MaLuS
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Everything posted by MaLuS
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is there any eta on the shared career mode? I have a new stream series planned to play multiplayer with my patrons on live stream pending the release of the full co-op multiplayer career mode of DMP
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does the DMP server work on linux? I will be getting a physical server soon the will be linux with no GUI so how would one go about getting DMP setup and working on that?
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[old thread] Trajectories : atmospheric predictions
MaLuS replied to Youen's topic in KSP1 Mod Releases
this still doesnt work for me at all, i get the toolbar button and i can open the menus for it but i dont get any predictions at all my mods list: https://docs.google.com/document/d/1ICZ_efDyScvfVDYtyRmTwQnzwULeUKlCJw4idZqDf1o/edit?usp=sharing -
[old thread] Trajectories : atmospheric predictions
MaLuS replied to Youen's topic in KSP1 Mod Releases
not working for me. my mods list is here -
What would cause this?
MaLuS replied to MaLuS's topic in KSP1 Technical Support (PC, modded installs)
I dont know what happened, it was during a live stream so i couldn't exactly sit and try to investigate. there is a video of the bug and the video shows the debug menu which is all the information that I had while streaming. this is the ksp.log : https://www.dropbox.com/s/rmcj8hek16h8uzq/KSP.log?dl=0 no crash log was created is what I should have said as the game did not crash. -
I experienced a weird bug, I wonder if anyone can point out what it is and how to fix it: http://www.twitch.tv/malus_draco/c/5523139 debug window is shown closer to the end of the video. Mods list and a download of my current gamedata folder on my channel description. There was no log file created.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
MaLuS replied to bac9's topic in KSP1 Mod Releases
are there plans to make the B9 Mk 2 parts fit the stock Mk 2 parts shape?- 4,460 replies
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
MaLuS replied to Fractal_UK's topic in KSP1 Mod Releases
@Fractal_UK just a small request the definition of "lqdwater" could you possibly change this to just "water" in order for it to be more compatible with other mods like TAC LS and universal storage for example, I have done the change myself on my own version with no problems and now can use the refineries to gather "water" which i can use in TAC LS and universal storage to make hydrogen and oxygen for fuel cells and such but i can also use the universal storage to make LFO with this as well so if you could possibly change the next version to have the definition "water" to keep this compatibility i would be very grateful -
ok what the plugin seems to be doing is when it rebuilds the catalog when it welds X parts it unloads some other parts from mods, i.e. extra-planetary launchpads (e.g. survey station) and remote tech (e.g. Reflectron DP-10) and also after welding it shows all parts in the VAB need to be purchased (even though im on a science career) but this purchase bug is fixed by leaving the VAB and re-entering it however in the act of doing this due to the other parts mentioned before being unloaded, whatever ships or bases i have that contain said parts gets unloaded by the game, the only way i have found to prevent this is to weld the parts i want welded then hit alt+f4 to close the game and reopen it before any active crafts get unloaded. When welding TAC LS parts (i.e. containers) the models seems to resize larger than the original (not tweakscaled) on the welded part but still shows the correct resource amounts. apart from the issues im having i do really like the welding mod.
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the only problems I have found is: Using this when you have tweakscale installed, the welding plugin seems to disable tweakscale when it rebuilds the catalog so if you go from one save to another or try to load up a ship with tweakscaled parts it will either make existing ships unload (in event of changing game saves) or tell you that the ship contains invalid parts (in event of trying to load crafts with tweakscaled parts in the VAB/SPH). I don't dare weld parts that have been tweakscalled but i gather it would be bad. Welding Universal Storage parts results in problems:- loss of fuctionallity(alkaline fuel cell/Electrolizer), not being connected to connection nodes on launch(Octocore module). Landing legs:- when welding landing legs in symmetry, new part only opens the root of the symmetry rather than all parts. *note* I am using the forum version of the welding mod, ksp 0.25 and mod list can be found on my stream channel page.
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[1.04] KPseudonym - Customize Kerbal name generation!
MaLuS replied to ClockPunkPanic's topic in KSP1 Mod Releases
im having issue with the astronaut complex, when im going in to choose kerbals that parts works fine and the files seem to be working ok but when i try leaving the astronaut complex my game refuses to respond and still acts like its in the complex playing the music from there, leaving me with the only option of closing the game by killing the process and it does not generate an error log -
I tried the Kethane Plus - Europa Edition 0.2 and that worked perfectly so i suspect it should be ok to use
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has anyone tested in 0.25 with kethane 0.9.2?
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I have to say bravo *claps* that has given me a few ideas that I hadn't considered before, so thanks for the inventive muse.
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[1.04] KPseudonym - Customize Kerbal name generation!
MaLuS replied to ClockPunkPanic's topic in KSP1 Mod Releases
Ok so it doesnt all have to go into the "default.cfg" thats good to know, I'll set that up later today hopefully (320+ names to put in). If you could give the random generator the option of how many repeats it can do per file that would be fantastic, something like: clones = 0 (would not allow duplicates) clones = 1 (would allow the name to come up only twice) clones = 2 (would allow the name to come up 3 times) and so on... so if i wanted to give someone extra lives if the kerbal dies i would just the remove the name from the first "clones = 0" file(s) and then input that name into the "clones = x" file of how many lives they should have. on the file weight 1000 = 100% correct? i.e (with "cones" setting assumption) if i were to make a files of "fileWeight = 100" then another at "fileWeight = 1000" would that effectively mean that once all the names in the 1000 are done it will then go onto the next highest likely hood while still randomly generating. would that assumption be correct? -
[1.04] KPseudonym - Customize Kerbal name generation!
MaLuS replied to ClockPunkPanic's topic in KSP1 Mod Releases
can you set groups of first names to a group of surnames? i.e. lastNames1 = *Donator* properNames1 = Adam Al Alan fileWeight = 200 lastNames2 = *Follower* properNames2 = Bar Bart Bil Billy-Bob Bob fileWeight = 100 and so on... if what I got is wrong could you give an example of using a follower list from my twitch and using them as kerbals, would there be a limit to the number of "properNames"? -
does this still work in 0.25?
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
MaLuS replied to Fractal_UK's topic in KSP1 Mod Releases
it doesn't show any indication that its running, that was on launchpad yes, will try tomorrow in space -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
MaLuS replied to Fractal_UK's topic in KSP1 Mod Releases
Love the mod, one question the magnetic nozzles, how does one use them? I have tried using them as a normal engine with LF... nothing, tried using them with MJ power generation(with LF)... nothing, attached them onto the reactor for thermal (with MJ power & LF)... nothing, attached them to the WH to MJ converters(with LF)... nothing, tried charged particles (with LF)... nothing, even tried attaching them onto other engines... nothing. btw the attachment node is too low on the non-exhaust end so it attaches with a space between it an whatever you attach too. what am I missing? -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
MaLuS replied to DMagic's topic in KSP1 Mod Releases
Quick question are the science parts supposed to look like this as of the update (pic below) or is the door part of the models bugged? the parts still seem to work but i miss my nice doors to protect them KSP 0.25 Mods List Asteroid Recycling Technologies ART Hatches for CRP B.Dynamics Bright Utilitarian Luminescent Beacon Deadly Reentry DMagic Orbital Science Ferram Aerospace Research HyperEdit Infernal Robotics KSP Interstellar Karbonite Kerbal Attachment System Kerbal Engineer Redux Kerbal Joint Reinforcement Kethane Pack Landing Height NavUtilities RasterPropMonitor RealChute Parachute Systems RemoteTech SCANsat Stockalike Station Parts Expansion TextureReplacer Toolbar TweakableEverything TweakScale <- replaced the KSPAPIExtensions with the one from IR Universal Storage -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
MaLuS replied to bac9's topic in KSP1 Mod Releases
*eagerly, patiently sitting and rocking waiting for the 0.25 release*- 4,460 replies
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[0.90] B9 Style Shuttle Wings V.1.3 (Updated at 01/10/2015)
MaLuS replied to gilbr0ther's topic in KSP1 Mod Releases
how did you fix the issue? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
MaLuS replied to sirkut's topic in KSP1 Mod Releases
has anyone checked the model rework with this version in 0.25 yet?