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Everything posted by AntiMatter001
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sorry, hi and welcome to the forums! i can't help you out i've never seen that bug before. mind showing us your mod list?
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LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
i've got a problem... but instead of asking you to rewrite a *****-ton of code to fix it i'll just ask this: what engines store a little electriccharge? the reason i'm asking is because both B9 and this mod use old(ish) code so they have, below the alternator code, a small amount of electriccharge storage code which messes with my CoM. unfortunatly due to some idiot not paying attention (me) i've gone past the point of uninstall the mod i installed to get it to be like that and also made it worse. now the "NaN" number (which appears if you right click the engine with said electric charge storge) stays there and bugs up my CoM... anyway if you understood any of that i'm merly asking which engines have the "RESOURCE: electriccharge = 0.0 total = 0.0" piece of code in them... -
i knew someone was going to say this but i'm afraid i've tried this and it just springs back to "NaN" again.... i removed all the resource codes and it works fine now. also it's not just B9 but LLL too it seems that if you remove the code that makes the engines actually hold electriccharge then it just works fine... i'll notify Lack about this and see if i we/he/i can fix this. thanks.
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i've got LOTS of mods installed on my ksp save and have recently just noticed that if i have an engine with electric charge holding capabilities it shows up as "NaN/0.000" in the hanger which makes my CoM dissappear... i've found a way around it (by deleting the "resource" part of the code that handles the said electric charge) with no side effects so far but was wondering if there was a fix for this somewhere i missed?
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
AntiMatter001 replied to Yogui87's topic in KSP1 Mod Releases
uhm circle solar panels? i use em alot and would love for the download link/s to be back up -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
AntiMatter001 replied to Taverius's topic in KSP1 Mod Releases
1) SQUEEEEEEEEEEE 2) (mainly @B9 news) SQQQQQQQUUUUUEEEEEEEEEEEEEEEEE 3) welcome back.... ... ... ... .. .. .. .. . . . SQQQQQQUUUUEEEEEEEEEEEEEEEEEE~~~~~ -
Strike suit zero much? (from the trailing blue lines (also in homeworld) and the shape of the ships. it's like a mix of cowboy bepop, homeworld and strike suit zero.
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Original Ion-Drive Sound Mod! (0.24.2)
AntiMatter001 replied to kahlzun's topic in KSP1 Mod Releases
you need a DL page again. either media fire or curse -
it's posible to do this however if you look in your squad folder the fuel has weight so even if we had wings to store fuel our crafts may be harder to fly/ control due to weight or lack of it (like tipping to the right because it decides to use the right wing tank first rather than both)
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LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
i'd second more cargo bays... i mean it would be the only thing left to fully get rid of B9 -
Hi. i was and still am (hopefully) a beta tester in this mod and to give you an idea f how bug prone it is lets just say my tracked vehicle went through the ground, through kerbin, proceeded to just keep going down until it hit something and exploded. due to the meny mods i have and the likelyhood of compatibility problems i'm more intrested in the fact vsome of the textures don't appear to be working. (smearing and such) also the huge mark (5/6?) tracks just clip through the ground :/ i haven't found a fix yet but will keep testing! (if my gme didn't crash every 10 or so missions.) anyway on a good news everyone! note i did have an idea which could replace or back up procedral tracks which is the tweak scale plugin. lots of mods are using it now (IR and goodspeed and a couple others) to reduce part clutter and also to make things bigger. it could be used to make the triangle tracks bigger so people would get that "terminator tank" (think it's called search and destroy tank idk) feel. anyway just me blathering on i'll get back to you if i've made any progress at all.
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i'm sorry for being a bit confused here but what do i do to install this? what i think i have to do so far; 1) remove scale.dll from my goodspeed folder 2) put this mod into gamedata. 3) (start game??) idk about revision 02 is that the one i got? i clicked the "IR rework - robotic (pre-release)" so i'm stuck in this part. halp?
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
AntiMatter001 replied to InfiniteDice's topic in KSP1 Mod Releases
ok just so no one thinks i'm being negative i seoncd this too. BUT i'd suggest making a "World war kerbin" (or whatever) tech tree... it wouldn't seem right to put it in the stock tech tree... -
are those in the case you just meant? (like caps or not?) because it is case sensitive and try binding it to a key that isn't being used by ksp and see what happens
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i'm curious... you don't take many photos of the cargo bay... could you posibly tell me what scale ships could fit in it and if it's opened or closed? (haven't watch alot of star trek... i know...)
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B9 Aerospace interim maintenance pack
AntiMatter001 replied to Autochton's topic in KSP1 Mod Development
sir may i ask where you got this infromation from? and if it's very reliable? -
could you posibly tell me what key you bound it to? i might be able to help...
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[0.90] Kerbin Shuttle Orbiter System v4.13
AntiMatter001 replied to helldiver's topic in KSP1 Mod Releases
well... at least there's some updates :/ i was kinda expecting helldriver to just go away angry and frustrated about it (because during the start it seemed you were pissed off at ksp and how it does things ) but now that i'm seeing some progress i like what i see and am getting my intrest back then again it's gonna be one of these things that i never use -
uhm i read the op but it didn't say anything about science labs and how they are done... or how they are put together (as in .cfg not moddeling ) i'm trying to make a robotic (like a small sas sized module) that cleans out experiments but i'm stuck on that... i was looking trough the stock lab but i got stuck and gave up.
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[WIP] CrossOver Packs (Release 0.2) - B9 all the things!
AntiMatter001 replied to PolecatEZ's topic in KSP1 Mod Development
+1 also i dislike how this replaces the parts... i can see why you did it i just would like a pack without having to risk breaking my whole %^&%£ game just to make it look pretty... if you could do something like the beta of your D12 (b9 expantion) mod (have a pack that has the parts retextured and shizzle but doesn't over write anything) then that would be great... another thing i hate is modular/realfuels because since it's been broken up into two the ops to both posts don't say much at all and i'm left wonding what it is! -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
AntiMatter001 replied to PolecatEZ's topic in KSP1 Mod Development
i like how people seem to hate the B9 pack itself but like the art style... (ok ok i know it's two different points but come on...) i mean without the B9 pack they might not of been the slick buildings we have now or the invetions of what we have today like this and other packs.