Romfarer

[0.90] Lazor System v35 (Dec 17)

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I am experiencing with Sunbeam v34 on KSP 24.2 the following:

No sound when Sunbeam fires.

Sunbeam will fire even if there is no electric charge available.

Can anyone reproduce these problems, or is it just me?

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Greetings Romfarer!

I'm using (and have a question about) the Lazor Cam standalone. Awesome! A few people have expressed interest in full screen from the camera.

However I'd quite like to be able to just resize the window that the camera feed is in (make it twice or three times the size). Is there anyway of doing that ingame or editing the config files in some way?

Thanks in advance!

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Just wanted to know if anyone has try this on.25?

Indeed edemlama. Seems to work perfectly!

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Indeed edemlama. Seems to work perfectly!

Is an update will be here for the 0.25 ? Because i need this mod with the missiles to lock and destroy the new KSC !

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Guest

I use standalone docking cam too.

I noticed strange diagonal line on cam view, looks like it appeared after 0.25

Any chance, that standalone cam will be updated, and download link added to first post?

Also, numbers in the corners of cam view are sometimes hard to see.

May be it's a good idea to either add a white background under numbers, or make numbers bright green?

Edited by Guest

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Hi all!

(Og for oss nordmenn imellom, hallais)

I see that the Lazor cams has an ability to use black/white and nightvision. I'm not actually using the Lazor mods, as I'm more into doing things IVA with Rasterpropmonitor. I'm wondering, is it possible to somehow use the camera-plugin codes for RPM? A nightvision black/white monitor would be particulary awesome.

Cheers!

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I'm using the Missile System for the first time, I am only able to target the launch pad, I have seen others on youtube able to target the SPH or VAB.

My target list for KSP only has the launch pad as a target... can someone help me out ?

Thanks

Edited by sysigy

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Somebody has probably already mentioned this but, I believe the missiles can't actually destroy any of the structures in the space center, I did a strafe at the VAB, hit it with 4 of the medium-sized missiles and it was still standing.

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hey, i haven't touched this mod in a long time ago, but if i recall correctly, the mod extends the physics range of the game so that you can use guns against targets up to 100 km away, right? because i just tried this several times, but it seems to be broken in .25

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Hey.

Any of you have problem with double EVA on LAZOR enabled vessels/EVA?

So if vessel is having any Lazor modules. when you EVA and board back, clone of kerbal is still on leader and save is getting corrupted (you will not be able to fly/kill any of 'flights' and only way is to find cloned kerbal in save game and remove section about him).

If vessel is not Lazor enabled (or when EVA is not Lazor enabled - need to test this one more time as I think erorr also happen when EVA is lazor enabled while ship is not) boarding back is fine.

Here is log and exception while is happening.

Tac.LifeSupportController[FFF80946][266.12]: OnCrewBoardVessel: from=Bob Kerman(Bob Kerman), to=BioLab(space base 2)
(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
[00:00:02]: Bob Kerman boarded BioLab on space base 2.
(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
[FLIGHT GLOBALS]: Switching To Vessel space base 2 ----------------------
(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Camera Mode: AUTO
(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
NullReferenceException: Object reference not set to an instance of an object
at StackIcon.SetIcon (.Part part, UnityEngine.Texture2D customIconMap, Int32 x, Int32 y) [0x00000] in <filename unknown>:0
at VStackIcon.CreateIcon () [0x00000] in <filename unknown>:0
at Vessel.ResumeStaging () [0x00000] in <filename unknown>:0
at Vessel.MakeActive () [0x00000] in <filename unknown>:0
at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0
at FlightGlobals.ForceSetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0
at KerbalEVA.proceedAndBoard (.Part p) [0x00000] in <filename unknown>:0
at KerbalEVA.BoardPart (.Part p) [0x00000] in <filename unknown>:0
at KerbalEVA.<SetupFSM>m__73 () [0x00000] in <filename unknown>:0
at KerbalFSM.RunEvent (.KFSMEvent evt) [0x00000] in <filename unknown>:0
at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00000] in <filename unknown>:0
at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0
at KerbalEVA.Update () [0x00000] in <filename unknown>:0
(Filename: Line: 4294967295)
11/11/2014 11:21:30,KerbalAlarmClock,Vessel Change from 'Bob Kerman' to 'space base 2'

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It looks like Romfarer is too busy now with the game itself to be able to work on his mod... That's a pity.

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In case no one nitced - docking cam in (now) stock Mk2 Clamp-O-Tron points forward insted of upward.

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In case no one nitced - docking cam in (now) stock Mk2 Clamp-O-Tron points forward insted of upward.

I experienced the same thing this morning :(

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Hey any news on updating the robot arms pack?

What needs updating?

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What needs updating?

everything, the arms wont even show in game, this includes Burans manipulator and CanadARMS

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