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Bit Fiddler

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Everything posted by Bit Fiddler

  1. do you have the 3d mesh files? if you can send me the files so I can make things match up I will try.
  2. yes that is why I asked if this is the error that it causes. as I can't uninstall it because all my ships in flight will then go poof. so if this is the error caused by l-tech I will have to wait and hope they make a fix for their null values.
  3. @linuxgurugamer I know this is the wrong thread but since it pertains to the topic on hand. I have fired up blender and have started making you new parts for Handrails. however I am not a texture artist, and have no clue how you get the file from blender into KSP... but I should have a good start on the actual 3D mesh files very soon. maybe sone other forum user can help with textures and importing into KSP.
  4. ah this explains a lot. I thought it was me or my install was bad, but I could not figure out why some tanks seem to have the "edit tanks" button and others did not. Now it is all clear. @Nori I also have this problem as my favorite hull is the MK2... so I just use the LFO variety all the time so I can partition it. however sometimes the aesthetics would want one of the others but... ya I can MM those on my own if I want.
  5. no. click the button and nothing happens. no interface, no science, nothing.
  6. not sure if this has been brought up before but... the KEI (Kerbin Environmental Institute) mod has a problem with this one. basically it will perform all the boring run around KSC every time a new science part is researched by automatically collecting all available research from the KSC biomes. this mod seems to break that mod and cause it to stop working as soon as you have an L-Tech part available. I do not know the specifics about the problem but you could talk, to the author and see what the issue is. it seems like it would be an easy fix from this end. something about null ID's or some such.
  7. so I was about to post a possible bug but I think it is answered already here. it seems that after the initial make me happy message that I can never again use the mod. I research more science stuff, upgrade the KSC, etc. but I never seem to get any more use out of this mod. is this what the ltech bug is doing? I click the button but never get any messages about new science or failure or anything. it looks like the mod is just doing nothing.
  8. instead of having this only auto switch between AGL and ASL could you also make a toggle for the user to select what they want? as many times I may be in surface mode, but want to see ASL. for instance would it be possible to make a small indicator that sits on the altitude display and clicking it would toggle AGL/ASL. and for those who do not want this option, still have it auto switch when it detects the change from surface to orbit and back.
  9. so I am trying to do one of the CACTEYE contracts to build our first telescope... I am in the VAB trying to design the telescope portion but I can never get the contract window to acknowledge I have the telescope built. it should mark that section of the contract as finished when I view it in the VAB correct? and if it does indeed mark it as complete, what am I missing. how do I get this contract to finish?
  10. having an issue where the in game ui will not display and head textures to choose that are in the .dds format. I have downloaded several of the head packs listed in the OP, and any that use .dds are not selectable in game. any ideas?
  11. ok so.... I have this contract but I do not see the provided buoy. if I make my own, what will it take for the contract to see that I have a "Buoy" on the airplane? I have made a droppable tank with barometer, but it does not turn green for me telling me I have a Buoy installed.
  12. ah good deal. I will switch it out. will this be fixed in future release? or will this patch need to be here for a while. as in should I make this change with a MM patch in my personal directory as if I reinstall this in the future the patch will be needed again.
  13. in this pic you see the reactor I am using showing 100% output at 300Kw... yet here in the SPH it tells me it is rated for 400Kw... So the question is which is it supposed to be and which is the error? I really needed the 400ec, and built this design based on needing that 400. lol but get in orbit and it only gives me 300... oh well lucky it is able to deorbit with not too much loss of cash...
  14. yep that is an altitude edit feature.
  15. even just typing an altitude in a text box is fine. if the mouse thing is a pain. have 2 options set WP to ground height for a map click or to craft height if you say "use my current location". then all other editing just let us type in the box. and I do not suppose even decimal precision is needed even just whole meters would probably be fine.
  16. so yes I am having this same issue spawn a Kerbal... CTD. every time, any door. memory for KSP as reported by Program Manager: 12,869.1 MB total system ram in use: 59% so unless there is a memory limit other than total system RAM, then it is not due to "out of memory". however, it is still very possible it is due to the amount of memory in use, rather than the amount of memory free. Point of note... the Kerbal did spawn. after I restart the game, the Kerbal is right at the door.
  17. oh. so is there a way to see in the SPH what the min. pressure is? lol and a way to see the pressure on various planets, so I can tell where this fan will work and where it will not?
  18. building a micro sized explorer with this (and other parts) but I have found a problem with the micro ducted fan, I am assuming it is in this mod any way. The point is, on Duna it will not function. this should not rely on oxygen correct? any atmosphere should be good?
  19. ah yes indeed adding an antenna fixes it. lol so obvious; yet so obscured.
  20. Sorry for the double post here but I figure this would be better in a separate post... I have been messing with micro VTOL lately and this was the start of my next test. as you can see in this screen shot the probe core says it has TCA installed. But when it launches it tells me it is not able to control it. and all it takes to fix the issue is a different probe core I stuck on top of it. any idea why this particular probe core would say TCA was installed but then TCA not be able to use it?
  21. oh well... maybe what I am asking for is not possible. as it is not so much the interaction between TCA and WPM but the interaction between SCANSAT(ie.) -->WPM-->TCA. as in I would like all the mods I have that use WPs in any way, to centralize the list to WPM so it is common to all the mods. basically a bidirectional link between any mod that uses a WP back to WPM so they all share a single WP list, and a single route list. this can be per save, per vessel, per celestial body, or what ever. but it sounds like what I was hoping for can't be done at this time. I have started a topic about this on the WPM forum as well. maybe the devs there can make it so that it is possible for all other mods to access it as a central WP database. WPM ^ |--->SCANSAT |--->TCA |--->MJ |--->Kramax Autopilot Continued |---->etc. I guess it may just be a dream, but dreams can come true....
  22. So I have been playing with several different mods that all use a WP system of some sort. Things like SCANSAT, Throttle Controlled Avionics, Kramax autopilot Continued, Mech Jeb, etc. they all use their own internal WP system and have very limited if any compatibility with each other. what I would like is for WPM to become sort of a central WP database, and setup an API that all of these mods could use to centralize my WP list. And on top of this if the WPM could also let me define routes from the WP it has saved, and then save them for later recall then all the autopilot mods could share these routes as well. Is this something that is currently possible? does an API exist that each modder could read and write WP data to your list? and could you add the ability to create routes and save them to your mod? and of course if this is not currently possible could it be setup? this is the sort of thing that would just tie so many mods together to make the KSP play seem less like "KSP with a bunch of mods" and more like "KSP as it was meant to be".
  23. is it possible to edit the altitude on a WP? as I would like to set up WP for a particular route but want to control the altitude at each point rather than have it just be set to GL. I know this can be done, sort of, by making a macro and at each WP tell it to go to an altitude... but his makes a sort of stair step path rather than nice sloped path... also I see where if we set a WPM WP as a destination and then select goto the autopilot will fly there. but can we import that WP to the WP list somehow to build a route? and is it possible to save the routes? as it stands now, if I setup a route it is a one shot deal, as it hits each WP it is deleted. it would be nice to be able to save routes and load them like the macros. so we can setup routes and reuse them as needed. in fact the macro could then indeed load the routes as part of its function. and for that matter not just routes, but individual WPs as well. if these could be saved in a WP list for manual or macro recall as well. this is the sort of thing I was hoping for with WPM compatibility. basically use WPM as ... well, a way point manager. And then the individual mods could all share the central WP database. the ability to read and write to the WPM database would be needed, maybe this is more than a mod maker can do? would it require the maker of WPM to get on board and setup some sort of API for WPM that does not exist at this time?
  24. hmm seems the CKAN install is not working. I just deleted everything and installed manually. and it seems to be fine. so I deleted and reinstalled from CKAN and it is not working again. probably nothing you can fix however. most likely needs to be fixed by CKAN staff. I will send them a bug report.
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