thomas15v
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Everything posted by thomas15v
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
thomas15v replied to Paul Kingtiger's topic in KSP1 Mod Releases
Oh that explains the magnetometer problem. But it doesn't explain why the vanilla parts are broken as well? Or could it conflict with dmagic? EDIT: nvm the vanilla parts are from dmagic. Sorry I got confused :S.- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
thomas15v replied to Paul Kingtiger's topic in KSP1 Mod Releases
I ran in to a few issues with the science modules. I can't click the temperature/pressure sensor The magnetometer boom thinks it's in the atmosphere . Edit: Science jr and goo also aren't safe in this environment ? I recorded the problems to make it a bit more clear. Also craft-file (Contains 1 part from Kerbalism).- 1,553 replies
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Hi folks, Some time ago I attempted to give KSP modding a try. However at this moment time limitations keep holding me back on modding KSP. So I was wondering if someone could help/take over a mod I have been attempting. https://github.com/thomas15v/flightedit The purpose of this mod was to make it possible to spawn your craft that is already flying in the VAB/SPH, edit it and launch it back to it's original position. However the task of writing this mod is far more complicated that I originally thought: Rerooting a craft will cause things to go haywire Sometimes parts don't attach correctly (angles, distance is incorrect) The kraken finds newly spawned crafts very interesting. So basically to sum it up I need a rock solid way to convert VAB/SPH Vehicles to Flying Vehicles. But this is very complicated. Also I can't really find ingame api calls to make this process more easier. Anyone has a better idea what could be done here? I also wanted to say that my mod code can be copied and remade in a personal mod. Thanks for reading, Thomas
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I really like the idea of just 1 resource. As with TAC I usually end up using the mixed tanks always. Only thing that would be nice, is a way to figure out how long supplies will last in the VAB.
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sas and rcs won't stay on.
thomas15v replied to thomas15v's topic in KSP1 Technical Support (PC, modded installs)
Ty . Found it. I needed to enable the manager otherwise it disables everything that uses power -
I did a full reinstall from my KSP and re-added the mods. Now SAS and RCS disable them-self after 2 sec. mods dir: 000_Toolbar 000_USITools ActiveTextureManagement AmpYear BoulderCo BoxSat alpha Chatterer CollisionFX CommunityResourcePack CommunityTechTree ConnectedLivingSpace ContractsWindow CrossFeedEnabler DistantObject DMagicOrbitalScience EnhancedNavBall EnvironmentalVisualEnhancements FerramAerospaceResearch Firespitter Hydrogen NTRs KerbalEngineer KWRocketry MemoryUsage ModuleRCSFX NASAmission NearFutureConstruction NearFutureProps NearFuturePropulsion NearFutureSolar PlanetShine PreciseNode ProceduralFairings Regolith RemoteTech SCANsat ScienceAlert SmartParts Squad TechManager ThunderAerospace Trajectories TriggerTech UmbraSpaceIndustries UniversalStorage Logs. [LOG 15:22:59.754] RCS lock/unlock [LOG 15:23:01.219] AY.AYController[FFF93806][646.00]: RCS - disabled. [LOG 15:23:01.219] AY.AYController[FFF93806][646.00]: SAS - disabled. [LOG 15:23:02.372] RCS lock/unlock [LOG 15:23:03.303] AY.AYController[FFF93806][648.02]: RCS - disabled. [LOG 15:23:03.303] AY.AYController[FFF93806][648.02]: SAS - disabled. [LOG 15:23:05.111] RCS lock/unlock [LOG 15:23:05.336] AY.AYController[FFF93806][650.04]: RCS - disabled. [LOG 15:23:05.336] AY.AYController[FFF93806][650.04]: SAS - disabled. [LOG 15:23:06.238] RCS lock/unlock [LOG 15:23:06.504] RCS lock/unlock [LOG 15:23:06.771] RCS lock/unlock [LOG 15:23:06.978] RCS lock/unlock [LOG 15:23:07.204] RCS lock/unlock [LOG 15:23:07.338] RCS lock/unlock [LOG 15:23:08.906] RCS lock/unlock [LOG 15:23:09.072] RCS lock/unlock [LOG 15:23:09.246] RCS lock/unlock
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can't change vessel or return to KSC
thomas15v replied to Tabris's topic in KSP1 Technical Support (PC, modded installs)
Yep I also guess remotetech2 is doing this. I am having exactly the same issue . It seems to happen with the big satellite dishes. -
Thats actually sad lol. I love linux . And I am also happy that this game seems to run better on here than windows. And yeah :/. The only good GPU cards that support linux is nvidea and intel I think.
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Oooh, thank you to clear up my confusion xD. Oke lets fix that. EDIT: Better now XD? Sorry I was confused remember. Another question. Do I have to redownload ActiveTextureManagement to the 64bit version? It could explain my cloud issue.
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Well somehow it turned out that I was playing 64bit all the time. I was even that stuppid that I downloaded mods that said that they didn't supported 64bit. I noticed it after changing some parameters to get more FPS. I also tried to change it back to 32bit. But nooo. Ksp needs 7GB ram with all my mods... . Is it normal that it is stable on linux? Because I am genuinely confused right now.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
thomas15v replied to Paul Kingtiger's topic in KSP1 Mod Releases
Fixed it already . I didn't saw I had nautilus running as root. So when I copied the files they where set as root. What made KSP complain about some stuff, I am not 100% sure what but after chowning, it to my username it was all good :s. Sorry for the trouble I made., -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
thomas15v replied to Paul Kingtiger's topic in KSP1 Mod Releases
Thanks . And sorry for not reading the instructions .... . The oxygen is fixed now. Only the alkaline fuel cell doesn't have a power button any-more what will make my kerbal (jeb) die in 4h. Hmmmm, Maybe solar-panels weren't such a bad idea. Could it be a problem in my safe file? -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
thomas15v replied to Paul Kingtiger's topic in KSP1 Mod Releases
I am having problems with an oxygen tank containing propellant . -
Loading Any Save Destroys My Ship(s)
thomas15v replied to klesh's topic in KSP1 Technical Support (PC, modded installs)
Looks more like this for me . -
Loading Any Save Destroys My Ship(s)
thomas15v replied to klesh's topic in KSP1 Technical Support (PC, modded installs)
I also got this problem with my space station. I used KAS to strut everything and made sure I could rotate it without wobbling to badly. But whenever the game needs to load its engine for the first time, things go crazy their. I temporary solved it. When you load your game, go to tracking station and load a flag first. Quicksave their (just in case) go back to the tracking station and load your ship. That worked for my station at least. -
Oh so thats why that plugin coms handy for . I think I use that . Using the cheat menu, ehm, ... sounds so cheaty. I thought it was a costum viewer that had to be enabled somewhere.
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How can I enable the Biome map viewer like scott manly dit here?: http://youtu.be/fUOlH2qK4oE?t=10s
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Coil Whine with 0.9 beta
thomas15v replied to thomas15v's topic in KSP1 Technical Support (PC, unmodded installs)
I Fixed it after changing the resolution and switching to full screen . Seems Unity3D messes something up. -
Hi people. Since the new update my graphics cards makes some whining noises. I guess this caused because the frame rate isn't sync (while having vsync on). Do other people that use linux have this problem? Hardware: CPU: I7-4470K GPU: gtx 770 RAM: 8GB Software: kernel: 3.16.0-25-generic Nvidia module: 331 ksp.log