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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Hi, I'm maintaining a number of mods, one of them is Smart Parts. I'd like to be able to create some new models, but don't know how, and don't have the time to learn. I'm looking for someone who would be able to take an existing model and make some relatively minor changes and end up with a new model. If interested, please contact me. thanks Linuxgurugamer
  2. The LogsThese are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log
  3. please read the first post in this thread for insructions on support. I am not "hosting" it, I am the maintainer. send suggestions to me
  4. Isn't there a part somewhere like a harpoon, which you can use to "harpoon" a craft?
  5. That would be Contractconfigurator, and I don't think so.
  6. Most likely not If you can verify which version you are running, I might be able to compile a version for you. Look at the log file for that info
  7. I see that there is a pirate cockpit, ARR-01, I suppose the contract can require that part, and then I can see the following types of contracts: Using the PoK agency Capture crew of ship and return to kerbin Dock & transfer cargo to station Dock & transfer cargo to base Intercept & destroy a ship Establish a pirate base, must have a part (PoK fuselage, PoK_CP, PoK Flag) And yes, I'm thinking about writing it Other suggestions would be useful. These shouldn't take too long to do
  8. It's not a matter of what to call them, it's what sort of contracts to generate which would fit the idea of pirates.
  9. Cool! Now, how to create a contract pack which involves pirates?
  10. "Fairly easily" was meant relatively. Straightforward is probably more accurate
  11. This is for 1.1.3: http://spacedock.info/mod/885/HullcamVDS Continued This is the older link: https://mods.curse.com/ksp-mods/kerbal/220258-hullcam-vds
  12. I took a look at this. It can be done fairly easily with the current version of KSP, without needing any additional mods to make it work
  13. That's the way that KSP works, with regards to textures. I assume you are having problems with the thrust; you will need to set reverse thrust in the SPH on the one that seems to be upside down. You can try doing this: Add the VTOL wings in symmetry mode Right-click on the one that is upside down (the flag is the "top"), and set reverse thrust
  14. Thank you for the post. Real Life has been intruding, but I will definitely keep this in mind. I don't mind the criticism, it's good feedback. Not sure what I will be able to do with it yet, but definitely something(s) to think about Thanks
  15. Fixed, texted and new version released of Unmanned Contracts
  16. Same thing that a regular part needs to be a lifting body. The only thing this does is to change the amount of lift depending on how much it is deployed.
  17. Grrrrrrr. Thank you for looking, I'll get this updated in a bit Edit: Same problem with the Tundra sat contract, will be fixed as well
  18. You need to update the Unmanned Missions @nightingale If you get any more of those, please tell them that the UnmannedMission contract pack was updated, should be at version 0.3.24. This was updated 8/12 I think I need to read first and then post. I'll work on it this evening @nightingale It seems that this is the one causing the error, but why? It should only allow planets which can have the orbit: KolniyaMissionPlanet = Prestige() == Trivial ? @/easyPlanets.Where(cb => cb.CanHaveKolniyaOrbit()).Random() : Prestige() == Significant ? @/mediumPlanets.Where(cb => cb.CanHaveKolniyaOrbit()).Random() : @/hardPlanets.Where(cb => cb.CanHaveKolniyaOrbit()).Random()
  19. Probably, but not sure. Best way to find out is to try it Right now I'm maintaining it only, but new features may come later. Please open a Github issue about this Thanks
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