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TranceaddicT

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Everything posted by TranceaddicT

  1. I was just trying to get my JNSQ install backedup on GH and it kept getting muckedup. There's a line from my push attempts that read something like "warning: LF detected normalizing to CRLF. Local files retain LF." or some such rot. Did you create the KSP-Recall repository locally THEN push/create a GitHub repo? Thank you for you diligence
  2. No idea. It'd have to be something that tiles terrain ... citylights? KSP.log would be good.
  3. KSP.log is always the better way to track down. Not familiart with VirginKalactic, DeployableAeroSurfaces, KAX, KSPModFileLocalizer.
  4. My personal recommendation ... Start over from stratch. Follow these instructions ... Oh, I forgot to add something to this ... when you're done, compress it all. Send the whole shebang (kspRoot and all) to a 7z.
  5. Those are a job for ... I'm not gonna say it. I'm not gonna say it. I'm not gonaa What is it with you, dismembered robots parts, too?
  6. You just need to build a bench ... for the CNC machine you just got ... after building a different bench (but not any bench, one with a self-made Biesemeyer fence) ... for a table saw ... in a shed (don't even need to ask if you built that, too) ... because you got weak-in-the-knees for a very specific throttle controller from @alexustas's ASET IVA for the Mk1 Lander Can that makes you go all googly-eyed and stare distractedly at the controls ... and the gauges... and the dials ... (and Lions, and Tigers, and Bears, Oh my!) ... which will eventually a sundry list of other trinkets you've built over the years .. ** breaths deeply ** to put in a cockpit mockup ... with 4 digit, 7segment LED modules ... warning light ... bells ... whistles ... a disco ball and ... a dual-monitor set-up modeling the Mk1 Lander Can viewports. Did I miss anything? Wait, you forgot the kitchen sink and the snackbar. You sir are a kerbal among men. Bless you. (I literally had to go find out what a Biesemeyer fence was ... ) P.S. Following this because you're my newest hero.
  7. HAHAHAHA I can actually say yes to this. ::giggitty:: That looks like a KSP_Data problem (hang on, currently running a TCsearch RegEx). *patiently strums desk* *ding* globalgamemanagers.assets Assembly-Csharp.dll Yep, bad base install.
  8. 1.9.1 JNSQ install and doing fine so far. My probs with APP (I'll focus on them when I get to them) are AJE/E related. I don't know about anyone else, but when I do my fresh installs, I use what I call the dialpad method. Imagine a telephone dialpad with the letters (2-ABC, 3-DEF, ...) on each key. Phase 1, Unpack a fresh KSP install. Launch to verify and establish settings. Phase 2, Install only A, B, C mods and associated depends. Launch to verify and establish settings. Phase 3, Install D, E, F and depends. Launch. Verify. Rinse. Repeat.
  9. Yep, that's what I thought. The relevant ones are attachRules = 1,1,1,1,0. So, what do I do? Threaten my game to record the problem ... LOL, problem solved. (Actually, I was probably me doing something different, but I'll take it.)
  10. Point of Inquiry: What attachRules are require on the parts? I'm trying to use the USI/SR rockets but they don't slide down (up?) the rail. I followed a YT demo video (can't find it anymore) demonstrating a build and got it to work ... that one time. Since then nothing; don't even have the node_stack at the plate-spike either. Clearly, I'm doing something wrong.
  11. So, on the basis of an experience from more than a dozen iterations ago ... wow. imgur Upload there and use the Direct Link (second option down). Click the "Insert image from URL" in the lower right, profit.
  12. Unless there is a way to import orbit info in for a satellite or station, I don't think this is for that. Easiest way to get rendezvous is wait until the station orbit crosses over (or near) your launch site. Then, launch toward the requisite inclination. After that, it's just a little fine-tuning of the orbit to make rendezvous.
  13. @blackheart612 There are a few instances where the directory reference to some of the Squad textures you reference is inaccurate. Example shortboom & shortboom2 both have this: texture = placeholder , Squad/Parts/Aero/cones/Cones the current Squad folder is texture = placeholder , Squad/Parts/Aero/cones/Assets/Cones One other thing, (I've changed) the folder name for Structure and Fuel to Structure_and_Fuel because it eliminates a BUNCH of TweakScale logflood due to the spaces in the name. (And yes, I traced all references to the folder name and changed those as well. I'm ADHD like that.) Don't know if you care to or not, but thought you should know about the "unholy characters" as they are called. (Yeah, I know it doesn't matter in the long run because of the internal conversion to dots (.)
  14. Off the cuff ... Launch vehicle design is about the launch vehicle itself & getting the payload to where you want it to go. Mission architecture is about the payload & mission specs. How do you get it there? (Think encounters and transfers) What do you wanted to do once the payload arrives on station.
  15. You could simply alter the Squad file itself. (And, TweakScale is not a buggy mess. Name one mod with zero bugs that is as wide ranging.)
  16. uh, @AlphaMensae Something is getting left behind when rotating the General Ground Launch Stand ... The launchstand's "pads" are looking kind of lonely.
  17. I'm barely conversant but I'll set up the repository if you like.
  18. Yes. How, with as many hours as I've invested in KSP, did I not know this? :smdh: Welp, I've learned my lesson for the day.
  19. Yes, there are. They are also NOT his (or your) responsibility. If anyone who made patches for the OLD version of the mod don't like the heirarchy of the NEW mod ... they can stick with the old one. Oh, I'm sure most will figure out what broke and who to go. Moreover, when they find out why (whatever the reason) they will likely be more gracious about it.
  20. The newest versions are all listed as KSP 1.8.0-1.10.99
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