Rocinante89
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KSP2 Release Notes
Everything posted by Rocinante89
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I'm busy today and tomorrow, but i have the following day off work so I can get stuck in then.
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Ok, I added that reference and recompiled. I still think it's pretty buggy, so if anyone wants to test/ jump in and fix it here's the link: https://github.com/Rocinante89/RemoteTech
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I think you have to unlock the integrated onmi antenna in Career
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Can you give me an example of a mod that uses UIManager? I've done some testing, from what I have seen there seems to be an issue with chaining of relays. For example, I placed 4 satellites spaced equidistantly around Kerbin with communitron 32s at 2868km using hyperedit. they worked fine while placing, but are giving a no connection message when I change scene and then return to them. Can anyone confirm? Or better yet, If someone has a save with a substantial relay network set up could they send it to me? Also, dishes don't have the option to target specific vessels
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d4rksh4de has a version that's compiled. The issues I was having were mostly due to missing references it seems. I'm going to try and see can I fix the UI functionality that he got stuck on Hmmm, it seems as though we got as far as each other. I can't make heads or tails of that UI manager section yet. I think the class has been split up into various other UI classes
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Ok, so I have spent some time mucking around in a fork and I think I have a lot of the issues sorted. Most were pretty small; message handling and some changes with variable names(CheatOptions.InfiniteFuel and CheatOptions.InfiniteRCS seem to all be under CheatOptions.InfinitePropellant now). I am however caught with two issues that will take me a bit of time to fix and If anyone knows unity/ksp modding and wants to lend a hand then please jump in: https://github.com/Rocinante89/RemoteTech EDIT: d4rksh4de's version is way further along than mine. work from that one instead if you want to
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I'm going to fork it and see what I can do. No promises though, I've never modded KSP in my life
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[1.1.0] ORIGAMI foldable antenna dishes for RemoteTech v0.9
Rocinante89 replied to IGNOBIL's topic in KSP1 Mod Releases
Lol, I fully intend to strap these to some kind of monstrous satellite and use infernal robotics to handle unfolding. The renders look awesome though! I'm a big fan of your style. -
[1.1.0] ORIGAMI foldable antenna dishes for RemoteTech v0.9
Rocinante89 replied to IGNOBIL's topic in KSP1 Mod Releases
I really hope you still have this planned! I've got an idea for an opm inspired game that could really use that huge antenna -
Magico13, I'm getting a KCT error, and after having a look through the code it seems to be an issue with KCT failing to load(Probably being stopped by some other mod maybe?). Here's my output log: https://drive.google.com/open?id=0Bwtmq73q0JCVeHlXMThMRk1ITXc The error occurs when the space centre view loads and it says: "Error Loading KCT Data ERROR! An error occurred while loading KCT data. Things will be seriously broken! Please report this error to the KCT forum thread and attach the log file. The game will be UNPLAYABLE in this state!" I'm runing around 60 mods, and i'm also using the x64 bit hack(i'm lucky enough that it's pretty stable for me), so if you don't want to help on those grounds it's no hassle.
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Is your KSP Win x64 Stable? Lets Compaire Notes.
Rocinante89 replied to Eskandare's topic in KSP1 Discussion
Don't toy with my emotions like this. -
Just launch 90 degrees at sunrise or sunset and you'll always have sunlight
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Rocinante89 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
I seem to be having an issue with the sun since I started using ATM. It is now just a white ball with black static through it. Has anyone experienced this? I'm assuming I need to add an exemption to ATM so it will ignore the textures but am unsure how and what textures to add. -
This makes me want to install linux again! Is it easier to install with 8.1 these days? Last time I tried it I had an endless amount of grub issues so i got rid of it.
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He means the radial engines in the last picture, on the bottom right, they are part of BahamutoDynamics parts pack, the one with the crittercrawler in it.
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Yeah, we're gonna need you to go ahead and add that beauty to the stock crafts. Pretty please?
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Rocinante89 replied to pingopete's topic in KSP1 Mod Development
Cheers, that did it. That never occurred to me! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Rocinante89 replied to pingopete's topic in KSP1 Mod Development
I'm having a problem with the mediafire link, the captcha is showing a blank screen, is there any alternate download? -
Cheers, those helped me out a lot. I actually wanted them so I could Put some life support supplies in them. They are way sleeker looking than the ones that i've found on the TAC thread. I had a go at writing my own cfg's last night that actually ended up working perfectly once i fiddled around with them a bit. I decided to add the functionality to the tanks from near future too, it's all purely for aesthetic reasons since I use extraplanetary launchpads.
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Cheers for this! Saved me a lot of searching. One question if you don't mind, how would i go about adding other parts to these? I'm thinking specifically of the water storage tank from KSPI.
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Let's see some Interstellar crafts!!!
Rocinante89 replied to Rabada's topic in KSP1 The Spacecraft Exchange
I think the lag would be helped more by having a faster processor, but i'm no expert. I'm using the hack right now and it doesn't seem to make much of a difference to the frame rate, just gets past the 3.2 gig limit. If .24 is coming soon though i'd hold off on the hack. It's stable-ish right now, although a lot of mods don't play too nicely with it, but the official x64 version should be way more stable seeing as it will be inbuilt.