seanth

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About seanth

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    Sr. Spacecraft Engineer

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  1. Seems like @blspblackdeath hasn't been around lately, but I've been puttering along maintaining this. One of the things I've been working toward is the option to have the older parts show up and part variants. If I don't hear anything from blspblackdeath I'll look into releasing an unofficial update.
  2. v0.3.0.5f is almost 2 years out of date. We're on 0.3.9. Please download the latest release (link is on the first page of this topic) and try that.
  3. I looked closer at the info you uploaded (thanks for doing that, btw. It makes my job easier ) Can you confirm that GameData/To-Boldly-Go/Data_Folder/models/Monolith.mu exists? The logs make it seem like Kopernicus is trying to place a TBG easter egg on Chanddar IV (an Eve-like procedural planet), but the file is missing. FWIW I did a fresh install of TBG from the github release link and couldn't replicate your reported bug. That doesn't mean there's no bug--just means I haven't been able to replicate it
  4. Have you confirmed that it has frozen? Kopernicus only starts making the files for all stars/planets/moons after the KSP loading screens are done. This means you are left looking at a black screen. You can confirm that Kopernicus is busy making planets by looking in GameData/Kopernicus/Cache. If the number of files in there is increasing, KSP has not crashed. Cultivate patience and wait for Kopernicus to finish.
  5. Without more info I can't troubleshoot this. If it's literally saying Kopernicus can't load, that is not a TBG issue, but if it's saying it can't load a certain body, that's different. These are the steps I would take: Make sure you are using the latest version of Kopernicus Make sure you are using Module Manager 4.0.3 Make sure you are using the latest TBG (0.3.9) Remove ALL mods except Module Manager and Kopernicus If KSP loads OK, with just Module Manager and Kopernicus, add in TBG and try and launch If KSP fails to load with just Module Manager, Kopernicus, and TBG as mods, the problem is definitely with the galaxy made by TBG and I need to figure out what is wrong.
  6. @VanillaCold (Choc), @siklidkid When you ran into problems, are you using the galaxy that comes with TBG or are you generating a brand new one? If your are generating new galaxies, could you post your seeds (in the Galaxygen_Info-[name].txt file)
  7. I'd be happy to include a TBG mission pack, but am uninterested in working on one right now. If you'd like to make missions, I'd be thrilled to include them. I have experienced this, too. It is, I think, a Kopernicus bug. I would report it to them. TBG should generate a txt file named something like "Galaxygen_Info-[name].txt" What version does it say? It looks like you are using an old version of TBG, but I'm not sure
  8. Mmm. I'm embarrassed. Did a clean install, only MM, TestFlight, and your configs...and it works fine. I don't know what the problem was, but things seem fine now. IGNORE ME
  9. I'm having a hard time getting anything to work with stock KSP. KSP 1.7.3, MM installed, testflight cor 1.10, and your config files. Any advice is welcome.
  10. A quit and restart of KSP and then reloading the craft seems to have gotten rid of the problem. I'm not sure what was going on, but everything works fine now.
  11. I come seeking some advice. I have a plane that can smoothly take off from the runway with out problems and is stable in flight with SAS, but when I use the Space Plane Guidance settings and activate it right at throttle up , it will start to wobble and crash before taking off. It doesn't matter what settings I have in the space plane guidance. If I get the plane in the air, take it up to 500m and then try to use the Space Plane Guidance to maintain that altitude, it starts porpoising though the air, diving and climbing, until it crashes. Even if I turn the pitch control of the control surfaces off, the plane will porpoise when Space Plane Guidance is turned on...which seems like SAS is acting weird under mechjeb control Any advice? I am sure this is a case of operator error (i.e. I am messing up) but I can't figure out what I am doing wrong.
  12. I am confused by the CRY-0300R crew hatch. The part looks like it has legs, so it wants to be mounted as horizontal, like a bed, but the Kerbals exit through the crew hatch like the part should be stood up. Is there a mod we can use to rotate exit orientation on crew hatches?
  13. When importing .mu or .craft, are they supposed to have their textures automatically? If so, I think mine is configured incorrectly https://www.dropbox.com/s/v90xpqpxqem3j8u/Screenshot 2019-08-02 18.13.45.png EDIT: Ignore me. I'm a Blender noob and was just missing a critical step. Herp derp
  14. Are there any packs that have models for crashed spaceships (along the line of the debris in the game Subnautica)? Or maybe packs that add in ruins (like stonehenge, etc)?
  15. I started a wiki to provide images of the old parts, and as a way to make sure all the parts are appearing in-game correctly: https://github.com/kjoenth/Kerbal-Historical-Institute/wiki/Aero