hasn't fixed the issue. The 0.625m Service Bay is still showing no "Open" button. Just the normal stuff (including a Kerbal OS-related button) plus a useless "toggle" button that doesn't do anything. Could this be an interaction from another mod? Screenshot here: https://drive.google.com/open?id=10Sxp_muif6LGnsgS4A41XYoDZsBbuLYd
  10. I haven't seen any link to a 1.9.99 'dev' version of the mod... just the 1.9.5 link on the main page and the Github is showing 1.9.6 from a link a page or two back before this comment... Where can I find 1.9.99? Edit: Who the heck gave me negative rep for posting this? lol I've got a "poor" rep now for asking about a github version? Yeesh.
  11. Not sure if anyone has experienced this bug recently, but I'm currently getting a bad one: in the editor, the "Open" button on the smaller of the two Service Bays is gone. There's a "toggle" button that does nothing, but no "Open" button, rendering the part useless as you can't place anything inside while it's closed. The 2.5m version of the bay works just fine. What's up?
  12. So, I've been using Contract Configurator for quite a while now but finally got around to picking up a whole slew of contract packs, which are great so far. However, it's filled up my contract list to the point where a lot of the vanilla (but important) contracts aren't appearing very often. It's my understanding that adjusting the slider in the difficulty setting for CC (the multiplier slider) should increase the amount of offered contracts that show up, but I'm not seeing any change at all, one way or another... Am I missing something?
  13. Hey, Tigerclaw... I don't suppose you'd mind posting a Craft file and a list of the part mods you used for that, would 'ya? I've been getting into building aircraft lately and want to know where those wing pieces are coming from (as well as a few other parts you're using). I'm tired of building functional Cessna/Learjet/C-130/etc wings out of angled SSTO pieces that don't ever capture the right shape...
  14. This may or may not be a stupid question, but is Eureka generation supposed to be limited to only the TH-NKR Research Lab? That thing is 12 tons and it'd be nice to be able to generate Eurekas (albeit at a slower rate) using one of the other science labs in the game, such as the MPL or Bluedog's MOS-LS...
  15. I've got a question that I'm hoping someone can enlighten me on: I have a contract that requires a Plant Growth Study experiment to be performed in orbit and then recovered. The Nom-O-Matic part (the one that looks like a glass dome) from USI LS has the Plant Growth Study experiment, so I throw that on a rocket. I can perform the experiment at the launchpad, but the moment I lift off, the button to do the experiment disappears and never comes back! Am I missing something here?
  16. Firstly, I recently came across this mod and I must say thanks to CobaltWolf for the massive collection of parts. Absolutely loving it. That being said, my apologies if this has been covered elsewhere in the thread, but I searched and didn't seen anything, so I'm asking now: I'm using Nerta's Cryogenic Engines/Tanks modset and I noticed that the Bluedog mod has the Inon series of LH2/O cryo tanks, which is great (because they look good and are the right size for a rocket I'm building). However, it appears that the Inon series don't have the "Enable Cooling" button that Nerta's do, so how does one prevent boiloff on the Inon series of tanks? Seems kinda critical, seeing as a mere Minimus mission would result in a full boiloff halfway through...
  17. So... is this working as intended or not? I just swapped out EVE/SVE/SVT for Astronomer's Visual Pack and now my Mun has a glowing haze around it, almost like it had an atmosphere. Is this on purpose or a bug? (also, and not pictured, my Kerbin is awfully blue from orbit; it's slightly difficult to see where land is when in LKO because the atmosphere colors everything with a blue tint... Ground is just a greener-tinted blue. Is that also WAI? Here's my Mun: https://imgur.com/a/rZTAsJq
  18. I'm having an issue with installation that I'm hoping one of you guys can assist with: I'm installing through CKAN and it won't let me install because it says it conflicts with "Environmental Visual Enhancements - Low Resolution 7-4 (KSP 0.25 - 1.0.4). The problem is... I don't have that installed. I have EVE with it's basic High Resolution config pack, but I don't have the old low-res version and haven't for a long time. CKAN seems to think I do... Any of you guys run into this? I even tried to remove EVE, Stock Visual Enhancements and Stock Visual Terrain entirely, then install Astonomer's, and it lets me pick and choose my config files for scatterer, etc, as if it was going to work... only to end up right back at pic-related. Halp! Example here: https://imgur.com/a/8vnexI9
  19. As it turns out, no. From what I can see, it's a component of the Kerbal Inventory System mod, which is confirmed to work with 1.3, so I don't think that's the culprit...
  20. Ok, this is attempt number umpteen to fix this. I could seriously use the help at this point. Ever since I upgraded to 1.3, my game will not launch. I've removed all mods that I can find that aren't 1.3-compatible in CKAN, and yet I'm still crashing to desktop during the initial loading screen. If I completely empty my Gamadata folder (except for the Squad folder, naturally), the game works... but even using (from what I can tell) all "1.3 compatible" mods, I'm CTDing every. single. time. Can someone take a look at my output_log and tell me what the heck is causing this issue? Thanks in advance. Log found HERE
  21. Maybe I've been relying too much on CKAN to do the checking for me? How often does it turn out to be wrong?
  22. I've tried it without DangIt and it still crashes, so it's either not the source of the issue or is only one of them. Some of those, I've removed and tried without to no avail. A couple I haven't. I'll give them a go.
  23. Well, I can certainly give you the log, as I was indeed able to fix the issue. ...Before 1.3. Now I literally can't even figure out why my game doesn't load. It CTDs during the initial loading screen. So feel free to take a look and you'll hopefully be able to see whatever I did to fix KCT (which did indeed involve switching out Magicore releases). While you're at it, feel free to let me know if you see why I'm CTDing... Log link is here: https://drive.google.com/open?id=0B49Vka7x_xExNUNCNGF6Y2FGVGc
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