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silvermistshadow

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Everything posted by silvermistshadow

  1. Does there happen to be a place where I can grab some craft files for this mod? I love all the parts but I can't seem to make a spaceplane that works, so I'd like to download what other people have made so that I can sort of learn by seeing exactly what they did, where they put the things, and all that. Plus maybe not have to make my own spaceplane because I can just use something someone else built for similar purposes. Placing the elevators is the part that is most difficult for me. I'm not sure I'm getting it right, either, because I keep having to go to the end of the runway and use the height in order to get off the ground. So having some other people's craft files might help me figure out proper placement. I mean, I know I should put them in the gaps in the wing and try to make them fit, but there might still be something I'm not getting quite right.
  2. I've been trying to make a space station to satisfy some contracts I have. I've launched two using different methods to try to work this bug out. For some reason, despite the fact that bases are generally landed vehicles, these stations are considered bases. I did use hyperedit for the initial orbits, but the second station was supposed to eliminate that as a possible reason by having the station parts dock in orbit. It's still considered a base for some reason rather than a station. Both are in orbit around Kerbin at around 240km. I really don't need to do these contracts at all, but I do find it mildly annoying that it's giving the vessels different types from what they should have. I can get screenshots if needed. Now then, I'm off to put a base on the Mun and see if it calls that a station for no good reason.
  3. I swear the Mun EVA gravity bug is back. That, or it's one of the mods I have installed that I didn't a few weeks ago. EDIT: Oh god it's even WORSE. I went on an EVA near a monolith and now Bob seems to be a neutrino or something, because he will not fall toward the Mun and when I tried to edit him onto Kerbin, he just starts floating away like gravity doesn't exist. And at a pretty high speed, too. RCS does nothing.
  4. I use it often, sometimes to make up for pilot experience or the utter lack of a pilot. It can be quite helpful, though I have to do a lot of tuning at times to make sure it does things just right. It also has several useful orientations in its Smart SAS thing, such as horizon level (or at least I'm pretty sure), which is great for when I'm trying to manually land a spaceplane and need to not be pointing straight up or down. My only gripes with it might just be because I haven't found the way to do it yet. It can't seem to help me get a spaceplane to take off, as it immediately wants to point the spaceplane straight up. Then again maybe I just need to adjust some things. I also don't know if it can really land a spaceplane. But its auto-landing is pretty good, even if it does fairly often miss the target by a few kilometers at best. It also makes plotting nodes a lot easier when all I have to do is put some numbers in and it'll figure it out for me, or put in a destination and the same thing happens. I can't test how I feel about it right now though; I'm waiting for the bug with the UI flicker with too many parts in the VAB/SPH to be fixed.
  5. I'm only going with 'no' because mine are more like 'relay probe alpha' and so on for newer designs. The manned things I end up naming either after early NASA vehicles or in a more compact form. The main rover, for instance, is XRV-1 (insert whatever mod I'm getting the parts from here because I have no patience for the vanilla rover centerpiece which is essentially a grey rectangle last I looked), and later modifications for different missions will generally follow that. When I edit stock ships I tend to do the same thing. Someone named their thing XR-8 Ravenstar or something? If I edit that to change its mission and stuff, it's probably going to end up with XR-9 on the start of its name, and then maybe something at the bottom of its description.
  6. I had some thoughts while I was riding home today. Would it be possible to make either a blended wing body or a flying wing type of aircraft or spacecraft? Then again, I guess that's not a question for FAR. It'll probably simulate and deal with them just fine if I make them, but I have to find the parts, which isn't FAR's job. I just feel like sticking this here anyways.
  7. Possibly, yes. I do have some things that add bases. I will go ahead and try again after uninstalling most of the mods I have on CKAN- the others are AD, and I think there's only two, including FAR naturally, since I didn't want to be sent to the other thread. There's 111 mods on CKAN though... Wish there was a button for 'uncheck all of the boxes'. The other manually installed thing is called modular flight integrator. I think it's somehow related to FAR, but I'm not sure. Uninstalled the CKAN mods, then had to delete folders and other stuff it left around. Now all that's left in there is 'FerramAerospaceResearch', 'ModularFlightIntegrator' and 'Squad'. As well as a wheeldeploypatch.cfg. I'll try it out in a bit here, should take a lot less time to load with just this. Also just put back in module manager since it was in FAR's stuff; I keep manually installed mods in a safe area so that I can always grab anything I need out of them. Test results: It definitely looks like something else was causing it. While the vessel did still have a minor tilt toward one side or the other, that just seems to always be there in everything that I ever fly. Even stock without mods, it's just kind of there. Incidentally, the runway in the above picture isn't even KSC either. Now I get to wonder if it will do the same thing at KSC when I put all the stuff back... eventually. I think I'll go with a lesser amount this time. 111 mods was kind of crazy. Initial loading of the game would take 5 minutes or so when I had that many, and general instability was a thing.
  8. I'm still in the previous version before this latest one, and I appear to be having minor issues with one of the stock FAR craft. The FAR Firehound MS, namely. I'm sure it works great in flight... but unfortunately, upon spawning on the runway, it immediately falls over onto its side. To be more precise, it falls forward-left. Naturally, when I launched again to take a screenshot, it took a bit longer to do this, because my computer likes to have weird issues that no one else has and generally toy with me. I did change the insides of the fuel tanks (removed all oxidizer, put in more liquid fuel because I have Modular Fuel Tanks and can do that), but since the actual mass didn't change, I don't think it would affect much. I tried to just turn on the engines straight away, but then it just fell forward-right instead.
  9. Yeah, that's a new 'feature' with KSP 1.1. Even one of the stock crafts (Mallard) has that problem, or at least it did before I installed FAR, and I made a custom version of it for space transport 'cause I wanted a rover on the mun. Said rover managed to break its wheels just trying to get out of the cargo bay because the rover was rather tall and the landing gear got in the way on the inside. Then again, that was back when I mistakenly thought last week that the pre-release branch of 1.1 was the only release of it.
  10. That looks like a resource mod of some kind. I think I've had it before, but I have no idea what it is anymore. The hexagons that are green had good resources in them or something. Or maybe this is an entirely different mod from what I'm trying to remember. Also, random screenshot tip if you're using printscreen: press alt+printscreen... wait, was it shift or alt? Anyways, one of those plus printscreen copies just the active window, so then we wouldn't also see your desktop.
  11. I had it in 1.1 at least, but only when one of my kerbals fell over, during the getting up animation. It'd start shaking all over the place, clipping through the ground, until the animation was complete.
  12. I just realized that 1.1 was available in the options for steam, so I downloaded it. I also tried to have CKAN update all my previous mods, but it refused to do so because cryoengines is incompatible so every time I tried to update mods that were vaguely related it threw up an error and wouldn't let me. I deleted CKAN, my mods, and re-downloaded CKAN and compatible mods through it, as well as a couple that it didn't have or claimed where incompatible when they weren't (no fault of its own there really). Only reason I'm saying all that is because it could possibly be somewhat related. Maybe. In any event, the problem I'm having is that what appears to be an IVA interior is placing itself onto my command pod at launch, and is even visible in the VAB (below the actual vessel- at launch, the command pod is fine for a second or two, after which the IVA part clips into place). I even checked the SPH; same thing. Images will be near the bottom. Quick descriptions: 1: Showing the IVA part at the bottom of the VAB. 2: Showing that the command module still shows up fine in the VAB. 3: Just after the launchpad loads, command module in place. 4: A few seconds later, the IVA thing clips in. Some things that may be important: I'm running the 64-bit version, I have it set to borderless fullscreen because that's how I like it usually. I'm probably just going to uninstall KSP entirely and reinstall it, see if that fixes it, but I still figured I may as well put this up beforehand just in case.
  13. It's still trying to grab something from kerbalstuff for me. I've seen several people mention editing some config file or another, but whatever they're referencing, I can't find that file. The mod in question (contract window +) even has a github link right in its description on the sidebar.
  14. There is something I have been wondering for a while now, and my curiosity has finally overcome my guilt for not already knowing it. My KSP build is 32-bit, while my OS is 64-bit Windows. When it comes to this tool, which of those two facts is the one that should determine which version I use?
  15. This isn't quite a problem, just a n00b question. How do I get the rover to er, work? I've put all the stuff together, but the wheels just get stuck in the ground and it doesn't move. I've tried two different chassis orientations (one with the headlights closer to the ground, and the other with them a bit further away- all by just rotating it), but neither seems to be able to fix it. Maybe I need to pilot it from the inside? Also, I don't know why, but whenever I build a rover (and this includes the days where I just had the base game and no mods), the wheels are always rotating. Always. I don't know if that's a problem, because with previous rovers I couldn't even manage to get a kerbal close enough to drive the thing before it either A: ran off on its own B: went for a swim or C: Flipped over. The thing I like about this one is that it has its own little RCS thing to stick on the end, meaning I can avoid it flipping over much better than even some other mod rovers. Ship craft file (for the VAB, though I do occasionally modify it in the SPH) is over here, just so that someone can look at it and tell me all of the things I did wrong. EDIT: Wait, hold on, removing all non-stock parts that aren't from this pack. EDIT 2: It's now for the SPH because when I click on it in there it orients itself in a way that a car should be. https://www.dropbox.com/s/yb4apr3sarrbwca/Rover%20I.craft?dl=0
  16. Indeed. I'll grab the complete pack and transfer the necessary files.
  17. I could post it here, but it's 2,726KB. Instead, I'll post the last ~100 lines or something. (Or just the part after it gets to the relevant part.) I installed it over CKAN, but it looks like (based on the 'FSCoolant not found in resource database' thing), that somewhere, somehow, a prerequisite is missing. Maybe. I'll go check. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) PartLoader: Compiling Part 'KSO/Parts/kmwhelirotormainkso/kmwhelirotormainkso' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) PartLoader: Compiling Part 'KSO/Parts/kmwhelirotortailkso/kmwhelirotortailkso' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [ShipTemplate]: No Resource definition found for RESOURCE (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FSCoolant not found in resource database. Propellant Setup has failed. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) KSP-AVC -> System.InvalidCastException: Cannot cast from source type to destination type. at UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, Boolean alwaysShowHorizontal, Boolean alwaysShowVertical, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUIStyle background, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.DrawAddonBoxStart () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.DrawAddonList () [0x00000] in <filename unknown>:0 at KSP_AVC.Toolbar.ToolbarWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) CRFFix.OnDestroy() (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [SmokeScreen ModelMultiParticlePersistFX] OnDestroy (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [SmokeScreen ModelMultiParticlePersistFX] OnDestroy (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) S.A.V.E: destroying S.A.V.E (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) S.A.V.E: storing configuration in D:/Games/Steam/steamapps/common/Kerbal Space Program/KSP_Data/..//GameData/S.A.V.E.dat (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) S.A.V.E: stopping backup/restore threads (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [SmokeScreen PersistentEmitterManager] : OnDestroy
  18. Perhaps I'm just not patient enough, but the texture management mod seems to be getting stuck on processing "KSO/Parts/kmwhelirotortailkso/kmwhelirotortailkso". KSP isn't freezing or anything, and I am running the 32-bit build, but it just never seems to get past that part. The little loading screen text thing ('clearing launch pads' 'treating kessler syndrome' and such) is changing, so it's clearly doing something, if very slowly. I know that the texture management mod often takes time, but I've never seen it take this long to process a single part. Should I just go take a walk or something?
  19. Ah. All I could find was something about non-repeatable engineering. But yes, null reference exceptions are quite bad. Almost as bad as dangling pointers. Or are those the same thing? Welp, back to Wikipedia. Thanks for the update though, I'm looking forward to using this.
  20. You have just used a term that I've heard for a day and a half, and I feel I should know, but don't. My curiosity has finally overcome my guilt. Or, to be more concise: what's an NRE?
  21. Well, that's plenty good a reason for me. Thanks for the information.
  22. So, just the different .exes are meant there, right?
  23. I've been playing the game on steam for a while now, but now I have finally registered for the forums here. I've also been going around and grabbing mods from here and there as well. One thing that confuses me is a few mods that say they're not compatible with 64-bit editions of windows. One even says it's an unstable mess. As far as I can tell (according to the task manager and some other things), KSP runs in 32-bit mode unless otherwise told to, so I'm not entirely sure why something that merely adds to the existing application would need to be specific about something that it's likely not even going to notice. Generally only applications at the OS or driver layer need to be concerned about word size, as far as I know. Anything higher should only be concerned about whether the OS run it, and a plugin to an application that runs just fine on said OS shouldn't even be thinking about the OS more than the application does. Considering that I haven't seen any other plugins mention 32-bit or 64-bit besides the two addons I've seen so far, and all of those worked just fine, I'm starting to think that it actually doesn't matter and that those mods would work just fine regardless of the big warnings plastered on them. If I'm wrong, please tell me, and in detail if it's possible. I do like to know the details of these things, so that I don't have to wonder in a similar situation.
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