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Squamble

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Everything posted by Squamble

  1. @ShotgunNinja is it possible to add a config of the containers which allows you to have Food and Water in the container? THX. PS: We are running kerbalism on a DMP-server and it seems to work fine for now.
  2. When you want the Biomes to refer your science-definition the Part cfg biomeMask has to be edited. At the moment it does not look for the biomes, only for the sitiuation and the planet. this would mean that you would detect it even if you're on the other side of kerbin.
  3. Is there any progress on the wheels? At the moment they can't retract/deploy even the F5/F9 workaround does not work. And without being able to retrakt them it is hart to get the rover off Kerbin.
  4. I just tested it yesterday. and ... Love it. I find some things: - i miss a repair ability for the small wheels, they can just be replaced by new ones - the docking port is facing the wrong direction (90° on roll-axis) if you switch control to the dockingport - if you retract the docking port while docked it keeps the connection with a gab, the option to retract it while docked should be removed so far...
  5. http://bugs.kerbalspaceprogram.com/issues/3838 But one good Thing: Flying still works fine.
  6. As far as i know nobody is working on it. But it would be great... But i think it would be suitable part for the MK4 aswell, because in some designs it is not possible to have a ramp on the backside (because of rocketparts, fueltanks being attached there... etc) making a side-ramp-version would offer a new possibilty to design Vessels/Spaceplanes.
  7. Thanks for this great mod. It's filling a big gap. Can you make something like this for your Mk4?
  8. I'm using a 3d mouse in KSP. I is great for EVA, docking and flying planes. But i must say that it isn't suitable if you buy it only for KSP. A spacemouse pro cost about 299€ + tax (USA 299$) or 180€ for students (USA 185$). So you should have another purpose for it too, CAD or modelling for example.
  9. Ok. This will help. Thanks. Anyway, it would be great if it can be implemeted into this mod.
  10. Hi, I tested this mod yesterday and think it's very helpful plugin. I like it. There is one thing which can improve this: Handling all editormodes with shortkeys is nice but it would be great if you could implement a GUI-window (to use with the toolbar for example) where you can modify and show the differend modes. This would make it much easier and you have a full overview about that you are doing at the moment. Maybe it is possible to make a edit-function there you can enter the angles for x-, y- and z-axis and maybe the positon (i.e. x;y) on the surface of the attached part
  11. Ich kann dir auch nur empfehlen anfangs mit MechJeb oder Kerbal Engineer zu probieren. Ansonsten kannst du mit den Manöver-nodes experimentieren das geht auch gut. Für ne sichere Mondlandung samt Rückflug braucht man ca. 7500 m/s dV: 4600 Orbit um Kerbin 880 Transfer zum Mun 210 Orbin um Mun 640 für die Landung 640 für den Start 210 um Orbit um Mun zu verlassen und ca. 200 für einen kontrollierten Absturz auf Kerbin Ich baue die Raketen so dass ich auf etwa 8000m/s komme. Dabei kann dir MechJeb recht genau sagen wie viel deine Rakete schafft.
  12. This is my monopropellant powered Lander with a delta V of 3230m/s and a Surface TWR of 1,21 on Kerbin (7.27 on Mün). I removed any mod-parts (MechJeb+KW) so it should work as stock-vessel. Crew-count: 1 Science onboard: Mystery Goo Containment unit SC-9001 Science Jr. 2Hot-Thermometer Some pics: http://imgur.com/a/k1udq#0 Download: Download from Dropbox Example Mission (with Mod-Parts): I hope you enjoy it.
  13. It is the Windows version. HullCam is 0.3.7 downloaded from curse. I'm running Win 7 and the KSP standalone 64bit - no steam version.
  14. I have a problem running HullCam on 0.24.2 in 64bit - does any body have a solution or the same problem? The game crashes on loading the vessel, if a hullcam part is attached to it. In 32bit its fine.
  15. Both versions are 0.24.2 as it is downloadable at the KSP-Store. I think it has something to do with the filepositions because the structure is little different to 32bit (names of folders). I tried to work around by copying some files from the 32bit Versions, which didn't worked out for sure. One second thing: DMP-Updater needs to have a "ksp.exe" in the folder, on 64bit it is the "ksp_64.exe". So anyone using the Standalone x64-Version will have to create a ksp.exe before using DMP-updater.
  16. @godarklight: I tested it today serveral times and the 64bit game is still crashing during conecting/sycning to server. The 32bit is fine. Unity Player [version: Unity 4.5.2f1_9abb1b59b47c] KSP_x64.exe caused an Access Violation (0xc0000005) in module KSP_x64.exe at 0033:03a60000. Error occurred at 2014-07-29_214520. E:\Kerbal Space Program 0.24 64bit\KSP_x64.exe, run by Sebastian. 40% memory in use. 16352 MB physical memory [9671 MB free]. 32701 MB paging file [26170 MB free]. 8388608 MB user address space [8386353 MB free]. Write to location 03a60000 caused an access violation. Context: RDI: 0x3a254000 RSI: 0x84440880 RAX: 0x844404c0 RBX: 0x865b6050 RCX: 0x3a254000 RDX: 0x299b0560 RIP: 0x03a60000 RBP: 0x0029ea90 SegCs: 0x00000033 EFlags: 0x00010206 RSP: 0x0029ea50 SegSs: 0x0000002b R8: 0x00000800 R9: 0x00000000 R10: 0x86521b88 R11: 0x891f08ca R12: 0x0029f2f0 R13: 0x02254d48 R14: 0x6a88ad80 R15: 0x42297d68 Bytes at CS:EIP: ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Module 1 C:\Windows\system32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_195422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ========== OUTPUTING STACK TRACE ================== (0x0000000103A60000) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x00000000118DD195) (Mono JIT code): (filename not available): ProtoVessel:Load (FlightState) + 0xe35 (00000000118DC360 00000000118DD208) [0000000002254D48 - Unity Root Domain] + 0x0 (0x00000000118DC2EC) (Mono JIT code): (filename not available): FlightState:Load () + 0x6c (00000000118DC280 00000000118DC32E) [0000000002254D48 - Unity Root Domain] + 0x0 (0x00000000118DC20B) (Mono JIT code): (filename not available): Game:Load () + 0x9b (00000000118DC170 00000000118DC24D) [0000000002254D48 - Unity Root Domain] + 0x0 (0x00000000118D6EFF) (Mono JIT code): (filename not available): SpaceCenterMain/:MoveNext () + 0x16f (00000000118D6D90 00000000118D7413) [0000000002254D48 - Unity Root Domain] + 0x0 (0x0000000003F2D0CB) (Mono JIT code): (filename not available): (wrapper runtime-invoke) <Module>:runtime_invoke_bool__this__ (object,intptr,intptr,intptr) + 0x6b (0000000003F2D060 0000000003F2D15C) [0000000002254D48 - Unity Root Domain] + 0x0 (0x000007FED91236CA) (mono): (filename not available): mono_set_defaults + 0x2b8e (0x0000000029C69A68) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x0000000002254D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0 ========== END OF STACKTRACE ===========
  17. It's working. We've testet it on 0.24.2 with 32bit (Steam & Standalone versions) and 64bit (Steam version) - my standalone 64bit version crashes during first sync... it's maybe a mod issue i didn't figure it out at the moment.
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