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theonegalen

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Everything posted by theonegalen

  1. Is there a way to generate wind data from a particular planet pack? For example, JNSQ?
  2. As @kcs123 said, it should fit just fine, thanks to Nertea being awesome and using/developing the CTT. If there are any parts that seem like they're in weird places, let me know. I still exist. I know there are some things out of date since 1.11, ReStock has been updated, and other mods as well. I've been too busy flying DCS warbirds recently, but I plan to return to KSP "soon". (Probably after the current Free-to-play session in DCS is over next Monday)
  3. That definitely doesn't sound like a problem with UKS. Try eliminating mods from your gamedata folder a little at a time until the problem goes away. You can also use a search engine like the Windows search function to search inside the .cfg files in your Gamedata folder to find what cfg might be changing the APP engines.
  4. Hello everyone. I'm glad so many people are enjoying this mod! I planned to work on this when KSP 1.11 came out, but I caught COVID, so I didn't feel like it. I'm feeling better now, so I'll see what I can do soon(TM). What contract packs have you been using? This hasn't been updated in a long time, but as long as Contract Configurator is up-to-date, they generally work. It has a couple of sounding rocket contracts. Field research gives contracts to pick up survey data from various areas, which can sometimes be done with sounding rockets. This is a good pack for sounding rockets, but it requires specifically RoverDude's sounding rocket mod. If you want something much more detailed, this pack by @Morphisor includes almost everything flown until 1968!
  5. Yeah, unfortunately KSP saves parts in unlocked nodes in the save file, so if you're going to try a new tech tree, I 100% recommend starting a brand new save file. You can get around this by manually deleting the nodes and parts in the save file, but if you have part unlock costs, you'll have to pay for the unlocks over again. If you try that, make sure you back up your save first!
  6. Fantastic! I loved the old Kerbinside-GAP and the original GAP. Really excited to see this. Now someone just has to make one for JNSQ.
  7. I love all the new wing and airplane pieces! Really excited to see this mod updated!
  8. @SiCaRiO31 The poor aerodynamics of the Stayputnik and the inability to stack parts on top of it is intentional, but I'll see if I can make a basic "nosecone probe" part that would do essentially the same thing. Might even try to make a texture by myself (don't expect anything very good, though!). @Sirata Sure! You can either put it in an issue on the github at https://github.com/theonegalen/UnKerballedStart/, or make a pull request there, or post a link to a file hosted online here.
  9. This looks really cool! I like the concept of using upgrades, but I was always too lazy to put in the effort necessary for it to work. I'll have to throw it into a new install and play with it a bit!
  10. Gotcha, thanks. I'll look into it for the next update. Thanks! I'll take a look at these. I've tested it with just ReStock, but not with that specific combination. The KW Rocketry config comes from the previous owner of the mod, SpinkAkron. As long as nothing's changed with KW (and I'm pretty sure nothing has in about seven years), it should work fine.
  11. I'm really impressed how you made these designs fit with the stock Kerbal / porkjet aesthetic. Great job!
  12. Local Science I seemed to work fine. Nothing exploded, for sure.
  13. You are looking at the wrong page of the MM documentation. Here in https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax:
  14. 1. Yes it works. I tested UKS both with and without MH. :FOR is read by MM no matter what... which is why would be the absolute worst thing to do. The :FOR[AirplanePlus] would activate any patches that used :NEEDS, :BEFORE, :AFTER, or :LAST[AirplanePlus], causing who knows what kind of chaos. Especially in UKS, because a lot of things are moved around depending on whether or not APP is installed. :FOR is not dependent on :NEEDS, but it is the other way around. :FOR should only ever be used for it's own mod, never for any mod that patches or is dependent on it. So I could put :FOR[UnKerballedStart] or :FOR[zzzUnKerballedStart], but I had better not put :FOR[AnythingElseEver] in a config shipped with UKS. :BEFORE[zzzUnKerballedStart] is for the initial positioning of parts in the tech tree, as if it was the only mod the user had installed. :AFTER[zzzUnKerballedStart] will move the parts to places dependent on whether other mods are installed. For example, if NESD's mod OpenCockpits is installed, all other Mk1 inline cockpits, both stock and modded, are moved further up the tree. If I had been writing the mod in the first place, I wouldn't have had the zzz's, but now that they are there and might be used by other mods or personal configs, I won't change it until 2.0. That's interesting. I've never seen ModuleManager used in that way. I'll have to look into it. Thanks, I'll look into it for the next version.
  15. @Snark or another mod, can I ask you to close the thread since I've taken it over in the other thread?
  16. Gotcha. It's also in the Making History config. Would be great if we could move all conversations to the new thread.
  17. This is a perfectly fine place to ask. I still use Career Evolution Contract Pack. When you load KSP, press CTRL+ALT+F10 and it will show you which contracts are broken in red. I always disable the base and space stations contracts from CE and replace them with Bases and Stations Reborn. Field Research also works great, even though it hasn't been updated in over three years. Giving Aircraft A Purpose is also still really good, but I would only recommend it if you intend to spend a while doing planes before you get to manned orbit. Unfortunately, I haven't noticed much development in the realm of contracts in the past couple of years. Not many people seem to play career mode, and I think the walling off of the really neat Making History mission creation tools behind paid DLC took the wind out of the sails of contract creators.
  18. Yep, I've decided to leave it on by default now that it's only increasing partcount for the Tier 1 SPH and VAB, which is less disruptive to gameplay than switching the upgrade costs. If you want to disable it, just delete or rename the config in the UnKerballedStart directory.
  19. @JPLRepo Update: while clicking around, I found the unity editor log file with the errors: Updating Assets/PartTools/Shaders/EmissiveBumpedSpecularMapped.shader - GUID: 24569b00aa9bf9d4facac5609e1eb942... ----- Compute hash for Assets/PartTools/Shaders/EmissiveBumpedSpecularMapped.shader. done. [Time: 52.321300 ms] Shader error in 'KSP/Emissive/Bumped Specular (Mapped)': failed to open source file: 'HLSLSupport.cginc' at line 2 Shader error in 'KSP/Emissive/Bumped Specular (Mapped)': failed to open source file: 'UnityShaderVariables.cginc' at line 6 Shader error in 'KSP/Emissive/Bumped Specular (Mapped)': failed to open source file: 'UnityShaderUtilities.cginc' at line 7 Shader error in 'KSP/Emissive/Bumped Specular (Mapped)': failed to open source file: 'Lighting.cginc' at line 8 Shader error in 'KSP/Emissive/Bumped Specular (Mapped)': failed to open source file: 'UnityPBSLighting.cginc' at line 9 Shader error in 'KSP/Emissive/Bumped Specular (Mapped)': failed to open source file: 'UnityCG.cginc' at line 10 Shader error in 'KSP/Emissive/Bumped Specular (Mapped)': failed to open source file: 'Lighting.cginc' at line 11 Shader error in 'KSP/Emissive/Bumped Specular (Mapped)': failed to open source file: 'UnityPBSLighting.cginc' at line 12 Shader error in 'KSP/Emissive/Bumped Specular (Mapped)': failed to open source file: '../LightingKSP.cginc' at line 35 Shader error in 'KSP/Emissive/Specular': failed to open source file: 'HLSLSupport.cginc' at line 2 Shader error in 'KSP/Emissive/Specular': failed to open source file: 'UnityShaderVariables.cginc' at line 6 Shader error in 'KSP/Emissive/Specular': failed to open source file: 'UnityShaderUtilities.cginc' at line 7 Shader error in 'KSP/Emissive/Specular': failed to open source file: 'Lighting.cginc' at line 8 Shader error in 'KSP/Emissive/Specular': failed to open source file: 'UnityCG.cginc' at line 9 Shader error in 'KSP/Emissive/Specular': failed to open source file: 'Lighting.cginc' at line 10 Shader error in 'KSP/Emissive/Specular': failed to open source file: '../LightingKSP.cginc' at line 33 Shader error in 'KSP/Alpha/CutoffBackground': failed to open source file: '../CustomUnityShadowLibrary.cginc' at Assets/PartTools/Shaders/AutoLight.cginc(6) (on d3d11)
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