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Everything posted by tg626
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Not working. Getting: Exception MissingMethodException: Method not found: 'PartAddModule'. Spamming the log/console when I go to launch scene. Does not happen in SPH. Game works, but eject does nothing. Running - Kerbal Space Program - 1.2.0.1540 (WindowsPlayer x64)-pre (While I'm here, what's with the right click "deploy" button, does it do anything besides "turning on the lights"?)
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Jinxed airplane has asymmetric lift - why??
tg626 replied to Kobymaru's topic in KSP1 Gameplay Questions and Tutorials
I noticed a pull to the left with a flying wing design I was fiddling with. Figured I'd wait and see if it was a bug. No bays on mine, just very big wings on a small fuselage. -
Sent 3 missions to the moon. Basically, Apollo 10, 11, and 12. Used Kerbal creator for the first time to round out the veterans, adding Sally and Liu Kerman to my roster. They crewed Artemis I (Apollo 12). I already have a relay sat trailing the Mun and a survey sat in polar orbit. Flown missions in v1.2 thus far: RelaySat I Munar Surveyor CSM TV (Little Joe) Artemis TV1 (Apollo 10) Artemis TV2 (Apollo 11) Artemis I (Apollo 12) Eris TV1 (Ares I)
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Kinda, Sorta... And no, I did not launch this from KSC - I used the new cheat menu to put it in Munar orbit. I don't know how you ever could get something that looked like that model did into orbit around the moon with what appear to be Saturn V FIRST stages making it to orbit...
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I'm around Once Module Manager gets updated, we'll see if I need any updates. This mod (and many others) relies on Module Manager for integration into the stock parts, so no MM, no DS. If it proves to be borked, then I probably won't update until the v1.2 final release.
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Proceed as follows Open the "ksp-root/GameData" folder in a seperate window Open the archive click on "PartOverhauls" click on "GameData" You should now see a folder called (once again) "PartOverhauls" Drag and Drop that folder over into your window with "ksp-root/GameData" open in it. You should now have a "GameData/Squad" and a "GameData/PartOverhauls" and PJs modeling goodness. ...? Profit! NOTE: This mod does NOT replace parts, rather it adds new parts with new looks and identical names/specs.
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[1.1.2] Kerbal Optical Alignment System v1.0.3 (5-22-2016)
tg626 replied to tg626's topic in KSP1 Mod Releases
For now I will take no action as I believe this to be a "TimeControl" issue. I don't know what he's doing with the game camera, nor do I know any *other* way to do what I'm doing - I'd imagine he/she needs to add code to account for situations where a camera being used is NOT any of the ones defined in the stock game.- 32 replies
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High TRW=rapid acceleration High ISP=more miles per gallon, so to speak. DeltaV=how much faster or slower you go, conveniently measured in the same units as your speed.
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Is it true that most KSP players never go interplanetary?
tg626 replied to KerikBalm's topic in KSP1 Discussion
For me at least it's still a bit of a task to figure out interplanetary transfers. Esp since I have a self imposed mandate to not leave junk all over. I went to duna in the past with a crewed mission, I've flown probes to Duna, Eve, and threw one past Jool on a Voyager like escape trajectory back in 0.24 and just yesterday I managed to do an Apollo Applications type Eve flyby. Tho I had to dock 2 Nuclear Shuttles to the ship, which were crashed into Eve once empty. While there I deployed 2 polar ore scanners around Eve and Gilly, and dropped a Science probe on Eve. Then managed to get the flyby to get me back to Kerbin, tho it took every bit of fuel to do it (and a few dozen m/s off RCS). This was all very seat of the pants, even with calculators and plotters, as they never seem to quite match up with what happens in the game... The game really needs such a launch window indicator in the game. And no Mech jeb doesn't cut it, at least not ATM when you get wildly different "answers" with every press of "Create Node". -
Do you put jets on your buran?
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I've been to Duna only once manned and only 2 or 3 times with a probe. Jool once with a Voyager like probe. I captured my first asteroid just last night. I have the DV chart right on my desk. I tweak my rockets to do everything I can to not leave debris with resorting to tracking station terminations. Right now I'm struggling to make a ship capable of getting to Eve for a manned flyby as I don't want to leave chunks behind. So even by the numbers I'm still exploring, testing, tweaking, et. al. Cause that's how I kerbal. EDIT: probably worth mentioning, I've been at this since v0.24
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Also be aware, in the past adding a mod with agencies and contracts and then removing that mod caused corrupt saves. Or more precisely placed asset refreshes in the save file that could no longer be loaded because the files were removed with the mod. Just fyi.
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BUST: 1.1.X Crashes (Your Help Requested!)
tg626 replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
For me VAB crashes started out of the blue about 3-4 days ago. Remembering that you posted in some other thread that you had this "experimental patch" available I came here and downloaded it. Viola no more crashes. My GameData folder: [AltFunding] [BoulderCo] [Chatterer] [CoolRockets] [DefaultActionGroups] [Diazo] [DistantObject] [EditorCPUFix] [EngineLight] [EnvironmentalVisualEnhancements] [FASA] [FP_Custom] [FP_DPSoundFX] [FP_KOAS] [KerbalEngineer] [KerbalKonstructs] [KerbalSports] [Kerbaltek] [Kosmodrome] [KramaxAutoPilot] [KronalUtils] [KSCFloodlight] [KSEA] [KSP-AVC] [LackMisc] [MechJeb2] [Nereid] [RcsSounds] [RealPlume] [RealPlume-Stock] [SmokeScreen] [Squad] [StageRecovery] [StockBugFixPlus] [TextureReplacer] [ToadicusTools] [TweakableEverything] [WheelSounds] -
This mod is looking fan-d***-tastic (Needs to be featured on Modding Monday I think), and the "Buran-ification" of the Mk3 Cockpit is certainly above and beyond IMHO. A word of caution: Many times I have seen good "Stock-a-like" mods slowly slip over the event horizon into the black hole of "replica". It's your mod, so of course it's TOTALLY up to you, but I'd be wary of getting to caught up in making parts in KSP look like their RW counterparts. Personally,I'd prefer to "Keep it Kerbal", but as I said it's up to you. Just my $0.02
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First thing that comes to mind is that some mods (mine for example) have paths defined in their code like GameData/Mymodfolder/somesubfolder because they have to, and it's not unreasonable to expect your mod's folder structure to remain intact. When a mod gets moved, either to some place besides "GameData" or sometimes even some place besides "GameData/Mymodfolder" the game can no longer "find" an asset it needs (model, texture, etc.) and can't load the mod. EDIT: Oh, and if you download a mod and inside the Zip is just some folder name and NOT GameData, stick that folder inside of GameData and it should work. Most modders make it so their zip has GameData inside it, to kind of show you where everything goes, but some do not.
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@noisybit It must have been GFsettings,cfg then. I opened it in notepad++ and it definity had no node/parent, so that must have been it. Once you have Unity and part tools, you need to create a project in Unity. Once you have a project it will have a folder called "Assets" You right click "Assets" in the lower left panel and import the parttools *.unitypackage Now copy the folder "parttools" into the assets folder (./Assets/Parttools) I use file explorer to do this. Restart Unity You should see a menu item "Tools" and when you click it, KSP Part Tools & Create Color Animation. Click on KSP Part Tools and a tiny window pops up asking you to set the data directory. Browse to GameData and click OK. This is where Gameframer will cause a hang. You SHOULD get a list of all the IVAs in game, but it just sits there blank. Look below for the "Console" tab (next to "Projects") and click it, you should see the error listed as that .cfg file
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Just had to remove this mod, which is a shame. Seems there is a gameframer.cfg with no "nodes" in it, as in: SOMENAME { foo = something bar = somethingElse } Which in turn crashes "parttools" in the unity editor. It's my understanding that the game it's self *may* not like seeing such a file either, so I'd suggest either A) adopting nodes or B) naming the file something else. settings.txt, gameframer.ini, etc.
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That got it. Offender was "Gameframer" which had a plugin cfg file with no nodes in it. Buh bye Gameframer...
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[1.1.2] Kerbal Optical Alignment System v1.0.3 (5-22-2016)
tg626 replied to tg626's topic in KSP1 Mod Releases
New feature coming soontm- 32 replies
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Oh? Good because setting it to Squad causes my parts to be written into subfolders under Squad which I have to cut/paste into my mod directory - a bit of a pain. Sooooo... where does one find this "Console" log?
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How did you dock these together???
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My current game is sort of a take on a post apollo that never happened. As such, I have a various Jool (Saturn) launchers built from sub assemblies named for Saturn stages. So I have J-IB, J-IC, J-II, J-IVB stages that get assembled to make analogs of Saturn IB, INT-18, INT-19, INT-21, V, etc rockets as needed, as well as a KTS (STS analog, shuttle). Missions get named using various derivitives of real world series or descriptive names. Artemis -Apollo StarLAB -Skylab Missions to StarLAB via rocket, SL-xxx starting at 101, shuttle launches KTS-xxx starting at 001. Oresat is a polar ore scanning satellite. -M for Mun, -D for Duna, etc. Moonbase I'm building is called Alpha (Space 1999).