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gkorgood

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Everything posted by gkorgood

  1. will definitely check it out. thanks for the rapid reply. I was actually hoping you'd see this, your work is quite impressive. its a cylindrical shell with another cylinder on the side (its a wristwatch for your rocket, because the plugin adds a real-time clock window) but i think the collider only really has to cover the band, the parts of the watchface that extend past the band don't need to be collidable, i don't think. As such I was attempting to use a simple cylindrical mesh as a collider. so the blender file should only be the part, with no other mesh? and how do i go about installing part tools. which version, in what order, where? i've seen a couple different sets of instructions.
  2. I have been working on a new part for KSP for about a week now. Last week was spent writing the plugin, which works flawlessly. However, developing it was done by copying over the stock accelerometer part and editting its config, just for testing. I have spent the past 2 days modelling the new part in sketchup and finalizing in Blender. I now have a blender file (.blend) fully textured and cannot figure out for the life of me what to do now. Some tutorials say you need a collider object in blender, some don't create one until unity. On top of that, this mod is going to be submitted as a final project for my computer science course, and I will be documenting the entire process in a technical report. As a result, while helping through replies on the forums is great, I need to actually have a conversation with someone who will walk me through the process, with screen-sharing and the whole lot, so that I really get a feel for each and every step. Anyone willing to video chat with me to help me finish, just private message me.
  3. Could you perhaps implement a standard RPM display? The NearFutureProps is awesome and the high def screens look great, but its annoying to jump around the cabin to look at all the different screens. The standard RPM displays are have many more screens all right near each other so it is possible to see all you need to in just one Kerbal's perspective. so yeah, either standard or B9 style displays, or more NearFuture screens all right next to each other. great mod. still working on getting a successful SSTO and/or VTOL Thunderbird 2
  4. Oh my god Astronomer that was so awesome of you. Thank you so so so much. One more question: Is DOE required for Interstellar? And if I don't have it installed, do I need the DOE folder in the Auroras Extension?
  5. @Astronomer Is there any reason you removed the phosphorescent clouds on Laythe? I have been looking forward to this pack quite a bit, and it looks incredible, but between Laythe clouds and the astonishingly thin clouds on Kerbin I actually reinstalled Edge of Oblivion instead. Maybe I just installed wrong? I really loved Laythe's clouds.
  6. is it just me or do profile shots of relatively short MkIV planes remind people of bumble bees? like with a body that large of girth, those wings should really be twice the size they are to lift it?
  7. This is not a bug with the mod. The game does not allow two parts of the same craft to collide with each other. Hence we have boosters that can clip and work fine, until they decouple, and cause BOOM things to happen. Also hence, we have rovers that can pass through their parent ships. Also, 100th POST HYPEEEEEEE!!!!!!!
  8. that is exactly what happens. my first instinct was to add a delay after each trigger, but the only thing i could think of was WAIT commands, and kOS gives me an error for having "WAIT"s in "WHEN"s
  9. for some reason i dont get the command pod texture in stock version, its just a blank solid. all other parts work however. excited for first launch. anyone have tips on getting an IXS into orbit?
  10. I didn't even think of that, thank you. going to test rn EDIT: that worked beautifully, the code runs now. however, i've encountered an issue I'm sure has been brought up before; how does one get the program to stage only once? i tried adding wait commands at each instance of stage, but kOS won't let me because some staging occurs in "WHEN" clauses
  11. could anyone tell me why the following ascent program will not run? [FONT=Courier]SET countdown TO 10.[/FONT] [FONT=Courier]PRINT "COUNTING DOWN:â€Â.[/FONT] [FONT=Courier]UNTIL countdown = 0 {[/FONT] [FONT=Courier] PRINT "..." + countdown.[/FONT] [FONT=Courier] SET countdown TO countdown - 1.[/FONT] [FONT=Courier] WAIT 1.[/FONT] [FONT=Courier]}.[/FONT] [FONT=Courier]PRINT “LOCKING STEERING TO UP. 1 SECOND TO STABILIZE.â€Â.[/FONT] [FONT=Courier]LOCK STEERING TO UP.[/FONT] [FONT=Courier]WAIT 1.[/FONT] [FONT=Courier]PRINT "MAIN THROTTLE UP. 2 SECONDS TO STABILIZE.â€Â.[/FONT] [FONT=Courier]LOCK THROTTLE TO 1.0.[/FONT] [FONT=Courier]WAIT 2.[/FONT] [FONT=Courier]UNTIL SHIP:MAXTHRUST > 0 {[/FONT] [FONT=Courier] WAIT 0.5.[/FONT] [FONT=Courier] PRINT "STAGE ACTIVATED.â€Â.[/FONT] [FONT=Courier] STAGE.[/FONT] [FONT=Courier]}.[/FONT] [FONT=Courier]WHEN STAGE:LIQUIDFUEL < 0.001 THEN {[/FONT] [FONT=Courier] PRINT “STAGE EMPTY. STAGING.â€Â.[/FONT] [FONT=Courier] STAGE.[/FONT] [FONT=Courier] PRESERVE.[/FONT] [FONT=Courier]}.[/FONT] [FONT=Courier]WHEN STAGE:SOLIDFUEL < 0.001 THEN {[/FONT] [FONT=Courier] PRINT “STAGE EMPTY. STAGING.â€Â.[/FONT] [FONT=Courier] STAGE.[/FONT] [FONT=Courier] PRESERVE.[/FONT] [FONT=Courier]}.[/FONT] [FONT=Courier]WHEN ALTITUDE = 10000 THEN {[/FONT] [FONT=Courier] PRINT “STARTING ROLL PROGRAM.â€Â.[/FONT] [FONT=Courier] LOCK STEERING TO HEADING(90,45).[/FONT] [FONT=Courier] WHEN HEADING = (90,45) THEN {[/FONT] [FONT=Courier] PRINT “ROLL PROGRAM COMPLETE.â€Â.[/FONT] [FONT=Courier] }.[/FONT] [FONT=Courier]}. [/FONT] like it's not even malfunctioning during execution, it just doesn't run
  12. hrmm. thats quite unfortunate, it really is a beautiful cockpit, i love bahamuto's work. well then it will just push me to get linux working faster
  13. wondering if there's any plans to make this available without B9 dependency. That mod is far too large for me to install on my fritzy mac. Maybe once i switch to linux, but currently unsure of when that will be.
  14. The barn and other similar structures are part of a new plan to have upgradeable facilities at KSC. You start out with a barn as your VAB and other primitive structures, and as the game progresses they can be upgraded, with their final stage most likely being the buildings as you know them now.
  15. I have had the same issue in the past with firespitter standard wheels. check to make sure the front motors are off, if you absolutely have to have them on quadruple check before every flight that they go the right way. An easy way to do this (and should be done for all wheels before every flight, not just the front ones) is to shut off the motors on all but the one wheel you are testing, and see what direction it goes. EDIT: Btw this is not an adjustable landing gear bug but a known firespitter wheel module bug. at least i knew it. not sure if there is an official bug report or not.
  16. I do, and yes it helps. But wouldn't it be awesome if every mod creator started using AVC and all our games would check themselves for us??
  17. @BahamutoD small request. could you add KSP-AVC support? its very simple, and makes keeping one's overflowing GameData folder up to date without having to scavenge these forums, as much fun as that is to do. Absolutely love your mod, wouldn't ask otherwise
  18. so with the RAM issue, i have 16, and activity monitor said i was only using 10, 2 of which were used by KSP when it crashed. so i should have had loads of memory left. and the graphics issue i found would persist on a version of ksp if i ever had atm installed, even after deleting it. but, if i reinstall ksp as a whole and never touch it with ATM, no issue. tested it twice
  19. @ToTheMun thank you for everything you could do, and for even taking the time to help out those who need it. @Master Tao i thought so too for the past several weeks, but yesterday i tried playing with activity monitor open right next to me. never went above 2 GB, even when it crashed. and i used to have ATM installed, but it causes strange things to happen to the graphics. odd shadows all over even in direct sunlight, shadows that are clearly of a defined object, or stencil, though what it is i can't tell. i have some screenshots here i believe https://drive.google.com/folderview?id=0B6zJ0kW58l-KZGNnSWh6T3ZKNU0&usp=drive_web sorry about that long link. should work just fine though and i have tried reducing the texture quality. the effect was minimal at best, and the lower quality really makes the game less pleasant to play. Anyways, thanks for all of your help, both of you. if you need any other files or anything to help remedy the situation just let me know
  20. How do I go about getting the player log to you guys? And the mod versions should all be current. If not the absolute latest release, they are all very recent ones, as i have tried testing game performance with and without all of them several times in the past couple weeks, and thought it safer to redownload a new mod packet for each whenever i put one back into the game. If the unity/OSX non-compliance is my issue, would the only solution be to switch to a different OS and have patience? thanks so much to both of you. EDIT: ahh found the instructions for the log. here you are- https://www.dropbox.com/s/ihfjksx782mjacr/Player.log?dl=0
  21. hi guys, i have been having increasing issues with ksp ever since i first started using mods in the middle of summer. my game sometimes crashes even with no mods installed whatsoever, but with mods, it crashes every time i go from VAB to launch pad. The is not unplayable as yet, because i can launch by clicking on the launchpad in the general ksc scene. however, the game has become so unstable that any time a loading screen pops up i get anxious. my current set-up: OSX Yosemite 10.10 Macbook Pro 15" Retina late 2013 (Summer 2014 purchase date) 2.3 GHz Intel i7 16 GB 1600 MHz DDR3 RAM NVIDIA GeForce GT 750M 2048 MB Graphics Card, in addition to the integrated Intel Chip KSP .25 through Steam Firespitter Trajectories HotRockets ModuleManager 2.5.1 KER MechJeb2 RasterPropMonitor (including the replacement IVAs for Stock SP+ in .25) NavHUD PlanetShine and i just removed KSP-AVC because one of the mods that works with it refused to check, so i was stuck with the unclosable "5 out of 6 add-ons checked" screen any help you guys could give me would be fantastic. i am hopefully going to be switching to Linux XUbuntu soon; although i don't know when that will be, and would like to keep playing my favorite game in the meantime. I have used KW and EVE in the past on previous releases of both KSP and OSX (i believe it was 24.2 on the last version of Mavericks) and had less frequent, though not infrequent, crashing. i would very much like to get back to using EVE, if not both EVE and KW, as both mods really changed the way i played the game. A huge thank you for reading this ridiculously long post for anyone who replies.
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