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Wosser1

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    Bottle Rocketeer
  1. Tried it as well: Looking forward to adding the banner Main problem for me as well, since adding more booster would have solved everything.
  2. Yes I stated in the topic that 'fixes' it for me too. Seeing as the error seems to be UI related it will probably be gone in the KSP 1.1 update (Unity 5 upgrade).
  3. KSP: 1.0.4.861 on Win7x64 Problem: When reverting a flight to VAB/SPH, the part editor (left side which lets you choose the different parts) glitches out as in: Grouped tabs disappear and all parts are together in a huge list or part icons disappear entirely This happens randomly when reverting a flight. Temporarily solved by leaving the VAB/SPH and retrun to the KSC overview and then re-entering the VAB-SPH. Mods installed: (most recent versions) http://pastebin.com/raw.php?i=jrZZRkWX Reproduction steps: Test a ship and revert back to VAB/SPH. Error thrown: InvalidCastException: Cannot cast from source type to destination type. at RUIToggleButtonTyped.PopOtherButtonsInGroup () [0x00000] in <filename unknown>:0 at RUIToggleButtonTyped.SetTrue (.RUIToggleButtonTyped btn, ClickType clickType, Boolean popButtonsInGroup) [0x00000] in <filename unknown>:0 at RUIToggleButtonTyped.SetStateFromLastState (.RUIToggleButtonTyped btn, ClickType clickType) [0x00000] in <filename unknown>:0 at RUIToggleButtonTyped.MouseInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at UIButton.OnInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.OnInput (POINTER_INFO ptr) [0x00000] in <filename unknown>:0 at UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) [0x00000] in <filename unknown>:0 at UIManager.DispatchInput () [0x00000] in <filename unknown>:0 at UIManager.Update () [0x00000] in <filename unknown>:0 at UIManager.DidAnyPointerHitUI () [0x00000] in <filename unknown>:0 at VABCamera.Update () [0x00000] in <filename unknown>:0 Log: output_log.txt on DropBox Does anyone have the same problem and/or found a way around it?
  4. Encountered the same thing as well. Usually when just exiting by clicking on the bottom right and then reloading the save again, it works.
  5. It doesn't impact the game any more than an other mod. It just consists of the two parts and that's really it memory wise. When jumping, there is an animation, but it's very minor. Also, this is basically HyperEdit integrated in parts.
  6. I think it was stated before that is not (yet) really possible to have Kerbals safely travel through hyperspace, that is without a vessel. Also see this post.
  7. Since tracks are receiving the highest requests: Related to RBI, you could bring back these as well: And maybe add a medium sized flatter version of the large tracks like this: Another one: Like this or similar, maybe with an overlapping chain structure. (Found on Pedal Dozer) Some others: Of course there is also this new wheel design: where the tires themselves act as dampers/suspension
  8. Other wheels you could make could be similar to the MAKO from Mass Effect (like your large wheels, but with higher suspension - still very similar though). Wayland Corp also had some wheels, capable of going into VTOL mode (acting like repulsors) but those were quite experimental. Another idea: surface attachable wheels with another attachment point on the other side to allow them to be in-line with other stuff, like this: Also the Anti-grav repulsors remind me of the M-44 Hammerhead also from Mass Effect, maybe the inspiration? As for tracks, I noticed the similarities with Caterpillar Tracks, after looking in to it, it's not a coincidence (you had to start somewhere). When you fine-tune the repulsors to go over water, you could make an undercarriage of repulsors with a surrounding skirt (without a colliding mesh) to resemble a hovercraft. Another track idea: with the attachment point on the axis, so the suspension would turn the whole track with the axis as center (if you know what I mean). (larger image)
  9. Never mind, I thought I already updated but apparently not. It's solved in 1.6d.
  10. Related to the disappearing wheels: When putting 6 large wheels around the center, it seems the code to check steering directions or similar is putting out the following: [Error]: Invalid parameter because it was infinity or nan. Causing the wheels not to be loaded. After some stuttering the code stops running and the suspension gets initialised. The wheels still aren't visible.
  11. Glad to help so you can use this awesome mod. Something I'm currently working on with a JumpDrive and NearFuture parts: Ships can dock on the back (JumpDrive provides center of mass) or on the side and then jump with this vessel to a beacon.
  12. Can you open the archive in the first place and get the error while extracting? Usually this indicates a corrupt download and re-downloading should resolve the problem. You could try to extract it with 7-zip or similar instead (if winRAR doesn't work for some reason). If not, maybe try this instead: https://dl.dropboxusercontent.com/u/43895961/GameData.rar (It's just the GameDate folder with the mod nothing else, re-uploaded to DP by me)
  13. Could you provide the files necessary to test it in KSP? e.g. model.mu, textures, .dll's (and their source) and .cfg's to decrease the download size. 4 Gb seems a bit extensive.
  14. Cacteye Telescope seems quite extensive in functionality, maybe I'll try it later. For now I also have Tarsier Space Technology. I used the James Kerman Space Telescope as a replica for the James Webb Space Telescope when I wanted to duplicate its upcoming mission, launching the telescope to the 2nd Lagrange point, but since KSP only has one SOI I gave up on that.
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