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nerf_hurrdurr

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Everything posted by nerf_hurrdurr

  1. Thanks for the heads up re: drag. I must have missed that when I was catching up! Is there any plan to host your fork/patch of this on CKAN? Not sure if that's just too much of headache, or if it's somehow complicated by right's issues with Ven, but as I understand it the version currently linked on CKAN is not the most recent and will break the current game. Again, thanks for all your hard work on this mod - it really is one that makes or breaks the game for me!
  2. I'm returning to the game after a few months away. I just looked through the last 7-8 pages on the forum thread. To recap: Ven has stepped back a bit from the mod, and Kerbas_ad_astra has released a stable community patched fork for 1.2 found here: https://github.com/Kerbas-ad-astra/Stock-Revamp/tree/KSP_1.2 There seem to be two minor bugs with this patch: a drag issue with the 900 and 909, and lander legs' models have been rotated. There also seems to be an issue with the solar panels rotation, this can be fixed by editing their state (deployed vs retracted) in the save game file and restarting the game - I think this is an old issue, I've ran into this one in the past actually. EDIT: BrunoTheMad pointed out there is an issue with the Flea booster being a bit OP. Does that sound right? Am I missing anything? Thank you to everyone for such hard work to keep this mod alive, I'm not sure my KSP experience could ever be the same without it.
  3. THANK YOU! I didn't have this issue in the last version and replacing the suggested files seems to have done the trick. I'd like to help more, but I'll be honest: I'm probably a little out of my depth on some details and my mac rig is a little bit of a Frankenstein. I've replaced the factory graphics card so all of the "What Model Mac is Yours/OpenGL Version" charts won't apply. For the record my graphics card is an ATI Radeon 5770. Embarrassingly enough, I don't really know how to check my openGL version: I can't find the terminal command to display the current version, and system profiler lists my version as "12.1" (wut?). Wish I could be more help, especially if this is an issue others run into! Probably time to face the music and jump ship to PC next computer upgrade....
  4. Just upgraded to the most recent Scatterer. Loving the return of the sunflare for 1.1.3, but now I'm getting this weird atmosphere 'ringing.' Anyone else running into this or is there an easy settings fix? Happy to provide more info if needed.
  5. They are. Is there a way I can easily negate that? I like that your tanks provide additional benefits by slowing LH boil-off, but I thought having some cheaper, lightweight softshell tanks for deep space missions/fuel stations would be useful. Obviously there are some real-life limitations that don't exist in KSP and I'm not by any means knowledgeable to how fuel is stored in vacuum IRL (I imagine KSP's fuel tanks are very dumbed down), but perhaps what I'm trying to do isn't "in the spirit" of the part's usage?
  6. In the newer releases of Ven's Stock Part Revamp (I've noticed them since 1.9.2, don't know if they predate that), Ven released some softshell tanks. It appears that these new parts are being exempted from the stock tank fuel switch config bundled in CryoEngines. I'd like to find a way to apply that switch to the tanks to add the option for LF&O/LF/O. I was thinking some sample code I could adapt or write to make a simple MM .cfg patch to add that functionality to these parts. I'm not much of a programmer and what I do know is pretty base, but if someone could point me in the right direction, I'm confident I'd be able to figure out a fix with a little effort.
  7. @blowfish: Thanks for clarifying. Maybe they need to be re balanced then? The Softshell tanks cost more & have a lower collision threshold, yet provide the same Dv/Mass as the regular stock tanks. Is there a benefit (other than cosmetic) I'm missing?
  8. Has anyone else found a discrepancy between the SoftShell Tank's stated masses, the config mass, and their actual masses? For example: The Rocomax MK1 Softshell tank has a stated mass of 2.25t, a config mass of .15t, and yet Engineer Redux lists a wet mass of 2,530kg (included is the mass of an OKTO probe core) and 7,894m/s of Dv in vacuum. For Comparison, an FL-T400 has a stated & config mass of .25t, and when filled 100% with LF*, has the same mass and Dv value in vacuum. *Note: I'm using the CommunityResourcePack Mod to select 100% LF, and not just reducing the amount of Oxidizer to 0.
  9. Ah yes, I did run 1.1.3 with 1.12.1 running. Wanted to check the compatibility of my mod load! Thanks for your responses!
  10. This happened when I went from 1.12.1 to 1.13. I just upgraded to 1.14 this evening and have not run into issues. I'm not really sure what happened, but if I can get it to happen again, I'll get my log, upload it, and let you know.
  11. I notice that when I update this mod via CKAN I loose all my accepted and completed contracts. I've tried searching for a solution to this problem to no success. Could someone tell me what files or sections of code I might need to duplicate/save prior to updating? Thanks! Edit: It appears if I load my quicksave file, the contracts are fixed.
  12. I updated from 1.9.2 to 1.9.4 (see my above post) and now I'm running into an issue with the placement of some solar panels on previously launched probes. I used the rotate mode in the VAB to offset the solar panels in 1.9.2. They appear fine in the VAB in 1.9.4, but those previously launched satellites are a little buggy. The panels now "cut"/clip through the probe in the opposite direction of their surface placement. While it's not a huge issue, the probes' panels still appear to have functionality, I was hoping someone might have a solution? I'm willing to do some save file editing, but without some initial advice or direction, I feel a little out of my element. These probes are for my RT relay network and I'd prefer to not have to re-launch. Here is an imgur album to better illustrate the issue. http://imgur.com/a/J1Jjz
  13. Are there docking port issues in 1.9.4? I haven't seen them mentioned in the thread recently, if anyone confirm or deny this for me, it would be a big help. Thanks
  14. Apologies if these have been asked before! I'm using both Orbital Science & SCANsat and had a couple questions about their integration. I noticed that there is a multi-spectral part in Orbital Science in addition to the part included in SCANSat. Does each part have the exact same functionality if I have both mods installed? I'm asking because one (Orbital Science's) is higher on the Community Tech Tree than the other, and if they are more or less duplicate parts, I will probably edit one or the other out. Second, there are several parts that act as anomaly scanners. Do these parts also display the anomaly locations on the ScanSat map, or is it simply a science report that is output? Thanks!
  15. If this is the same issue I had, then I think I have a fix. If you rename the config file it will show up in RT's new startup dialog. As it is now, SETI's config file shares the same name as RT's, so when you upgrade RT, the file replaces the SETI one. I simply re titled the SETI one so they wouldn't overwrite each other.
  16. Apologies in advance if this is known issue (I suspect it might be issue #6 in the known issues section). I'm getting a weird effect when I return to KSC from a flight. the sky is black and the water effects are gone entirely. Here is an imgur album of the effect with scatterer installed, and without it installed. http://imgur.com/a/mzpR3 Again, sorry if this is the stated effect in the known issues section! If it isn't, I'll be happy to upload a log file & provide more information. Thanks for all the hard work, and I appreciate any responses!
  17. Sarbian, I'm having a weird issue, hoping you might be able to point me in the right direction. I've got two versions of KSP running on my computer at the moment. I can get your mod to work properly in 1.0.5, but not in 1.1. The issue is with the Memory Usage staying stuck at 0 MB. Log file for reference. Thanks
  18. @sarbian AH! I've made a fool of myself! Thanks much, I'll give that a go this evening.
  19. I'm suffering from that 0 MB issue that Phantasmogasm and Wercho were running into. Any thoughts for a fix? I'm in the process of looking through the Log file, but any help would be appreciated! Max OSX running the 64-bit workaround. Log file
  20. Hi Ven, I can confirm the same problem that vctr is having. Not only is the radial Attachment note off, it's also the top and bottom nodes as well. http://imgur.com/a/HbN4Y
  21. This is only like my second ever post here, so forgive me if I'm doing anything wrong (too much quote above?), but this was also happening to me. I only had EVE, Chatterer, Texture Replacer, Planet Shine, & Distant Object Enhancement installed when I tried to use this. Someone above in the thread had mentioned they believed it was due to TR. I'm inclined to believe that, most of my personal headaches with incompatible mods seem to stem from that.
  22. hi, I'm having some trouble with this mod. I think it's conflicting with Distant Objects (1.4.2) and possibly EVE (v 7-4). I'm also running Astronomer's V3 BETA pack (I can't get Interestelalr to work, haven't tried with Oblivion). Mac OS 10.9.5 The darkside of Kerbin is all funky with a very obvious yellow cast to it. http://imgur.com/ye6nJmH Anyone have an issue similar to this in the past? Know a good fix? Thanks!
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