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About Kurld

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    Spacecraft Engineer
  1. If you're asking me, re: disappearing struts: I'll try to make something up in a sandbox game using only stock parts and see if I can replicate the issue.
  2. @ExplorerKlatt that's probably it. More info on the weird strut behavior: When I loaded my game today, the struts were still there. I undocked my fuel tug/tank vessel from my space station. The tug and tank are the ones strutted together with EVA struts. Did a quicksave in prep for descent to the surface of Minmus. As I was futzing around on the surface, adjusting my landing spot to get a little closer to my mining operation, I fumble fingered and needed to hit F9. Upon the reload the struts had disappeared. After filling the tank with fuel, I returned to the orbital station. Did a save. Went to the space center screen and loaded that save. When it reloaded the struts had re-appeared.
  3. Is there some mod's capsules you had in mind?
  4. I'm not sure how I'd go about adding anything for the spaceplane cockpits. Or are you asking about larger/smaller capsules? The NASA Gemini capsules had dual ejector seats instead of an escape rocket... you'd have to somehow automatically kick the crew out into EVA and trigger some chutes on the chairs. Might be fun! I was just watching some of his VIDs and was thinking it would be cool if he reviewed mine. How did I miss this? LOL!
  5. After posting the log file I loaded my game up again. Struts were still AWOL. I messed around for a bit and decided to load up a save I made earlier, and the struts were there. I want to say this save was made when they were invisible, but it could have been made after the second time I attached them. They stuck around the entire session. I'll try to check in on that vessel and note if they ever disappear again. Another sort of weird thing is happening in that I am now missing inventory access from various ships. For example, one of the Mk2 lander cans that make up my space station no longer has a button for "Seat 0 Inventory" or "Seat 1 Inventory". I want to say that I've lost actual inventory (science experiments from the BDB SEP mod and other stuff) when arriving on the surface of Mun or Minmus. I am rather inattentive at times, so it is also at least as likely to be ME being the problem there.
  6. The log file is at https://www.dropbox.com/s/db8uu7hdm1vip0b/KSP.log?dl=0 Thanks!
  7. Will do when I get back to that machine. I am wondering if it is Tweakscale.. the part one end of the struts are attached to has been scaled up quite a bit, IIRC. I play with what feels like a lot of mods, so I guess it could be anything. I had Recoupler briefly, but while I had it installed, the Kraken would inevitably show up when I started attaching struts. This ship was built/deployed/strutted after I removed that mod, I think. I'll get the logs up on dropbox or something when I can. Thanks. More info: yesterday before I quit, I went on EVA and it acted like it was not strutted... in that I was able to link the struts again.
  8. I have an issue where the EVA struts that I connected have disappeared visually. I strutted together two parts of a vessel that were docked together. It worked great. Now the struts have disappeared. I tried to undock the two vessels (as a test.. I don't actually want to) and they won't budge, so it seems the struts are still there. I just can't see them. Is this a known thing, or if not, what do you need from my end to help solve?
  9. Thanks so much. I'd swear I've done this before but I guess maybe not. In this case anyway, I didn't realize I needed to include the actual filename at the end of the new texture path... I think I understand what the line actually is saying now. texture = TheFileNameSetUpInUnity, Path/To/YourPart/YourPartsFilename Anyway I changed it to texture = Mk1Structural, Pebkac/Parts/FuelTank/Mk1Structural and it works now.
  10. I was dinking around with replacing the texture on a modified copy of a stock part. In my part config I have: MODEL { model = Squad/Parts/Structural/mk1Parts/Fuselage texture = Mk1Structural, Pebkac/Parts/FuelTank } I've done this on other parts before. My part config and texture are loaded at the location specified for the texture. The modified part loads in the game, but it still shows Squads texture. Am I missing something, or does the graphic at the model's location take precedence somehow?
  11. The relative dimensions are what is important. There may be some re-scaling going on in the part config that sets the size of the part in the game. Scale up the model in blender accordingly. Then in Blender just use the mu you imported as a template and use it to make sure your part fits within the same dimensions. This is what I did (but making it fit outside) when making the BPC for my Mk1-2 LES. Edit: And if it needs to fit inside the SDHI part, just use that as the template.
  12. It's still the way, as far as I know. If you use Gimp, I was actually looking at this earlier and there's a pretty good explanation of how to modify a stock part's dds part way down the first page.
  13. This looks to be exactly what I am looking for, thank you!
  14. Thanks folks. I already do the re-tagging things sometimes. It hadn't occurred to me to use KERs select target feature. I'll take a look at haystack.
  15. Let's imagine a situation where you have lots of things orbiting around Minmus. Everything is in roughly the same orbital radius. Is there a way (mod?) to somehow hide specific vessels or stations vs. all of a certain type from the tracking station? EDIT: This looks like it fits the bill: