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AdmiralSirJohn

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Everything posted by AdmiralSirJohn

  1. Understood on that. The scale stuff is likely for Procedural Parts, which I use a lot for fuel tanks and some structural parts. I haven't played since my last post, but I suspect I'll need to do a fresh install...
  2. I never used WS. I did update TweakScale to the current version, but that didn't help. I did notice over on the RealPlume Stock thread that some people needed to reinstall old versions of Module Manager to get it work. That may be my problem, since it started after I deleted my old versions. If so, it may bear looking into tweaking it to work with stock MM, rather than a hacked one.
  3. And I guess it wasn't having the rocket too low, nor was it DSEV (rolled it back to the previous version) or the two ribbon packs for Final Frontier. Let me go look at that thread...
  4. Or maybe I just had my rocket a tiny bit too low. I'll check it after tonight's "The Orville".
  5. Too large for the paste sites, so I put it in my Dropbox. https://www.dropbox.com/sh/7vnzld9g39444ut/AAApqMSWDvwXCrELmVumj4OIa?dl=0 (This particular log is with the other fork, but the rubber rocket was the same with all versions.)
  6. For some reason, KJR isn't working anymore. The only thing that's changed from when it did is that I updated Deep Space Exploration Vehicles.
  7. For some reason, every attempt to download the latest version, be it from Spacedock or GitHub, fails at just over 40 MB. Chrome reports it as a network error.
  8. Check the KJR thread. There are a couple of independent recompiles available that do.
  9. Any way to fix it? I'd really love to be able to use the Polyus and Buran Container versions.
  10. It may not include it, but it broke it. Not a clue why. It just did. Everything worked before I installed it.
  11. Yup. Broke B9 Part Switch, which broke the whole game. Will need to delete and reinstall everything...
  12. Me likey! But will it work with 1.5.1?
  13. Actually, I discovered that the text is there because I had a target set. Once I cleared the target, the text went away.
  14. The station: And some views from unoccupied docking ports: I may do that. While I like the wider FOV, it does produce a few artifacts that I don't care for.
  15. I think I got the positioning right (may have to rotate it about the view axis). Testing a wider FOV, since I'm only seeing one of the three petals. Here are the current settings: @PART [NASAdockingport] { MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 //cameraUp = 0, 0, 1 cameraUp = 0, 0, -1 cameraPosition = 0, 0.0, 0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } }
  16. Yeah, I'm working on this presently. I'll try your settings and report back.
  17. I believe this is the one, but it's not the most recent version. I can send you the zip file, if you like. https://spacedock.info/mod/325/Space
  18. Is there a special camera I'm supposed to mount on a docking port, or is it supposed to be automatically activated? I'm using the "NASA docking port" from the SLS Parts Pack, but can't find a way to activate the docking cam. Yes, I have the latest Module Manager. Log file.
  19. I'm assuming this won't work in 1.5.1, right? Hopefully, a new version will be out soon. I need my big SRB's...
  20. Not showing up at all in 1.4.5 Logfile link: https://www.dropbox.com/s/poneeqe8go7ervw/output_log.txt?dl=0 [EDIT] D'oh! Had the wrong version installed. Removed and replaced, and now functioning properly.
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