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About ExtremeTrader

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  1. ExtremeTrader

    [1.3.1] Mark IV Spaceplane System (Dec 15 2017)

    @Nertea can you please summarize what issues there currently are with this mod in 1.4.x? The only thing I found was https://github.com/ChrisAdderley/MkIVSystem/issues/36. I'd love to help - these parts are perfect for transporting my rovers.
  2. Following the solution found by @ss8913 and the guide written by @4x4cheesecake (for which I am very thankful), I have recompiled FAR for 1.4.x. However, because the shaders and icons do not fall under the GPL v3 license, you will have to download an old version from the official download page and drop /FerramAerospaceResearch/Shaders/farshaders.ksp into the empty Shaders folder you have downloaded and installed. You may also want to copy FerramAerospaceResearch/Textures, but these icons seem to be broken (possibly by me ), so you should be fine with just leaving the placeholders. Ferram Aerospace Research v0.15.9.2 "ferram4" - Compatibility for Kerbal Space Program 1.4.3 - Updated ModularFlightIntegrator to 1.2.5 - Updated ModuleManager to 3.0.7 Download https://github.com/asdfCYBER/Ferram-Aerospace-Research/releases/tag/v0.15.9.2_ferram4 you can get the shaders from the previous release or directly from https://github.com/ferram4/Ferram-Aerospace-Research/tree/master/GameData/FerramAerospaceResearch/Shaders If you already had a previous version of FAR installed on KSP 1.4.3, all you have to do is overwrite FerramAerospaceResearch/Plugins with the newer version, and maybe MFI and MM if you don't have those versions yet. Disclaimer This is a fan-made update to Ferram Aerospace Research v0.15.9.1 "Liepmann" made by @ferram4, as is allowed by the GPL v3 license it is distributed under. This update is also licensed under GPL v3. Icons and textures that did not fall under this license have been removed or replaced by placeholders. ferram4 is busy making sure that he hasn't missed any issues, and will most likely release the official build for KSP 1.4.3 very soon. Please check this thread regularly for any official updates, I'm sure you don't want to stick with my sketchy patch longer than necessary.
  3. ExtremeTrader

    [1.3] Alcubierre Warp Drive (Stand-alone)

    I just tried the stock craft in my modded install and it worked, then I switched to the modded craft and it worked. Then I reloaded the game and the modded craft, and components are inside each other or disconnected from the rest. I don't know what is happening here.
  4. ExtremeTrader

    [1.3] Alcubierre Warp Drive (Stand-alone)

    You will need a few thousand anyway if you want to launch it from Kerbin to LKO, but you can always build it in orbit with Extraplanetary Launchpads if you want. And if you're feeling cheaty, you can use the debug menu.
  5. ExtremeTrader

    [1.3] Alcubierre Warp Drive (Stand-alone)

    So, I tried to make an interstellar explorer, but when I try to activate it (I have enough of every resource and turned the exoticmatter generator off) the bubble appears, seems frozen in space, and then explodes after a few seconds. Looking at ksp.log, this is spammed every millisecond after I activated it: [EXC <time>] NullReferenceException UnityEngine.Transform.get_position () Vessel.Update () ksp.log craft file (uses B9 large omni lights, NearFuture, StationPartsExpansionRedux, WarpDrive, maybe HeatControl) I triple checked the versions I am running since I had some version soup yesterday: KSP 1.3.1, WarpDrive 0.8.0 for 1.3.1, USITools 0.10.2 for 1.3.1. EDIT: just went through the pain of making a clean 1.4.3 install with the appropiate mod versions, same story. EDIT 2: removed all mods except WarpDrive and USITools, the warpdrive now works. Are there any mods that are known to conflict with WarpDrive? This is my modded 1.4.3 install (green = contains plugin): ClickThroughBlocker Toolbar USITools ToolbarControl All Y'All B9 (normal parts only, not HX) B9 Procedural Wings B9AnimationModules B9PartSwitch BetterBurnTime BoulderCo (stock EVE configs) CommunityCategoryKit CommunityResourcePack CTTP (Community Terrain Texture Pack) ContractConfigurator CryoEngines CryoTanks DeployableEngines DynamicBatteryStorage EnvironmentalVisualEnhancements ESLDBeacons ExtraplanetaryLaunchpads Firespitter (core) FMRS HeatControl JSI (full RPM mod) KAS KerbalEngineer KerbalFoundries KerbalHacks (ProceduralParts textures) KerbalInventorySystemNoFun KIS Kopernicus KronalVesselViewer KSPWheel MainSailor (ProceduralParts textures) ModularFlightIntegrator NearFuture (everything) ProceduralParts RecoveryController SCANsat scatterer ShipManifest SmokeScreen StationKeeping StationPartsExpansionRedux StationScience TheWorldBeyond (Inner Dawn and Ascension /w visuals only) TriggerTech (KAC) UmbraSpaceIndustries (Akita, ART, Karbonite, KarbonitePlus, Konstruction, Kontainers, ReactorPack, WarpDrive) and of course ModuleManager @RoverDude I also found a bug by accident where the bubble guide can float on the water (at laythe, kerbin not tested): This may also be why FAR doesn't work well with this. The guide does not collide with land though. It also makes good speedboatshovers EDIT 3: now that I think of it, when the craft was floating on water it did not want to be tilted, and it was also stable on its side. Might be a box-shaped collider.
  6. Konstruction is now 0.3.1, it loads without problem but doesn't work yet. I'll try to get every USI mod I have to the right version, I think this might be it! Thanks anyway! (and @tonimark, try this)
  7. USI tools is 0.12 (for KSP 1.4.1 apparently), Konstruction is 0.1.2 (for KSP 1.2), and the other USI mods that work fine are ART (0.13 for 1.4.1), Karbonite (same), and WarpDrive (0.10 for 1.4.1) I'm going to try to update Konstruction and see what happens.
  8. tonimark didn't word it very wisely, but I'm having the same problem. On load, the game crashes when trying to load the config file for the klaw (other docking ports seem to work fine). No related exceptions, errors or warnings can be found in ksp.log or output_log.txt, it just quits after "PartLoader: Compiling Part 'Squad/Parts/Utility/GrapplingDevice/part/GrapplingDevice'". Other mods seem to be unrelated. KSP version is 1.3.1 and Konstruction version is 0.1.2 I think, if I have to go from the changelog.
  9. ExtremeTrader

    [1.3.1 | 1.4.3] The World Beyond - 100 new celestial bodies

    Here's what I found: - Oblivion, Eon and Wall barely make any RAM difference - Traverse uses ~1GB - Inner Dawn probably uses slightly more than 1GB (not tested) It's not in the list, but does/will this mod support Karbonite and Planetshine? EDIT: found some karbonite.cfg files
  10. KSP: 1.3.1 Windows 64bit Problem: TypeLoadException: Could not load type 'UnityEngine.ImageConversion' from assembly 'scatterer'. Mods installed: The NearFuture mods Scatterer 0.0331b or scatterer 0.0324 (tested both) EnvironmentalVisualEnhancements 1.2.2-1 Kopernicus Community Terrain Texture Pack The World Beyond Various USI mods (Karbonite, WarpDrive, ART, Konstruktion, maybe one or two more) FAR (was still busy adding mods) Reproduction steps: Make a clean install of KSP 1.3.1, add mods listed above, try to load game, crash game. The log says: "TypeLoadException: Could not load type 'UnityEngine.ImageConversion' from assembly 'scatterer'" on various occasions. Having looked it up, it seems to be an unity-related problem but I do not know how to fix it. Log: https://pizo.stackstorage.com/s/eF6iolXy5sJPglI EDIT: just re-reinstalled and added scatterer, the game doesn't crash but ksp.log is full of the typeloadexceptions EDIT 2: I copied the scatterer folder from my 1.2.2 install and it worked, but I don't think I'm supposed to use that version for 1.3.1 EDIT 3: I made CKAN install scatterer for me and it worked. Weird.
  11. ExtremeTrader

    [1.3.1 | 1.4.3] The World Beyond - 100 new celestial bodies

    How much RAM do I need for each of the system packs? EDIT: Using this, FAR, scatterer+EVE and their dependencies, I used ~5GB on loading and ~2.5GB after spending some time in the tracking station. Speaking of which: the following bodies appear black or really dark: Summit, Yggdrasil, Kaze, Adeon, Matterhorn, Mirai and Lyria. Not sure if this is a texture problem, a lightning problem or an EVE/Scatterer problem, but it might be worth checking. And is this mod compatible with PlanetShine?
  12. this looks promising - 83kB now... And it works! Thanks a lot guys!
  13. Basically, I followed this tutorial: https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Making_an_asset_from_start_to_finish Some screenshots if I can get the imgur tags to work: @SpannerMonkey(smce) I noticed that your textures show up in the parttools script, but they don't for me. Might be an older version thing, not sure.
  14. Thanks for the reply! - console does not show any problems (Set GameData directory, model.mu written) - collider model has 256 faces / 138 vertices, unity does not tell me how many the collider mesh has, seems to be < 100 faces - filepath has no illegal (or even special) characters I'm going to try to make a simple box now and see if that works, if it does it might be a problem with my model edit: here's a thing that I'm not sure of - is it legal to make the collision mesh a child of the model?
  15. I made a model in Autodesk 3ds Max 2018 (student version) and exported it as .dae. I imported it in Unity (2017.1.1f1), made the necessary adjustments and wrote the .mu file. This file is only 89 bytes big (which it definitely shouldn't be), and it does not load my model in KSP (the log says the file, config and texture all load). Is this a common problem, or can you tell me what I'm doing wrong?