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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Also, it won't hurt to remove older versions of ModuleManager. I don't know when it was fixed, but previous 2.X.X versions didn't play nicely with each other.
  2. On the manoeuvre planner and editor, could it be possible to add in a 'Throttle Limiter' slider option? At the moment, MJ applies full 100% throttle which is nice and all, but for things like ion drives, 100% throttle may not be available or even intended (due to weight/size constraints etc) for long duration burns.
  3. Any good mod will tell you in the OP if it uses stock assets, given the popularity of this and other re-textures.
  4. Hey so I saw a great idea (I think so, at least) on reddit earlier this evening that might be of interest to KerbinSide/KerbalKonstructs. Basically, it's a kind of aerial survey/discovery mechanic. You know how FinePrint (which will be stock) can generate contracts to fly over certain areas at specific altitudes? Well how about it gets those areas from KerbinSide and the contract is something like '[Agency] wants to build an airport/launch site/evil lair at this location - survey the ground to see if it's suitable' kind of thing. You go there, fly over it in the same manner as the aerial surveys now, and once you've completed it, the message says 'excellent work! [Agency] thinks this place is ideal for what they want! As a reward for your work, they will allow you to launch rockets/planes/evil things from it! For a one-time fee of [funds], of course'. And then that location appears in the KK launch list as a new place with the same kind of closed/open window now, except it was hidden before the contract was completed and now it's closed, and you can open it with funds and stuff, like you are now. Maybe if it's possible that if you launch from there, the Agency's flag is used instead of your own or something? I remember reading somewhere I think in this thread about having a discovery mechanic where you'd have to go within a certain distance to 'discover it' - this is somewhat similar and I think a really cool idea how to do things. Would really help generate some kind of life on Kerbin, as well as create a gradual unlocking of places in the same way the tech tree unlocks parts. Just a rough idea right now and I'm not sure if you guys need to talk to FinePrint about creating contracts, or if FinePrint needs to talk to you about getting locations, but yeah.. that's my idea
  5. Those links aren't public and people will need permission to view them, I'm afraid. To run the game in 32bit, navigate to wherever KSP is installed (if Steam, then \SteamLibrary\SteamApps\common\Kerbal Space Program) and double click KSP.exe and not KSP_64.exe. I think Steam should automatically run the 32bit by default, but I don't know.
  6. And unless radial batteries get changed so they're not physicsless, that is unfortuantely irrelevant. Don't forget, with physicsless solar panels and batteries, you can just keep on adding batteries at zero cost (except part count and aesthetics).
  7. @PART[partnamehere]:NEEDS[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.21) evaPartDir = (0,0,-1) dropAtGroundPos = false dropPartPos = (0.0, -0.1, -0.65) dropPartRot = (0.0, 90.0, 0.0) addPartMass = true storable = true storedSize = 8 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } Play with the numbers as you see fit.
  8. KWR's inline fairings are called Interstages - they have a node at the very bottom to continue the stack, a node slightly above it to put your inline payload into and a node at the top to continue the stack above it.
  9. TextureReplacer can't actually touch the sun flare, that's why it hasn't already. KSPRC and the next version of AVP ships with a sharedassets10.assets file which contains the sun flare - you don't need to install anything else from those mods for it to work, just copy across the KSP_Data to your main install (not Gamedata, the folder that contains it) or copy across the assets file manually and overwrite it.
  10. I can't replicate your issue from your instructions. Have you tried on 32bit? There's no real reason to be using 64bit at all right now.. also, please post your output_log.txt (found in KSP_64_Data) to somewhere like pastebin, mediafire, dropbox or google drive.
  11. Didn't know this was a thing, felt curious, and then left-out. Ah well, guess I was just too late to be in The List. I feel happy to have helped/resonated with people so many times. EDIT: I should probably post some of my craft, I can come up with some pretty good looking ones..
  12. Career? Some parts are missing the required lines that make them available in career. Otherwise, do a clean reinstall (fully remove the CSS folder, then copy across the CSS folder from the zip from the OP).
  13. Maybe some poetic/artistic license is needed to make the MLP slightly smaller but still realistic enough? It doesn't have to be an exact scale replica, maybe shorten a few bits here, make that bit a little narrower etc...
  14. Possibly It is this known issue from FinePrint (your log confirms it) NullReferenceException: Object reference not set to an instance of an object at FinePrint.Contracts.Parameters.AsteroidParameter.OnDock (FromToAction`2 action) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+FromToAction`2[Part,Part]].Fire (FromToAction`2 data) [0x00000] in <filename unknown>:0 at Part.Couple (.Part tgtPart) [0x00000] in <filename unknown>:0 at ModuleGrappleNode.Grapple (.Part other, .Part dockerSide) [0x00000] in <filename unknown>:0 at ModuleGrappleNode.<SetupFSM>m__10 () [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.FixedUpdateFSM () [0x00000] in <filename unknown>:0 at ModuleGrappleNode.FixedUpdate () [0x00000] in <filename unknown>:0
  15. Rather than deleting the NRM files, just make sure it's called EVAtexture_NRM or whatever. The _NRM is the important bit - that tells KSP that it's a normal map and should be treated as such. Deleting it fixes it as you're deleting the file that's causing the problem. Renaming the file fixes it because.. you rename it.
  16. Alt-X. You have a non-zero amount of trim on the craft, hence the spinning and contract uncompletion. @Arsonide - given that so many people have posted with exactly this problem, would it be possible to include 'remove all trim' in the neutralise controls bit of the contract debrief please?
  17. I don't know what I'd do without it - it helps when I need to explain hard things to the green space animals and to tell normal people what they (the green space animals) mean.
  18. You forgot the big thing that the sky people put on it that makes the sky house cool because another thing broke off when it first left the ground! That, and the one of the big glass sun-powered things broke and the other didn't move (because of the bad thing that happened when it left the ground) which meant that Sky House couldn't run at full power.
  19. Ooh, lovely, I didn't catch this edit first time round! Good luck and thanks!
  20. Greg, I'll just leave this here: I really hope Ven keeps this mindset.
  21. I see an error thrown from RealChutes as soon as you switch to Mun One near the end of that log - could you remove the plugin and try again?
  22. Sounds like you need to either update KWRocketry (clean reinstall, obv) or not use the engines as the first part. I use both KWR and TS with zero problems.
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