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Everything posted by MacLuky
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About to test this in RP-1 using this patch: // rp-1 @PART[KCHS_*]:NEEDS[RP-1] { %TechRequired = materialsScienceSpaceStation @description ^=:$: <color=green>From KHCS mod.</color> %RP0conf = True } To do it properly you need to break down the parts and add them in the proper spot in the tech tree.
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I could probably whip up a patch
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MacLuky replied to Ger_space's topic in KSP1 Mod Releases
I've updated my scatterer and found my base partially in water. When I wanted to edit it through CNTRL-K I can see the list of instances but when I click groups KK crashes: [EXC 15:04:35.826] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:40.001] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:40.669] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:43.466] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.Inte -
After upgrading my RSS and Scatterer/EVE my game is no longer loading. Observing the logs I can see that KK has difficulties finding the CelestialBody "Earth" but I am not sure why. The definition is there, perhaps the load sequence? -- Edit: scratch that, KK is responding to an issue in Kopernicus
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Imagine WW2 never happened, imagine that the Dutch would have developed a far better relationship with their colonies than that did in our universe. Perhaps rather than consistently marrying Germans, the royal family would marry Indonesian royalty, and rather than speaking of the Dutch-Indies, the economic scale would speak of the Indo-Dutch. Regardless, the world is a different place and we find ourselves in 1951 as we start a new playthrough in the north of the Netherlands as we try to avoid the US and USSR tech lines as much as we can since I've already done playthrough with these. Episode 1: Fresh beginnings In this episode, we launch several V2-derived rockets from our new launch complex at Texel Island and discover that film and parachutes do not work well together. Epsiode 2: Bio-breaks In this second episode the Dutch stretch the performance of the V2 and manage to send a hamster to space. It's about bio experiments and many things break, hence the name Episode 3: Orbit In this episode, we finally make it to orbit finish our Kerbal Konstructs work at Texel Island, and finally get our downrange contracts done. Big thanks to @seyMonsters as we are using a lot of his engines. Go check out his work in "a very British space program". I have taken some inspiration and am making configs from the Delft Sparrow project but that will come much later. Episode 4: A Plane Escape Our finances look grim and we take the program we didn’t want to take: planes! Over more than 20 flights we get our space program back on track, but it will rack the nerves and your bandwidth. We'll call it a plane escape. Skip to the end if you just want to see the last rocket of the year and learn why it is called the “Van Speijk” class. Episode 5: Space Planes In this episode, we continue our exploration of low earth orbit with the IRAS program which has a real-life Dutch analogy. We explore the story of the heen-en-weerwolf and return our hamster from orbit. And we have the first woman passing the Karman line. Episode 6: Look at you In this episode, we play with orbital cameras and deploy our first Nautical Navigation Constellation. We continue our search for high-radiation particles and optimize our current fleet of rockets. Episode 7: constellations Comm Sats and spy eh weather satellites are the main topics for this episode. Finally, we have good coverage in LEO! and we scour a lot of science. Stick to the end, because we give a peek view at the new launch complex in the Molukken called Surya base! Episode 8: hello neighbour As we wrap up the Earth observation satellite program, we launch an orbital perbutation experiment and then start sending the Chandra probes towards the moon. By the end of the episode, the Moon has a new satellite. Episode 9: Manned Orbit We complete our communication network in LEO, and have a flyby of Venus, in 2 days! After the US and put the first woman in space despite major issues with our ascent guidance computer. Episode 10: Evolved In this episode, we start with the European Space Agency (ESA) and soft land on the moon. We also show off the new volumetric clouds and HUD replacer changes. Episode 11: Moon cheese Our new European Space Agency (ESA) wastes no time and sends 8 probes to the moon to discover its composition. Half of them soft land on the moon, the other half.. Hugens 4 becomes the first probe to orbit another planet and we start mapping the surface of the moon. Episode 12: Firsts We turn back to Texel where we launch the next-generation spacecraft that can carry 2 astronauts. We have the first spacewalk, rendezvous, and a tedious and difficult first docking. Episode 13: Fly me to the moon In this episode, we land rovers on the moon, but that doesn't turn out as expected. The Dutch put up a prototype space station, man and resupply it and we see two attempts to do a manned lunar flyby as well as an unexpected lunar lander. Episode 14: Lunar manned orbit In this episode, we put the first astronauts in an orbit around the moon, spacewalk with a tether, and add the first international module to our space station: jita kyōei. We also have yet another failed rover, but a successful test of our little lander. Episode 15: First on the moon In this episode, we become the first to put a human on the moon, using a launcher that can only bring 20t to LEO. This mission could have gone wrong on so many levels! The docking fails, ladder shenanigans, we forget to stage the drop tank of the lander, and some advanced parkour when our astronaut runs into major problems but then thinks of Newton's first law. Episode 16: International spacestations After deorbiting our first space station it is time for a fresh one, a bigger one, a better one, a more collaborative one! We will see an unexpected new arrival, upgrades at the lunar gateway, and finally working rovers. That and a secret launch for the Dutch military. Episode 17: back to the moon After our collaboration with the Soviets in Spacestation Alpha, it is time to get our focus back on the moon with JAXA and NASA playing a pivotal role in this episode. We also launch a probe to Jupiter, and test a new spacecraft that has some suspicious activity in polar orbit.
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but if you search github you can find a pr that needs testing....
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Is there an easy way to change textures on stock parts?
MacLuky replied to minerbat's topic in KSP1 Mod Development
you can recolour using part variants, there are a couple of posts on the forum on that talk about that. in the past you could assign a different texture in the model section, I've not been able to get that to work sinds 1.7 texture replacer might be able to do this for you I just edit the textures in place ..... dds2png (xnconvert) then photoshop and then back. -
How to change texture file name of the mu. files
MacLuky replied to galvatron315's topic in KSP1 Mods Discussions
@PART[ROAdvCapsule]:FOR[RealismOverhaul] { @MODEL { // [texture = 'current texture name' , 'path to new texture with name minus extension'] texture = 2K_Pod,000_Chris/Recolor/2K_Pod_white } } Getting partloader errors, the texture is there though -
Those dock / ship constructs from the picutre on the first page look awesome. What mod provides those assets?
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Not really sure. That savefile is dusted, but perhaps? you can always just try and see what happens. RP-1 has gotten massive updates, so who knows. Also realizing this is a bit of a necro, but I've started playing another YARP, which you can follow on youtube
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MacLuky replied to Ger_space's topic in KSP1 Mod Releases
Yes! thanks that works. Now lets figure out if I can set the dimentions to unlimited and it should work as expected -
I'm struggling with adding a launch site. Mine is about 50 meters in the air: @KSCSWITCHER:LAST[RealSolarSystem] { @LaunchSites { %Site[nl_texel] { %displayName = NL Texel %description = A significant part of the island was transformed into a spaceport. Starting at the original navy marine base de koog %PQSCity { %KEYname = KSC %changeGrassColor = true %latitude = 53.0995532 %longitude = 4.808668 %repositionRadiusOffset = 5 %repositionToSphereSurface = true %lodvisibleRangeMult = 6 //%reorientFinalAngle = 16.4 %reorientToSphere = True %repositionToSphere = True %repositionToSphereSurfaceAddHeight = true %commnetStation = True } %PQSMod_MapDecalTangent { %radius = 5000 %heightMapDeformity = 50 //60 %absoluteOffset = 1 %absolute = true %latitude = 53.0995532 %longitude = 4.808668 } } } } Every time I change one parameter a bit and boot the game for another 10 minutes. A bit of help would be greatly appreciated It now looks ok the first time it boots up, but jumps after a scene change
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MacLuky replied to Ger_space's topic in KSP1 Mod Releases
Thanks! I'll try that. Would that work with the new RP-1? since height and size are part of the new LC scheme -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MacLuky replied to Ger_space's topic in KSP1 Mod Releases
I’m doing a RP-1 playthrough but am not sure if I should KSCSwitcher or KK to build my second launch site. Ideally I don’t need to go into the tracking station but pick the correct launch complex in the VAB. So far I’ve been able to create static items but I can’t figure out how to launch from them -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
MacLuky replied to Gameslinx's topic in KSP1 Mod Releases
Hi I just visited Lua: Is the terain supposed to look like that? I thought I had set the terrain scatter to max- 1,647 replies
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no sorry
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1.25m Science Lab mod idea and habitation
MacLuky replied to planeticegaming's topic in KSP1 Mods Discussions
Feel free to revive the old mod -
[1.05] KerbolBattles Parts Pack [1/2/16]
MacLuky replied to SuicidalInsanity's topic in KSP1 Mod Releases
I do come back every now and then ;-) but if @linuxgurugamer thinks it cannot be salvaged, it can't be salvaged -
Almost there and 100 days to the mars window. But I fear that in 2 years most of the tech will be obsolete
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1972 part 2: getting ready for Mars After a "dad-build-me-a-minecraft-server-please-hiatus" back in Space. We run a number of missions to prepare us for the Mars window and solidify the Moon base. We also show what should have been the SeaDragon, but is an even bigger monster.
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Thanks @Karin I think I used integral steel which is too heavy. I like your approach. Didn’t your launchpad xplode?
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Thats a great idea. I could have saved a bit off weight on the Mars transfer vehicle that way. I thought of undocking and redocking when in storm, but it seems like a lot of work. KAS tubes might be a good alternative. Btw you can transfer regolith.... but you would need a lot RP1 patch of the day LanderCan Mk12 Off course I should support my own mods as well ;-) This is for RP1 and this for RO How I hate that forum auto-merge thingy. Is there a way to force separate posts? if not what is the timeout?
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1972 Part 1 Getting ready for Mars We are aiming for a 1975 manned mission to Mars, with a test run in 1973 which means we must crank up production and learn what it takes to survive in outer space.