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Denko666

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Everything posted by Denko666

  1. I seemed to remember that too, thats why i asked if maybe i was using the wrong resources. Mods that are installed and that may have an impact are: ExtraPlanetary Launchpads Keridian Dynamics Vessel Assembly Pathfinder (obviously) OSE Workshop Karbonite Karbonite + K&K Planetary Base Systems thats about it for resource chain changing ods i think. There's 154 more mods installed though Want me to make a log file featuring an upgrade attempt?
  2. Strange, cause it keeps saying i dont have the necessary resources.
  3. Hi Angel, If i have DSEV, Pathfinder, EPL and OSE Workshop installed. And i'm in a sandbox game, do the Supernova drives need Rocketparts to upgrade to Pulsed Plasma mode? Or Material Kits? Grtz
  4. Thank you so much for this mod Allista! Without it, these kind of spaceplanes doing these kind of manoeuvres would be nigh impossible Atmospheric flight without atmosphere https://www.flickr.com/gp/112822178@N08/bZ5VYh Squadron flying
  5. I had the same, i reinstalled it manually from spacedock and then it worked
  6. I hate it when the base decides to bounce off... https://flic.kr/s/aHskFaiTaS
  7. We're finally getting somewhere: Readying the Endurance - Attempt 2
  8. Hey Birkeland, i noticed a lot of tanks, not just the ones coming with Warpship, don't surface attach, but rather clip through other parts. This makes them more of a challenge to click in place because they now get stuck more often on the hangar walls, floor and ceiling. It's something that changed in KSP1.1.3 which causes, but i don't know what exactly. What helps for me, is to look straight at the connection node so you're looking 90° down on the surface where the connector is, and then shove the tank in front of that keeping shift/alt pressed. The editor should figure out which end of the tank has a connector facing the right way to connect with the one on the ship, and snap it into place. I don't know if it influences this, but i should also mention i have the editor extentions installed. (http://spacedock.info/mod/48/Editor Extensions Redux) I know i'm a bit late with replies, and work on Warpship. My laptop broke down recently and had to buy a new one; with that comes setting everything up again, and my KSP development setup is still on my to do list.
  9. Can you post the KSP.log and a listing of your gamedata dir? Then we'll have a look at what may be spoiling the fun.
  10. Yup, download TCA from Spacedock.info and copy the 000-at-tools (guessing here, not sure about the actual name) directory into your Gamedata.
  11. Hey Allista! CKAN isnt considering TA tools as a dependency for TCA.... and so its not installing it when updating. Just letting you know... could save you some time figuring out why people arent getting the plugin UI. And with that: THANK YOU!!! For this mod.... i couldt operate my spaceplanes without it.
  12. Nope, KSP updated without worries. And i'm using SteamOS.
  13. Unless one of the previous maintainers has put it in, i don't think it has CTT support. I'll put it on my to do list.
  14. Riiight,... i knew there was probably a good reason why it was built-in
  15. That was indeed the issue i meant. I'll test your new release, see if it helped. otherwise,... maybe easier after all to have the ranger docking port as a separate part?
  16. Hey Deimos, Don't get me rong, i don't think Squad is responsible for the mods, but i do think it would be wise of them to be supportive of modders. After all, they are providing extra content all the time at it costs them(Squad) nothing. Personally i don't think i would still be playing KSP if it weren't for the abundance of interesting mods. To that end, they should be more communicative about planned changes and how this may affect mods. Also, they really should update their documentation for modders. Some entries date back to 0.23 and are hopelessly outdated. That makes it difficult as a budding modder to get the info needed to make good mods. As for the comments,... haven't checked yet but i'm assuming our absolutly right. In my defence... i grew up with Turbo Pascal, then Cobol, C/C++ and finall Java and Bash |-), so please be leanient if i get confused. I'll correct them and upload a patch version. I certainly would welcome any help offered. If you feel comfortable using a Git client, i'd suggest you issue a pull request on my Github repository for the IXS: https://github.com/bartblommaerts/warpship And for the extra 'cheaty' parts: i agree. i didn't put those in though, i merely inherited them. If you have ideas to make them more 'sane', please do tell. I know i came accross the settings for that somewhere. i'll look it up. Personally i don't like tinkering with the models, as i don't understand how to edit them very well. But how would you feel about scaling the resources/second required to maintain the bubble with the size of the bubble?
  17. Thanks for the update JPL!! Lil question tho: did you get around to fixing the docking port of the ranger? Or is that still an open issue?
  18. strange, cause i can run KSP 1.1.3 on my MacOS X el capitan just fine.... Are you starting the 64bit version or the 32bit?
  19. anyone else have the issue of stock launchclamps not working? when i add them in the editor then don't adjust themselves to the floor...??
  20. Updating IXS Warpship...

    So you can crash boldly where you've never crashed before.

  21. Recompiled against KSP 1.1.3 It's uploaded to Spacedock Git repository is updated And can also be found here: https://www.dropbox.com/s/4mzh4g63zhcny50/IXSWarpshipOS-0.3.8-1.1.3.zip?dl=0 I really wish Squad would leave more time between releases and maybe give more aid to modders who struggle,... Like Adjustable Landing Gear, Baha was still struggling to get it to 1.1.2 and now there's already a newer update.
  22. No, that was next on the agenda: get Jool to spawn Xenon. my mod uses RoverDude's Alcubierre Drive (standalone) instead of the one on Warpship.dll (its still there tho, if you want to use that all you need to do is change the warpdrive ring's config i killed your JoolGas?
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