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banditsan

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Everything posted by banditsan

  1. For what? Crew craft for returning them to kerbin not gonna need more then 200-300 delta v for deorbit which they kinda should have left after reaching station. And for deep space probes it's not efficient to launch, dock to station and then go further. Unless you build probe on some asteroid base with mod like Global Construction and in that case it can make fuel itself
  2. @pap1723 What is the point of contract that asks to add LFO to a space station when most likely space station will have no engines or modules that use LFO?
  3. @micha Why this mod is so specific with kemini experiments? Just taking stock adds it just in 2 mods, skips mk1-3 and lander cans. Why not use universal patch like this: @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]]:FINAL { MODULE { name = Kemini_Module abbreviation = Kemini Science Experiment minimumCrew = 1 NE_LabEquipmentSlot { type = KEMINI } } MODULE { name = ExperimentStorage identifier = Kemini 1 chanceTexture = false type = KEMINI } } @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>2]]:FINAL { MODULE { name = Kemini_Module abbreviation = Kemini Science Experiment minimumCrew = 1 NE_LabEquipmentSlot { type = KEMINI } } MODULE { name = ExperimentStorage identifier = Kemini 1 chanceTexture = false type = KEMINI } MODULE { name = ExperimentStorage identifier = Kemini 2 chanceTexture = false type = KEMINI } }
  4. Yes i was missing dependency for MM (What is this herecy MM now has dependencies?) I added that dependency. Now game simply freezes.
  5. And this what you get by using yours "not glitched MM" version Got boared scrolling
  6. A single line change is an change. If that change works for every single mod i used so far except this one it is safe to conclude that this mod is outdated not MM has a glitch.
  7. Is this really MM glitch? Sound more like this mod has outdated code
  8. ISS should not need any documentation, i think nasa.gov have all documentation in details
  9. Why every single ISS build with this mod has incorrect trusses? There is a reason mod has hex part with ofset node. S3 to S1 and P3 to P1 needs ofset
  10. Here you go KramaxAutoPilotPlans { Kerbin { FlightPlan { planet = Kerbin name = Desert Airfield 01 description = Length: 1750 m, Heading: 1, Altitude: 822 WayPoints { WayPoint { Vertical = true lat = -13.67189886 lon = -144.16756142 alt = 12000 name = MAXKY } WayPoint { Vertical = true lat = -10.13567772 lon = -144.10349736 alt = 10000 name = HIKEY } WayPoint { Vertical = true lat = -8.36756232 lon = -144.07202308 alt = 6500 name = LOKEY } WayPoint { Vertical = true IAF = true lat = -7.41277894 lon = -144.05514931 alt = 2455 name = IAF } WayPoint { Vertical = true FAF = true lat = -7.05915530 lon = -144.04891882 alt = 1756 name = FAF } WayPoint { Vertical = true RW = true lat = -6.59944444 lon = -144.04083333 alt = 847 name = FLARE } WayPoint { Vertical = true Stop = true lat = -6.56408207 lon = -144.04021201 alt = 822 name = STOP } } } FlightPlan { planet = Kerbin name = Desert Airfield 18 description = Length: 1750 m, Heading: 181, Altitude: 822 WayPoints { WayPoint { Vertical = true lat = 0.62470738 lon = -143.91491098 alt = 12000 name = MAXKY } WayPoint { Vertical = true lat = -2.91153688 lon = -143.97628974 alt = 10000 name = HIKEY } WayPoint { Vertical = true lat = -4.67965800 lon = -144.00709461 alt = 6500 name = LOKEY } WayPoint { Vertical = true IAF = true lat = -5.63444288 lon = -144.02379030 alt = 2455 name = IAF } WayPoint { Vertical = true FAF = true lat = -5.98806680 lon = -144.02998733 alt = 1756 name = FAF } WayPoint { Vertical = true RW = true lat = -6.44777778 lon = -144.03805556 alt = 847 name = FLARE } WayPoint { Vertical = true Stop = true lat = -6.48314016 lon = -144.03867678 alt = 822 name = STOP } } } } } Edit: I hope coordinates for runway did not changed from 1.4
  11. None of in dependency list uses them and hullcam is not in the list so i got wondering why
  12. Why ToolbarController and ClickThroughBlocker listed as dependencies if they are not used by mod?
  13. Looks like some new issue after latest update [LOG 19:05:54.018] Load(Texture): RCSBuildAid/Textures/iconAppLauncher [WRN 19:05:54.021] Texture resolution is not valid for compression: 'C:\Games\KSP\GameData\RCSBuildAid\Textures\iconAppLauncher.png' - consider changing the image's width and height to enable compression [LOG 19:05:54.022] Load(Texture): RCSBuildAid/Textures/iconAppLauncher_active [LOG 19:05:54.025] Load(Texture): RCSBuildAid/Textures/iconToolbar [LOG 19:05:54.029] Load(Texture): RCSBuildAid/Textures/iconToolbar_active Button now missing in toolbar for me
  14. One that works it's my test inctance. It has only about 20mods for fast loading so difference is big
  15. ~140mods installed according to AVC on instance having issue Any way to enable more detailed debug log cause removing mods one by one kinda not a option
  16. Hi @linuxgurugamer, How can i find out what is bricking game loading? Log: [OSE] - Loading PartRecipe for TE.18.BFS.SL.RAPTOR (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [OSE] - Loading PartRecipe for TE.18.BFS.TANKER (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [OSE] - Loading PartRecipe for TE.18.DRAGONV2.POD (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at Workshop.Recipes.WorkshopRecipeLoader+<LoadPartRecipes>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 It's not Tundra Exploration, works in other install.
  17. Yeah i see now why it will not work with B9. Should have checked KIS configs before posting And i know that Angel-125's mods have option for KIS just don't have any of his mods in my current game.
  18. Hi @JadeOfMaar, Maybe someone already had this idea but how about adding tank switch option for Kerbal Inventory System? I keep looking for that every time i build some OPT hull type plane
  19. Hi Eskandare, Is there any specific reason why your runway markings have collider? That is kinda issue as we all know how "happy" and bouncy some times is stock KPS landing gear, special smaller or non retractable. I noticed this after i put 1.6 scale 2500m runway Few screenshots: All 1700m runways looks fine scaled or not. 2500m runways at stock scale have this problem and depending on marking its bit different. Some are like small pothole and some like small bump. Probably its just minor alignment but maybe you should make all markinks like runway numbert with no collider at all. Like this one: Im sure you will know better how to fix it. Im not 3D modeling person
  20. @linuxgurugamer Small change for Near Future Mods filter NearFutureAeronautics
  21. True rover wheels and landing gear different thing, but my point was that max load on landing gear is to low or some issue with plugin. If it breaks just by standing on runway Mk3 hull plane how it can handle landing impact?
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