Vladthemad
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Everything posted by Vladthemad
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Not for me, at least not with other mods. Seems the newest version of firespitter breaks it, and that's required with other mods. :/ It works fine if it's the only thing installed, but if I update just the firespitter plugin it crashes just when it gets to the main menu.
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Weird, I think I was using at least the .22, if not older version and didn't have any problems. The only issue I did have was some of the tracks not being usable on Kerbin...but that's to be expected. Enough torque on Kerbin can be too much torque on other bodies. Discussed with some on the forums though and got everything to an acceptable level.
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[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
Vladthemad replied to IRnifty's topic in KSP1 Mod Releases
Ha! Well, you could say it was excitement, or laziness. I read through some of the posts on the first page of the thread and then clicked the reply button. I didn't realize there were only three pages to the thread though! XD Couldn't you make that work with module manager? It's been awhile since I monkeyed with MM, but isn't that what it's for? -
[0.90] Kerbin Shuttle Orbiter System v4.13
Vladthemad replied to helldiver's topic in KSP1 Mod Releases
Nice! I could really have some fun with this stuff and what KAX adds -
[0.90] Kerbin Shuttle Orbiter System v4.13
Vladthemad replied to helldiver's topic in KSP1 Mod Releases
In trying to get this to work in 64bit (I know it's not fully supported yet) and it's crashing during load at KSO/Parts/cgholdkso. Anyone else have this issue? In looking at the crash log, I can't make any sense of what it's telling me -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
Vladthemad replied to IRnifty's topic in KSP1 Mod Releases
Does this also detect mod added parts and add breakage to them? If it did that, it would be AWESOME. -
Hmm...I checked and I stand corrected
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I'd say anywhere BUT CurseForge. It's bloated with ads and lags too damn much. I can deal with a small amount of ads but when it takes a page 15+ seconds to load each page or crashes Firefox if I open up a bunch of tabs to CurseForge it's too much.
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Ok then I'm missing something...because I have yet to find where I can set my default flag to begin with. Unelss you're saying that if I change it in the VAB it will always stay the same flag when building a new ship until I change it again. That would be good too, but I don't think it's doing that. At least not when during restarts. It might be working within one game session. As stated, it's a pain to find out you spent 30 minutes getting to the Mun and it's the "Kerbal Space Program" flag when you plant it...grumble grumble.
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Yay! I helped!
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I'm glad to hear, that will make it easier for users to add in their own. Right now we have a file on our teamspeak with the flags each person wants to use. Everyone downloads them when someone adds one, and so far that's worked. But I'm not talking about just syncing flags, even though I think that's where it went the first time I brought up the flags question. What I'm asking about is the fact that DMP defaults to the default KSP flag. In single player when you create a new game you are given the option to change your default flag. That way you don't have to select the flag you want every time you launch a new mission. I know it seems like a small request, but nothing peeves me more than when I land someplace new, go eva to plant a flag, and find out it's the default KSP flag because I forgot to change it an hour and a half ago in the VAB! :/
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Godarklight, yeah I get that...but where do I find the kethane file so I can put it in the initial folder? What's it called? Also will doing this after players have played change theirs? Also, I see there's still no way to change the flag the personal flag of each player. Minor issue, but I thought I'd bring it up again.
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So uh....where exactly do I find this file so we can share the locations? Do I need to actually scan first, for it to be generated? It's probalby better that the amounts be local to the player...will keep us from poaching eachother's resources...but make it more likely that we will be working in the same areas and help us to work together.
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Alright, I know a few months back there was a way to change the starting science points for new players...but for the life of me I can't remember how or find it in the files or forums. Can anyone help me out? Is it still possible? Edit: Or was this something I needed to do on individual player files? Edit: Disregard, I kind of figured it out. I just copied my player file with modified contents into the initial folder after I figured out what that folder was for. Seems to work properly.
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Science Revisited - New and improved ways to do science [1.3.1]
Vladthemad replied to CaptRobau's topic in KSP1 Mod Releases
Hmm...that doesn't mean it's "dead". Is it working as designed for 23.5? That's all that matters! -
I'm guessing you we're using the smaller of the two peices? I figured out that there was an error in the code of the larger one.
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Ah that explains a lot. I thought to look at the other command pods, and found that only one other mod added one had this issue. All the originals, which the latest RPM added configs for, and KSO, which was recently updated, worked fine. Thanks for the info. I have way more pods using the latest than not, so I'll wait on an update instead of rolling back Z3R0_0NL1N3: As far as a "service module", might I suggest looking at Near Future Propulsion? There are two parts that are a size smaller than...you know what, a picture is better than a description. Here's something I set up in about 30 seconds with parts from Near Future and Procedural Fairings: Note: The fuel tank above the engine assm. also holds 80 units of mono...so you don't *need* to add extra...although the way I tear through mono I personally would add some Also, solar panels might be a wise idea. What do you want, I did it in 30 seconds! Ha!
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Alright, I followed the instructions for installing the taurus-patch.cfg for RPM...the problem is that it only adds one monitor. If you look at the fourth pic in your imgur slide show, where you have a full view of the control panel, the only one I have showing up is the one just left of the throttle. The rest are missing.
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Yep...and I thought the docking port sr. made the best one without having to meddle with anything but configs! Hah. I'm good at changing numbers...wouldn't even know where to start with creating a model thanks for the help, and thanks for keeping up a great mod!
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Can you show a pic of this working for you? I am able to get it work with the smaller one, but like marce I'm not able to get it to work with the larger TCS Arched Cargo Frame V2. Strangely, it seems to have to do with orientation of that particular node. If you use a part that doesn't allow radial attachment, like the Rockomax HubMax Multi-Point Connector or a stack decoupler, you can't get it to attach properly but it will attach. It seems as if the node is turned 90 degrees to what it should be. If you place both sizes of the TCS Arched Cargo Frame V2 and then attempt to attach a stack decoupler to that node, you'll see that on the smaller frame you can get it to orientate correctly, but on the larger it will only place if the stack decoupler is rotated at a 90 degree angle from what is intended. As it works properly with one and not with the other, this would seem to be an oversight somewhere in the configs...but I have yet to find it EDIT: I figured it out. There's an error in the configs. I was already combing through them when I wrote the above. After comparing the configs for the smaller and larger peice, I saw that in the nodes there was a difference besides size. If you go into the TALLargeCargoFrameArchMount.cfg, scroll down to the node definitions... node_stack_center = 0.00, 0.00, -2.00, 0.0, 1.0, 0.0, 2 needs to be.... node_stack_center = 0.00, 0.00, -2.00, 0.0, 0.0, 1.0, 2 After changing it as stated, I was able to get parts to attach in the proper orientation. But if you remove those stickers and fix it yourself, your warrenties are null and void
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Great mod, I've loved *trying* to use it....not always successful at understanding the the deluge information being provided With the addition of the autopilot/mechjeb integration, I'd like to know if there is a way to add mechjeb via module manager to only pods that contain RPMs? I know that with "@part[*]:has[@module[modulecommand]]:final" I can add mechjeb to all pods with command modules, but is there a module in the configs that represents RPM's that module manager can locate? I didn't spot any in the configs for ASET or KSO parts...but I'm not sure where I should be looking.
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Hey Taniwa, thanks for the quick reply. In an effort to come up with a more stock a like solution for personal use, I waded through the config files for the docking port sr. and original orbital dock provided with your mod, and converted a copy of the docking port sr. into what a best guess told me was correct. Ha! The only real difference I saw was the mounting nodes, some stuff after the model, and the additional module on the orbital dock. At worst I thought whatever I built would appear away from the docking port sr because the part is shorter. I then took two full rocket part containers stacked on top of eachother, added a large remote guidence unit on top of that, and then added the modifed docking port sr. on top of that. Then I think I just grabbed the mechjeb eyeball pod and saved it as a test. Easiest thing I could quickly think of, as it's pretty much an all inclusive probe...doesn't need anything added, so I wouldn't need to build a whole ship. Went to the launch pad, and when I built the mechjeb pod the entire structure went shooting up and the mechjeb pod appeared below it on it's side. Then everything came crashing back down on top of it. As near as I can tell, from my extensive kerbal explosion experience, is that the part was pod appeared below or inside the modified docking port. That's my best guess, because it behaved as if a part was cliping through another part on two seperate ships.