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OddFunction

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Everything posted by OddFunction

  1. Anyone have success with this mod and 1.6?
  2. The first part worked first try. For some reason, Alt + 0 never seems to work for me. Oh well. I'm just happy its resolved! Thanks again.
  3. How do I disable 3D clouds on Kerbin (making them 2D) without this glitch? http://imgur.com/a/fAgYO Here is what I am trying: Before: http://sli.mg/0Bx8qt <-- This is my unmodifed config After http://imgur.com/a/2NA7i <- after I removed everything inbetween the brackets for layerVolume in Kerbin-MainClouds
  4. Getting this at the end of my output log: Setting up 1 worker threads for Enlighten. Thread -> id: 17cc -> priority: 1 ArgumentOutOfRangeException: Cannot be negative. Parameter name: length at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0 at QuickSearch.QuickSearch.get_relativePath () [0x00000] in <filename unknown>:0 at QuickSearch.QStockToolbar..cctor () [0x00000] in <filename unknown>:0 Rethrow as TypeInitializationException: An exception was thrown by the type initializer for QuickSearch.QStockToolbar (Filename: Line: -1) [11/13/2016 3:32:33 PM [x] Science!]: <Trace> (ScienceChecklistAddon) - OnDestroy (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ArgumentOutOfRangeException: Cannot be negative. Parameter name: length at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0 at QuickBrake.QuickBrake.get_relativePath () [0x00000] in <filename unknown>:0 at QuickBrake.QStockToolbar..cctor () [0x00000] in <filename unknown>:0 Rethrow as TypeInitializationException: An exception was thrown by the type initializer for QuickBrake.QStockToolbar Here is a link to the full log: http://s000.tinyupload.com/index.php?file_id=80821352034862185012 Let me know if you want anything else.
  5. Using Part Highlighter alone causes the crash for me. Crash occurs when 2 vessels approach each other for a rescue or dock. Specifically it crashes when I switch camera focus to the other ship. Disabling Part Highlighter fixed it. Aero display was never activated during any crash.
  6. I am encountering the exact same issue as you. No aero overlay, when I am trying to dock, I switch vessals and it crashes. Preparing my own post.
  7. I understand the two types and what they do. But I have a question about combining them. For the sake of clarity, lets say we have two made-up antennas with these properties: Antenna 1 Type: Direct Range: 99999999km Antenna 2 Type: Relay Range: 5 meters My question would be, if I put both onto a satellite, would I then be able to Relay at 99999999km? Or would my relay capabilities still be 5 meters, irregardless of the direct antenna? TLDR: If I have both relay and direct antennas and the direct antenna has a greater range, will the relay antenna adopt the direct antennas range? Or they are both totally separate?
  8. Now that you got past that abomination of a title, allow me to explain. I was just wondering the rules regarding Kerbals in physics range, specifically while parachuting. For instance imagine I have a fully functional plane on Duna. This plane has a drop-pod attached that has a scientist with some science (and of course a parachute). Can I, while flying across the terrain, drop the Kerbal with chute armed, and then switch focus back to the plane, fly out of physics range in the plane, and the Kerbal will survive? Or will it kill him? What about dropping Kerbals in a re-entry pod from orbit, chutes armed, and never focusing on him? Additionally, If the Kerbal does end up surviving, Does 'Armed' vs 'Fully Deployed' matter with the chute & leaving physics range?
  9. Did you disable steering on the rear wheels? And enable it only on the front wheels?
  10. Thanks for the hints. I think in my case it was the service bay. It only started happening after KJR, but of course, that is not proof. Who knows what causes it. Worst part is when you delete the bad part a lot of times the rest of the ship becomes un- attachable. Like there's no green node to stick it on. So you gotta start from scratch :-/ Oh well. At least the UI flicker is fixed ^_^;
  11. Just this morning I was thinking about how sad I was at the stutter. I was thinking about how it would probably never be fixed due to... reasons. I thought I'd have to make due, perhaps even one day buy an extremely overpowered computer just to run KSP at optimum. I never imagined that by the end of the same day I'd find an extremely easy to install mod that just simply fixes the problem. I'm playing around now in my biggest station, mousing around in every single direction and am just amazed that there is no stutter. I'm sure I'll notice it again someday but for right now I honestly can't. And that's just on 16GB configured at a 3074 heap in the settings. If I slapped another 16GB into my open slots I could probably extend the stutter into oblivion. I guess what I'm trying to say is Thank You, which almost isn't enough. This mod feels like the moment when your headache subsides. It's too good to be true!
  12. Any reports yet of an issue where rockets float upwards from the pad, and when they fly they act stuck?
  13. Yes. Yes it does. Now everything is working perfectly. Thank you Mr. Space Tiger!
  14. Nice, thanks for doing that. I will try this on a new save, and let you know how it works!
  15. That sounds fantastic. If its easier, someone in the thread I linked mentioned giving all 'seats' a minimum of 5 monoprop. So that way you won't get surprised, and you have enough monoprop for 1 eva which is fairly realistic. Either way I will now be quiet and patient. Thank you for the response!
  16. Yeah I dropped a link to the author as well when I made this thread, they said that they'd take a look at it. I did not expect the author to respond so quickly based upon the thread activity though. I was pleasantly surprised. The only issue I see with that is accounting for the modded seats like Viewing copulas and such. Unless, you can add monoprop to all "seats" without having to be so specific, then that might not be so tedious. However given all the available solutions, this still sounds the best.
  17. The bolded would be the biggest thing I wondered about. But it seems as though you're a pretty chill individual. That's refreshing! Sounds wonderful. No hurry at all though, of course, as we have plenty of workarounds with the already available tanks. Jet Fuel tanks I've found to be particularly useful for just about everything. In any case thanks for being so responsive. The community sure does appreciate it.
  18. Agreed, that would be a perfect solution. I wish it was something that we could just edit a cfg for. KerbalFirstEVAMinFuel == 5; would solve it immediately
  19. @AliceTheGorgon I put in a mod request in the other forum that was inspired by EVAFuel. To be clear I do not expect you to make this at all, but I thought it made sense to drop a link to the actual mod author, in case he or she might be interested in incorporating such a feature. Again. Not a request or a demand or anything of that nature. More of a feature brainstorming, that I'm sure you've already thought of at some point in development. And in any case, thank you for EVAFuel - its a must have for me!
  20. Some of you know that there exists a mod: It is a TREMENDOUS mod, to that there is no doubt. HOWEVER. I keep running into an issue where I forget to put monoprop on small ships, and when my Kerbals EVA, they fly off helplessly to their doom! So what I would like, is if the game detects the player trying to EVA a kerbal who is on a ship with 0 monopropellent (0 mono in the ship, and 0 mono equipped to the kerbal itself) then it will either 1) Bring up a dialogue box, warning that the Kerbal has 0 Monopropellent, and asking the player to click to confirm that he/she really would like to EVA (preferable) ~OR ~ 2) Refuse the EVA attempt with a pop up box ~OR~ 3) Insert your solution to this issue here Thank you for your time, and your effort may be rewarded. Who knows!
  21. That doesn't upset you at all? I researched more into this. It's the "Porkjet overhaul pack" parts that do not have editable tanks. This is more noticeable to me, because I use a MM config to hide the stock equivalents of Porkjets Overhaul Pack. That means that all my 'stock' tanks that show up in the editor are actually Porkjets version, which I'm assuming, is missing yet another MM config to make these parts editable? Hope that came out coherently.
  22. I know this isn't your mod, but having worked with it, do you have any idea if its safe to add to an active save? How about safe to remove?
  23. I cant figure out how to use recoverall and destroy all. Mods http://imgur.com/a/hgZHm What I see http://imgur.com/a/RONTR What am I doing wrong?
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