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Vladthemad

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Everything posted by Vladthemad

  1. She doesn't have to be interesting if she has bewbs, every man knows that.
  2. Did 1.0.1 break this? I seem to be having some issues after the update today.
  3. Anyone else wonder why Val is off by herself in space on the second page of the start menu with a depressing look on her face?
  4. Thanks for the quick response and pointing me in the right direction!
  5. Oh weird the links changed and I didn't notice. Sorry about that. Give this a shot: https://filetea.me/t1sqZOIcE90SCCQZtfPXnHhxA https://filetea.me/t1sRMwgpqWuTWK9wnVg5xtzBg
  6. That filetea was one I found via a google search. It's some volitile storage site, only keeps it available as long as I keep the webpage open and my laptop went into sleep mode, so maybe that killed it. I was looking for something that I didn't have to create a whole account for. The above links seem to be working for me right now, hmm...interestingly I had also removed my memstick that had the files on it. Maybe it's taking them directly from the memstick as needed? Give it a shot again...I'm curious now
  7. I checked and I was using 7.15. I reinstalled it and it's still throwing exceptions. I'll message you with the files. If they are the incorrect ones let me know what directories the correct ones actually reside in. Edit: Or maybe not...just dumping the text makes it exponentially larger than that allowed character limit. What's the recommended way to go about uploading these so I can provide a link? Edit: Try these... https://filetea.me/t1sU31x9y40RniPD0port9a0g https://filetea.me/t1soeHhq84CQsOdJOpzKfpybA
  8. I'm getting exceptions, using the general seti build with the exception detector. There's about half a dozen: ContractConfigurator.ContractConfigurator+<GetAllTypes>d_1e.MoveNext: 2 Followed at the end by: ContractConfigurator.ContractConfigurator+<GetAllTypes>d_1e.MoveNext: 14 Now I have no idea what any of that means...but after it started I started getting frequent crashes.
  9. Has anyone posted a module manager file to make the IXS rings use your system? I saw it mentioned in a few posts when I searched for IXS in this thread, but didn't see anyone stating they actually did it.
  10. Well, I didn't do it *today*, but I couldn't find the original thread that gave me the idea. Someone had posted a kerbal walking around with a parachute on his back that he had grabbed with KAS. Someone asked if the parachute would work, everyone said no it wouldn't, or that the parachute would tear off his back during reentry, or that it would snap off or you couldn't deploy it...so you should probably see where this is going..... Right clicked the chute and selected deploy....but I don't' want to spoil the ending Also tested out a little surface probe I built recently, although thanks to using remote tech it's deployment to Duna didn't go exactly as planned... So instead I sent a manned....keralled?...mission, along with a little crawler rover.... ...and planted a flag. Glory to Arstotzka!
  11. Sadly, while I'd like to lay claim to creating that, the extent of my skills involved doing a search for something related to take my money and kerbals Um...I think so, or I was playing around with it trying to figure out how all the mods work together. Let me guess, it resizes the solar panels?
  12. So this is not the correct size then? (Note the really small batteries on the center truss.)
  13. Just testing out your mod, and I love most of what you've done! Most because for some reason I actually like the stock stubby nosecone parachutes ha! Everything looks spectacular and I like the attention to detail, like the little lights added to docking ports and such. I'm curious about two issues I've quickly noticed though. The solar panels are very large compared to their stock counterparts, in the neighborhood of 4-5 times larger, is this intended? Also the MK2 escape cover has a pretty common issue I've noted with other mod escape covers. While it fits properly over the Mk1-2 command pod if there's nothing attached to the top node on the command pod, if you put on a docking port onto the command pod first the escape cover doesn't sit properly over the command pod. Of course this is just an aesthetic concern, but then the only real point to the escape cover is aesthetic anyway
  14. Any chance you can do the same for the Z-4K? Sadly the other three stock batts don't have lights.
  15. Yes, that's because the client side reverts but the server doesn't. A lot of information is kept client side, but once you leave the server and come back it downloads the location of all the ships, asteroids, eva'd kerbals, et. al. including everything that wasn't reverted/recovered properly and it shows back up. I'd assume there's no easy way to get the client side to tell the server that there's been a revert, and that's why it doesn't work properly. As a suggested work around, (When I can remember) I change the name of my vessel when I get it where I want it to be. That way you know which one to keep and which ones can be deleted. Oh that's easy. You don't even have to do anything server side, and you can do it on the fly. Go into your C:\....\Kerbal Space Program\saves\ folder and you should see the DarkMultiplayer folder and whatever folder you have named for your sandbox game. Inside each is a folder you'll find the folders ...\Ships\VAB and ...\Ships\SPH for the vehicle assembly bay and space plane hanger respectively. All you need to do is copy the craft file from your sandbox game out of the VAB or SPH folder it is in and into the DarkMultiplayer VAB or SPH folder. You don't need to exit the game, alt-tab and do it and you should be able to load them up when you go back into the game. I meant there's a setting for DMP that should prevent players from being able to revert...basically hardcore mode KSP. If I recall correctly....haven't bothered to poke around in it yet, been busy.
  16. The first issue comes from reverting, or crashing...and possibly even jumping around from ship to ship to space center too quickly. It doesn't seem to delete the ship properly server side when you revert, or reload a save. I'm wondering if the lack of a pilot/star reset are also related to this, because I've found multiples of the same kerbal sometimes when a ship is duplicated, and that has to cause real problems when it goes to save said kerbal. It also doesn't help that it seems the kerbals are shared, so if you're flying with Jeb, and three other people are also flying with Jeb, and the server goes to save Jeb, who's Jeb get's saved? I really need to force myself not to do reload/revert...I should probably start testing designs in the safety of single player and then bring them to DMP. Actually, I need to go set it up in the server so it can't be done all together so I stop having that issue. Hah.
  17. Alright, I have it and am having some issues with the excavator, namely everything attached to it is disappearing on loading into it after switching to the space center. I see it's now part of the AMT mod, but that one doesn't have a forum thread does it?
  18. It also seems to be a bit random. I wonder if it happens on a server restart? I might have to try that and check. Not that there's anything to complain about, you get to keep the advance without doing the work Losing all my reputation on the other hand is something to complain about. Haven't lost any money or science yet though!
  19. Alright, got it, the way the wiki read was a bit confusing. Thanks for clearing it up
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