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million_lights

KSP-TV Broadcaster
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Everything posted by million_lights

  1. If you would be Running Windows you could go to the registry and change the resolution of ksp there. For Mac? No clue
  2. I will assist @Badiehere and explain the challenge a bit further. The idea is to get to a stable orbit and land again without any form of readouts. - Turn the overlay / HUD off (F2) before you launch your craft - No IVA - No mods that give readouts or controll the craft Note: Just because the camera flips to Orbital mode doesn't mean you are already in orbit. But you are close! You might ask "But how can I tell if I'm above 70km and in orbit?" - Above 70km you can accelerate time more than 4x - Timewarp around the planet once to confirm you are in orbit. - If the game stops your Timewarp you are not in a stable orbit and have reentered the atmosphere. Good luck everybody and don't forget to enjoy the view!!!!!
  3. Hey @SkyKaptn Could you try to KEEP the 2 folders and delete all the other mods you have? Remember to keep the dependencies for kk and kerbinside. I suspect a logspam that slows down your game due to a conflict with other mods because your logfiles are 6 and 10MB big. I'm not willing to open them on mobile xD
  4. Here is my entry: Space Shuttly - The cute way to Orbit stock speedbuild ( aprox. 2hours) build without Kerbal Engineer plenty of DeltaV nice and wonky to get it to orbit same way back craftfile: https://kerbalx.com/MillionLights/Space-Shuttly If its stupid but works... ...IT AIN'T STUPID!
  5. I could use a simple excell sheet to figure out the relative position to each other, not the biggest issue. But right now I can't launch from my custom KSC and clipping a runway pointer below the launch positions doesnt seem to work ether. I can set it as a launchsite but its not showing up in mapview or the launch site selection in the VAB/SPH. Am I doing somethign wrong? Thank you again @Ger_space for your awesome work. I can't wait to work on my project
  6. @Ger_space First of all HUGE thank you for adding the KSC assets! <3 I already made a copy of the KSC by flying to a random location and starting to build with "CTRL + K". Only Issue.... The KSC Crawlerway is missing. D: Any chance you missed that and it will be included in the next KK version? *huge puppy eyes* Is there a way to save this as a group and place a copy of it in another location? Rebuilding this over and over again is really a pain when your aiming for pixel perfect placement After Messing with it a bit more I noticed that you can't make the Runway and Launchpad a Launchsite -.- the blank gray square is what comes up when you click on "Facility Type:None" Or can I just edit a cfg file to make it work?
  7. @GalileoI will probably just "embrace the problem". Forcing creative solutions and change of directions with the hole idea. I hope it comes to live in the next months
  8. I was asking about multiple KSC looking launchsites because the "Space Center" scene in KSP always shows the stock one with clickable buildings. I would have loved to keep the look of the actual launchsite and the "Space Center" scene similar. I feared that I would have to design my own KSC replica but thats not gonna happen I tested DMP + KK + Kerbinside and the multiple launchsites. They will show up for everybody IF they also have the mod. If not, the buildings just wont be there. DMP just relays the position of the crafts and ignores stuff that it is unable to load. Pretty simple and failsave actually. KSC Switcher would "work" but the actual buildings wont be visible for anybody else. Which isnt THAT bad!!!! People are supposed to have their own launch site. so if its only visible to them that wont be an issue. The issue I see here is that the launchsites of all the other people would be invisible. ruins the idea a bit I think. I prefer the way KK handles it in mapview. And after exploring all the launch sites that are included in KerbinSide I noticed that there arnt that many sites that have a launchpad AND a runway (not counting helipads as launchpads). That's another thing that makes it more complicated because people would have to claim 2 sites that arnt next to each other. QUESTION: are there more "multi-use-launchsites" that I could download and include to fix that issue? But I think I now know whats possible and whats not. Thank you guys a bunch for the feedback! If you have ideas or suggestions go ahead! I'm listening
  9. Hey Guys! I'm trying to put something together for livestreamers and youtubers that involves KK and I need some help to see if it could work. The main idea is a 24/7 DMP server (multiplayer mod) where every player has its own launchsite spread across Kerbin. Is it possible to spread launchsites around Kerbin that look like the original KSC? (I would prefer to keep (some of) the existing ones as an addition if possible) Let me know what you think and if its possible Keep Calm and Keep Kerbaling! -Mil
  10. @Galileo here is all you need. I took the time to check all anomalies on Gael. KSC2 (baikonour) and 3 dishes and bugged http://imgur.com/a/MFGGd
  11. @Galileo You might want to fix that.... Its considered underwater biome and the dish is floating in mid air.
  12. About the latest scatterer update: I doesn't work with GPP. Eclipses seem to be fine but there is an issue in the "Atmosphere" section. A reference to the "SUN" seems to be hardcoded into the scatterer.dll so it produces a massive logspam which slows down the game. [Scatterer] Added eclipse caster Ceti for Gael (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Scatterer] Added eclipse caster Iota for Gael (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Scatterer] Atmosphere config found for: Gael (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at scatterer.Manager.getDirectionToSun () [0x00000] in <filename unknown>:0 at scatterer.SkyNode.InitPostprocessMaterial (UnityEngine.Material mat) [0x00000] in <filename unknown>:0 at scatterer.SkyNode.Start () [0x00000] in <filename unknown>:0 at scatterer.Manager.Awake () [0x00000] in <filename unknown>:0 at scatterer.Core.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) It doesnt matter if you extract any config files that refer to stock KSP! it nullref's regardless. I also tried to changed some configs but the problem persists. overwriting the dll is enough to trigger the logspam. I'm looking forward to see this fixed
  13. The plushie are available here but they are limited and will be sold out at some point. The knitted Patches arnt available YET.
  14. @fourfa Here is a timezone converter that does the work for you The event start at 5pm UTC on December the 12th https://www.timeanddate.com/worldclock/fixedtime.html?msg=KriSPman+KSPTV+event+starts&iso=20161212T17&p1=%3A
  15. @Benji13 Make sure to check out the Bugtracker! You can submit a bugreport and contribute that way (please read the tutorial first to make sure its helpful). There are over 700 bugs reported at the moment so the devs have to create priorities. I think this terrain tearing was introduced in 1.2 and happens all over Maybe its really hard to fix, would take up a big portion of development time and delay other fixes and additions to the game. I'm pretty sure its on their ToDo list. Back to the KriSPmas event! HYPE! \o/
  16. Dont worry! There will be multiple streams with different streamers covering different timezones and it will stretch over several days! The schedule will be released soon™ Some Giveaways will involve @KerbalspaceP and @KSPTV on twitter and others will be done directly in the Twitch chat. They will all happen during the streams. Stay tuned!
  17. Didnt see the countdown, no. I will try it again today and get back to you!
  18. @gagarinekerman How long do i have to be in an enemy station for the infiltration contracts? I dont get a trigger that indicates that I can leave the station again and get away (before the station blows up -according to the contract text.) looks like a bug to me at the moment :/
  19. @hab136 yeah the duplication bug is still a thing in 0.2 just checked it. D:
  20. yup, stock toolbar. I MAY have missed the 0.2 version but I'll get back to you if its still a thing.
  21. @Nhawks17 I can confirm its in stock ksp with only your real plume stock mod ( including dependencys) The weird thing is that it sometimes doesnt happen by switching to the craft but always happens with the provided F5.
  22. step 1: make more step 2: ask squad for permission step 3: SELL'EM! <3 I would love to have one of thosein my car
  23. @hab136You might want to look into that bug! Every time you F9 the toolbar button creates a copy of itself in the toolbar. Love your mod but had to remove it for the time being.... :/
  24. @Nhawks17 I have a serious bug to report. It was really inconsistent to reproduce and difficult to track down. It took me 4 hours to make absolutely sure its your mod (sadly). So: When I load my Career-save (not always though) the craft you load in (in this case on minmus) jumps UP by ~10meters and its orientation changes (usually rotates around by 5-45 degrees). Which is catastrophic when its a heavy and big base D: The quicksave allows for a very consistent recreation (!) - load persistent - switch to SKYCRANE on minmus - if the bug isnt triggered hold F9 to load the quicksave 100% reproducable for me that way Here is all I can provide: - A gif to show it - KSP.log -output_log.txt -persistent.sfs -quicksave.sfs gif with the bug in action Must be a problem inside the smoke screen DLL right? I hope you can fix this asap because this makes it impossible for me to use your (awesome) mod :/ Thank you for all your hard work , I appreciate it! o7 -Mil
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