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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
Dunewolf replied to Climberfx's topic in KSP1 Mod Releases
Hello, ClimberFX Sweet design - I added this to my list of mods I "must have" but first Ive got to figure out something odd. I have downloaded it from Curse, unpacked it, was faced with another omnicron.zip file and a omnicron folder - inside omnicron folder was 2 more folders, _macoSX and omnicron the Zip file is yet another version of same 2 folders under the Omicron folder. Do I need all of those files? I ask cause I keep getting a crash that ive narrowed down to the Vtol part file (after extensive testing by deleting all mods and adding mods 1 by 1, then deleting individual part files 1 by 1) very tedious testing to be sure.) but I wanted to make sure before I reported it to anyone and not just say "it causes crashes fix it" soo I put in the time/effort to figure out which thing caused it (and then i find I can just check the dang output log... for clues) Right when the game hits the Vtol part file the whole thing crashes. if I delete the Vtol part file everything else works (no matter what mods I use just about - and I use a heavy list of mods when I play- but I did test with just bare min mods of yours and its dependents) PartLoader: Compiling Part 'Omicron/Parts/O_vtol_engine/O_vtol_engine' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Invalid value length for Vector3! Field availableAngles2, value 45, 30, 15, 0 on object of type Firespitter.engine.FSVTOLrotator (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Crash!!! Hope this information helps find a fix? cause I really want to try those neet Vtols you have and I saw in the videos Dunewolf- 211 replies
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I rarely manually fly my space creations into space, nor do i manually land them, I let mechjeb handle that for most part. I have 868 hours spent playing Kerbal space program since I bought the game some time ago. (I want to say around .17ish?) I have never really played without mods, since downloading my first mod (mechjeb) (followed by tons of others) I have no long lasting save files.. due to game breaking updates to some mods, which forced me to just restart my career. I have used hyperedit on things I cannot seem to get to orbit (Ie too huge big to launch or would brake if launched normally (entire space station once/twice)) or for random things I like to test in orbit or in a recovery phase. I rarely login to forums, rarely reply to threads, but do keep up on mod releases and some news stuff. I have built overly complicated and large multi purpose ships only to use them once and never again. I got annoyed with early career mode so edited my income/science to speed up unlocks (atleast a few times so far) I like career mode for how it makes me work with less, and enjoy the science purpose (Id really like a midpoint between Sandbox/career mode so I could enjoy the science, without the management headaches) To me sandbox is like testing, and career gives purpose to doing science. I really lack any ability to make my own ideas for mods work - in that I have had plenty of cool little part ideas only to have way to share the idea (cause I rarely login to forums/etc lol) I have crashed the game due to running out of ram with 32b client so many times because I have run so many mods. I have edited some config files to increase the DV of some engines or add more electrical output (damn thermal reactor) because it was annoying to have not enough power to land a ship on Kerban like I had wanted it to do without increasing the size of both engine and adding 2x more fuel.. Oh and the electric one was because of a mission launched sat, didnt have enough power via tiny solar panels at the time. (since fixed with Near future solar) I ended up losing a multi year, 100+ missions with multiple launches of probes/satellites and 2-3 space stations / duna base / mun base / even a asteroid base or two - because I didnt back it up. Never used part clipping, even if it makes the ship ugly or reduces performance. Oh my worst offense.. reverting to vab, or hanger to rebuild if something goes wrong (ie launch failure) because I rarely use quick save (keep forgetting to use it) Oh and finally - Never actually getting anything into orbit and leaving it there, after spending hours and hours designing, launching and reverting to rebuild.. When all else fails, add more boosters!
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Dunewolf replied to RoverDude's topic in KSP1 Mod Releases
I use realchutes because stock chutes annoy me when I am just about to land and for whatever reason thrust to high and hit 0 speed, and stock chutes auto cut.. Real chutes prevented that. but since its just a derp and ment to land without power - its fine to delete the chute config. but most of my designs tend to be based on powered landing. I generally play a heavily modified game - like all of Rovers mods, plus several others (long list lol) currently run Open GL to save ram (it actually works well) Its to the point where I just cannot enjoy stock game heh. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Dunewolf replied to Nertea's topic in KSP1 Mod Releases
Hi - Loved your parts in this -- despite fact I am horrible at making anything with wings fly, or making planes in game anyway.. heh.. I can barely keep stock planes flying lol.. Anyway Regarding your inline cockpit idea - how about something along the lines of your cargo part, with a cockpit above - kinda like your talking - it would be kinda in-line with the http://en.wikipedia.org/wiki/File:Cargolux_B747-400F.jpg Cargolux version 747, sorta? would require some kinda front loading door design as an addition, but it would be kinda cool design. for a roll on/roll off cargo plane? -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Dunewolf replied to Paul Kingtiger's topic in KSP1 Mod Releases
<3 your mod - gives a reason to eva and stuff when I make small satellites - I can send up a supply ship with new wedges, and replace em /etc also makes landers full of wedges (more so with DMagic orbital stuff) more awesome -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Dunewolf replied to RoverDude's topic in KSP1 Mod Releases
Hey roverdude - Love all your mods use em all The derp engine part, is kinda messing things up when its placed in a KAS container (mks/oks kas containers - etc) I go to remove it with a kerbal and Boom everything locks up or crashes. sometimes it comes back unlocked, but the derp part isnt anywhere to be found - the few times Ive switched to it - its kinda just floating in space (or center of planet) with engines going/rcs going off. I do have a rather heavy amount of mods installed - But I recently updated the derp to your Sept 28 version - and thats when it started doing it.