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iFlyAllTheTime

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Everything posted by iFlyAllTheTime

  1. Ha, wrong assumption on my part. Hope you had a good week and have an even better weekend!
  2. Nerdcubed introduced me to it, Scott Manley, Bob Fitch and other youtubers educated me in it, The community and the awesome developers kept me hooked onto it!
  3. Hi there, Boy are you in for a treat! The game is full of new parts and gameplay mechanics while still retaining the fun aspect of launching and marveling at the success or laughing at the spectacular failures that ensue. You could read the change logs but I'd recommend jump straight into it. Get comfortable with parts in the familiar sandbox mode so you can use them effectively in career mode. Most of all, have fun! Welcome back!!
  4. I'm not sure if there's anything constructive left to discuss in this thread. Not attacking the OP or anyone in particular but there are some pretty vile and ungrateful feelings being expressed here. I'm rather content and happy at everything in this update, including the Mk 3 parts. Would I have liked more appropriately sized wings and landing gear to match them? Absolutely. But I can be patient. Everyone has a right to express what they feel. However, I do believe it doesn't hurt to maintain a certain demeanour. Have a wonderful Christmas and holiday season you all.
  5. Hahaha! Alas, my missions aren't that "kerbal" and amusing. The station is equipped with escape pods equal to the crew capacity of the the station:sticktongue: Edit: I do like the idea for that contract.
  6. Hey Malkuth, Using 1.8.2, might download the new version if/when I convince myself to let the archives get wiped clean. Enjoying your mod a lot! Question: I've accepted my first custom crew transfer mission and one of the parameter for the mission is to dock with the station in orbit. Just to confirm, do I have to keep the vessel docked to the station for the period of time for the contract? Or, am I allowed to bring a spaceplane, transfer the crew (I imagine these to be scientists and missions specialists), and return the spaceplane for the duration of the contract completion time? I would later launch another spaceplane and bring the station crew back to Kerbin.
  7. Can you please tell me how or guide me towards where it gives info?
  8. So does this mean it used to or, better still, will at some point work again? Don't need a timeline, but I was recently considering removing kethane, since I have karbonite. But if it is being planned as a feature, I'll keep it.
  9. From the quick look I've had, seems like scansat supports kethane scanning too. I'm wondering if I have to keep the craft with kethane scanner active for it to render the map (like the default kethane) or will it do background scanning when one switches to another vessel?
  10. Uhh, ksp running past 3.2 gb and crashing? its not happening right now, my current install with about 50 mods runs around 2.5 gb with ATM installed I'll try this out.
  11. Alright, just to confirm then, The path should look like "KSP/Gamedata/TextureReplacer" ; <TextureReplacer> should contain <Plugins> & <Default> with the latter containing Rareden's files? And if it causes memory issues, just delete <TextureReplacer> from <Gamedata>? sorry if this seems repetitive.
  12. Hello everyone, I recently found out about skyboxes and this mod that allows me to change the default skybox. You see, I love taking screenshots with planets, satellites and ships, but the default "space background" is too pixel-y and ruins the pic I'm only interested in changing the skybox and leave the kerbals, their suits and visors untouched. To achieve this, should delete every other folder from "Gamedata>TextureReplacer" except <Default>, <EnvMap> and <Plugins>? Also, to actually change the skybox, do I just paste the images, from say Rareden's 8K skybox, into the <Default> folder? Any help will be greatly appreciated. Thank you.
  13. Nice screenshot. I love taking pics of planets and satellites in ksp, but the background gets all washed out. I (incorrectly) assumed that texture replacer is only for changing kerbal faces and suits. I' guessing I could only enable the skybox feature and leave my kerbals untouched? running about 50 mods with ATM, memory usage varies between 2.5gb to 3gb. Does the texture replacer add much to memory usage? I'll give it a try soon. thanks
  14. I'm using up my quota of noob question for the day By skybox, are you referring to the background? If so, how does one go about doing that?
  15. A neutron walks into a bar and asks, "How much for a drink?" The bartender replies, "For you, no charge."
  16. That and may be a new star system, but I think of those as expansions to the game. I'm liking where this discussion about improving the core mechanics of the game is leading to. ps: the pic in your sig made my day!
  17. malkuth's post above should be sufficient, but I thought I'd chime in and just say that it's a lot of fun getting contracts from both FinePrint and MCE2. I highly recommend it!
  18. If they're not a concern I'll continue using this version and won't bother with the dev release. thanks.
  19. Hello there, Another avid fan of this mod here. Lately, I'm trying to solve any issues before they make it unplayable for me. I'm hunting down any NREs I get and reporting them to the mod creators in hoping get the issue solved. I'll be posting in a couple of other threads as well. This is what I came across when I was looking through the log: [EXC 23:50:12.918] NullReferenceException: Object reference not set to an instance of an object StageRecovery.RecoveryItem+<>c__DisplayClasse.<TryPoweredRecovery>b__8 (.ProtoPartModuleSnapshot module) System.Collections.Generic.List`1[ProtoPartModuleSnapshot].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) System.Collections.Generic.List`1[ProtoPartModuleSnapshot].Find (System.Predicate`1 match) StageRecovery.RecoveryItem.TryPoweredRecovery () UnityEngine.Debug:LogException(Exception) StageRecovery.RecoveryItem:TryPoweredRecovery() StageRecovery.RecoveryItem:.ctor(Vessel) StageRecovery.StageRecovery:VesselDestroyEvent(Vessel) EventData`1:Fire(Vessel) Vessel:OnDestroy() Here are the logs: https://www.dropbox.com/sh/yo6s47374cxyrpj/AABF9xjnb2DOWcUoU8PJLnj9a?dl=0 Is this normal? Is there a fix for it? PS: Presently, I do not see any issues while playing. I wanted to learn about these NREs and how to fix them, but it was suggested to me that all I could do is report it to the mod author.
  20. Hello there, Another avid fan of this mod here. Lately, I'm trying to solve any issues before they make it unplayable for me. I'm hunting down any NREs I get and reporting them to the mod creators in hoping get the issue solved. I'll be posting in a couple of other threads as well. Here's what I see in my log file: [EXC 00:17:06.088] NullReferenceException: Object reference not set to an instance of an object RCSBuildAid.RCSBuildAid.CoMButtonClick () RCSBuildAid.RCSBuildAid.<setupMarker>m__0 (IUIObject ) UIButton.OnInput (.POINTER_INFO& ptr) AutoSpriteControlBase.OnInput (POINTER_INFO ptr) UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) UIManager.DispatchInput () UIManager.Update () UIManager.DidAnyPointerHitUI () VABCamera.Update () Here are the actual logs: https://www.dropbox.com/sh/yo6s47374cxyrpj/AABF9xjnb2DOWcUoU8PJLnj9a?dl=0 Is this normal? Is there a fix for it? PS: Presently, I do not see any issues while playing. I wanted to learn about these NREs and how to fix them, but it was suggested to me that all I could do is report it to the mod author.
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