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Black Science Man
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Black Science Man replied to bac9's topic in KSP1 Mod Releases
Question: When all the work on B9 is finished(Bac9, Blowfish, Flashblade, everyone else), will past B9 craft files break? Or will the past parts just be overwritten? Will my .90 or before crafts still work? Thanks in advance, and I really do appreciate all of your hard work on this mod. B9 is a KSP must-have!- 4,460 replies
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Black Science Man replied to PolecatEZ's topic in KSP1 Mod Development
PolecatEZ disappeared again... -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Black Science Man replied to bac9's topic in KSP1 Mod Releases
Edited. /10char- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Black Science Man replied to bac9's topic in KSP1 Mod Releases
Updated to .90, got a few mods, and whenever KSP is loading up, it stops loading at B9_Aerospace\Parts\Cockpit_HL\HL_Aero_Cockpit. x32 version, not x64, not running OpenGL. Any help? Edit: Log: PartLoader: Compiling Part 'B9_Aerospace/Parts/Cockpit_D25/part/B9_Cockpit_D25' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [shipTemplate]: No Resource definition found for RESOURCE (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Could not create PartResource of type 'ElectricCharge (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) PartLoader: Compiling Part 'B9_Aerospace/Parts/Cockpit_HL/part/HL_Aero_Cockpit' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [shipTemplate]: No Resource definition found for RESOURCE (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [shipTemplate]: No Resource definition found for RESOURCE (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Could not create PartResource of type 'ElectricCharge (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Could not create PartResource of type 'MonoPropellant (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at ModuleRCS.SetResource (System.String resource) [0x00000] in <filename unknown>:0 at ModuleRCS.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ModuleRCS.FixedUpdate () [0x00000] in <filename unknown>:0 ...and then that last error goes on for a while.- 4,460 replies
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MODULE { name = VistaEngineController } -That's all that module contains. Do you mean add a line in that module like "maxthrust=2100"? Edit: As a test, earlier I made a copy of the vista part and just deleted the VistaEngineController module. The thrust is now showing up as 2100 and does seem to go faster. Would there be any issues with doing this?
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I was told you could possibly help me, WaveFunctionP. I'm having trouble decompiling/compiling/editing the VistaEngineController section of the Interstellar(normal, not lite) plugin(.dll), mainly because I don't have much programming knowledge. All I want to do is change the hard-coded max thrust for the Vista engine from 1100 to like 3000 or something, because I want to make a more powerful version of the Vista. Is there any easy way to do this without having to entirely learn programming?