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Everything posted by renejant
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Applied your new *fix*, still the same result, textures blown up... but then i tried removing one of those patches mentioned in the Spacey / Modrocketsys directory, still same result... After that i tried moving the whole ModrocketSys directory out of the game, then the textures where blown up again... But if i let the 2 coexist with eachother, everything is back to "normal" (except the TweakScaleRogueDuplicate problem) So this got me thinking, is there some other mod trying to modify those parts? I have to say that this confuses me alot!
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@Lisias I am sorry to say this to you but your "hotfix" was a failure... After i had implemented it, i loaded up the game, tried to load a craft. But the main problem still existed! Then i looked at your "fix" and then i saw it, you had made a little mistake in naming the directory in your fix. @PART[SYdecouplerRadial1,SYejectatron]:NEEDS[SpaceY-Lifters,ModRocketSysLite]:FINAL // Space-Y Radial Decoupler, regular { In the above code i have removed the "Lite" part, after that, i reloaded the game and then i got a message saying there were 2 hotfixes detected, so i resumed the game and then when i loaded the craft, same problem still came up and even worse, all the textures of the desired parts (decoupler & ejectatron) were "blown" up to epic proportions... So i quited the game right after that, removed your fix and everything was back to its previous state when i reloaded the game after that. After this conclusion, i was thinking, what if, i say what if: I removed one of those patches in the Spacey Lifter part or the Modrocketsys directory? Will it help? Or do i make it worse??? Just thinking along here...
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Thanks m8! applying the hotfix now as im writing this...!
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Thanks alot Lisias! I see what you mean now... i was trying to search for the problem myself, but couldn't see it... (still alot is abacadabra for me)... And yes, i do use those parts alot because i find them the best parts there are. compared to the standard ones ingame... I can still play with those pesky warnings but it gets annoying after some time, when you see it everytime you try to load a ship into the VAB... I will wait patiently for your custom hotfix... Thanks for clearing this up and providing a hotfix!
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[1.12.5] Restock - Revamping KSP's art (August 28)
renejant replied to Nertea's topic in KSP1 Mod Releases
You can find your KSP log under the main KSP directory of where it is installed, search for KSP.txt, that is your log file... upload it to a server so others can download it and view your log. -
Here is the link to my ksp log and craft file: https://renejant36.porton.nl:7001/sharing/p76fUquQj
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is the "tweakscalerogueduplicate" problem solved yet? because i am still getting this error... read the part on the thread where it is being disscussed but i can't see any updates on the file about it... maybe i am overlooking it? i am using tweakscale version 2.4.3.15 dated from 23-6-2020
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
renejant replied to BigNose's topic in KSP1 Mod Releases
hmm i see, but i swear, these lights did work before in the vab... of course it may be a few patches earlier because i haven't been playing this game for quite some time...- 799 replies
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
renejant replied to BigNose's topic in KSP1 Mod Releases
In the VAB, i just select the part and right click on them to turn them on, but they won't lit up... While other lights from other mods do work in the VAB... I know i have to set them in the action group and that works well in orbit... but they just won't turn on in the VAB itself... Maybe the mod is missing some line of code?- 799 replies
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
renejant replied to BigNose's topic in KSP1 Mod Releases
@MOARdV I downloaded the latest version from github for ksp 1.3 and i got a little issue with it... When i am building my rocket and use these lights, i can't switch them on or change the texture.... Only when i am in orbit, the lights do turn on or off... Everything is installed correctly, so do i seem to be missing something here? What may be the problem?- 799 replies
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Yes i can confirm this is still working in 1.2 pre and its current release, however, I found an little error in your cfg file of the HexTrussHub01 which made the part not showing up in the structure lists... PART { name = HexTrussHub01 module = Strut <<<------------ rename this to " Part" to make it show up again in the structure list of the VAB author = SpeedyB MODEL Everything else just still works like they always did...
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[LOG 22:36:37.992] PartLoader: Part 'Squad/Parts/Thermal/RadiatorPanels/radPanelSm/radPanelSm' has no database record. Creating. [LOG 22:36:37.995] DragCubeSystem: Creating drag cubes for part 'radPanelSm' [LOG 22:36:38.027] PartLoader: Compiling Part 'Squad/Parts/Utility/commDish88-88/commDish88-88/commDish' [LOG 22:36:38.039] PartLoader: Part 'Squad/Parts/Utility/commDish88-88/commDish88-88/commDish' has no database record. Creating. [LOG 22:36:38.044] DragCubeSystem: Part 'commDish' has defined a procedural drag cube setup [LOG 22:36:38.047] PartLoader: Compiling Part 'Squad/Parts/Utility/commsAntennaDTS-M1/commsAntennaDTS-M1/mediumDishAntenna' [LOG 22:36:38.057] PartLoader: Part 'Squad/Parts/Utility/commsAntennaDTS-M1/commsAntennaDTS-M1/mediumDishAntenna' has no database record. Creating. [LOG 22:36:38.060] DragCubeSystem: Creating drag cubes for part 'mediumDishAntenna' [EXC 22:36:38.085] NullReferenceException: Object reference not set to an instance of an object ModuleDeployablePart.AssumeDragCubePosition (System.String name) DragCubeSystem+.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)
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I got a slight problem with MM version 2.7.1 It seems the game hangs on the loading screen after it has loaded the module manager and then continues to load the parts but then the game is hanging on the Squad parts, namely: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\Squad\Parts\Utility\commsAntennaDTS-M1 When i remove modulemanager 2.7.1, everything loads up normally... So my best guess is that MM has a certain problem with it... Can someone take a look into this or tell me what might be causing it? Ofcourse i use ksp 1.2
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In search of a specific solar panel...
renejant replied to renejant's topic in KSP1 Mods Discussions
Thank you sir! You just made my life easier! :D -
Can someone tell me where i can find these solar panels? They look really badass! [IMG]http://i.imgur.com/VoxagCV.png?1[/IMG] I saw these on the showcase thread, page 51/52 i believe... Hope they are still available for download...
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[quote name='smjjames']They still exist in IR model rework and while I haven't used then in 1.0.5 yet, I see no reason why they wouldn't work.[/QUOTE] Is this mod integrated into IR Model Rework then? Didnt knew that and just installed that mod, havent seen it in it yet, maybe ill have to look closer again....
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[quote name='politas']It could do with having KSP_VERSION_MAX in PlanetShine.version bumped up so that KSPAVC stops complaining every time you load the game, though. CKAN can't help with that.[/QUOTE] I've changed that to 1.0.5. but still keeps popping up the warning where it tells you to update to version x.x.x Seems harmless so far...
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[quote name='kerbiloid']Since 1.0.4 the node orientation is taken into account more strictly. So in almost any pre-1.0.4 part: "node_stack_top" 5th parameter should be positive (usually 1.0), in "node_stack_bottom" - negative (usually -1.0). (Unless that is a part with a somewhat tricky geometry.) Without this the attaching node orientation is inverted or so, and the part can not be attached in a correct manner.[/QUOTE] Ok thanks for the info, ill change the numbers accordingly..! :)
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[quote name='kerbiloid']At my side it works fine in 1.0.5. Of course, I've updated it for 1.0.4: - converted textures to dds with Lilleman's DDS converter; - in all cfg files, in "node_stack_bottom" line, replaced fifth parameter with its negative value: "-1" instead of "1". The same with its lesser cousin - Kommit Octotruss.[/QUOTE] I see what i did wrong, i installed it the wrong way. i just installed it as "Gamedata/Hextruss" instead of "Gamadata/SPD/...." Thats fixed now! :) And i use the Active Texture Reduction mod for compressing all those textures... Could you explain to me why i should change those parameters in the config files? Didnt had those problems with it before while i played it in 0.90... (havent played awhile, just picked the game up this week)
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This mod needs an update for 1.0.5 It seems the mod aint showing up in the parts menu...
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I think you can only place them in orbit around a planet you want, and just land them yourself... That's the only way i know with hyperedit... Haven't used all of its features yet cuz it's quite a mighty tool... one small mistake in using it could screw up your game.... :S