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Everything posted by BlackSun
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Help! How do I fix this? See how tiny the scroll bar is on the right? This goes on forever and ever and ever... How do I debug it to find what's been causing this to happen? Or, how do I just fix the tech tree and delete those dublicates manually? I got a few mods installed, and removed a few mods again, too. Currently installed: - Docking Port Alignment [v6.5.2] - MechJeb2 [v2.6.0.0] - OPT Space Plane Parts [v1.9.2] - WarpShipIXSEnterprise But all of these have their parts showing up in the correct, mostly far right, tech nodes...
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
BlackSun replied to K.Yeon's topic in KSP1 Mod Releases
That's exactly what need. What mod is it? Where do I find that mod? I tried installing the MSI Infernal Robotics mod with Reworks parts, assuming that's what I see in that vid, but it just refuses to work. Parts didn't show up, those that did were not controllable, ... a real huge mess there. Is that even up to date for the latest version of KSP...? All I need is an arm... why does this stuff have to be so complicated. One part, pre-built, "extendable arm". Pick the part, attach the part, done. Lego-ing the arm together from ground up isn't quite what I had imagined... but there is no other way, is there? If that at least worked... been trying for 2 days straight now. I really don't need this excrements this badly but here I am pulling my hair over it... Well, thanks anyways. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
BlackSun replied to sirkut's topic in KSP1 Mod Releases
I'm very sorry if I did something wrong here, but it just doesn't work for me. There is no parts tab like in the video, and while there are -some- parts strewn about somewhere within my other part tabs, which I can find if I type "magic" into the search bar, they all state they're from "Magic Smoke Industries". However, in the advanced grouping, when selecting "by manufacturer", MSI doesn't show up there, either. Now, ignoring all that, I took some parts that I did find with the search query, and noticed two things. One, I don't have any parts I need for the robotic arm I meant to build, whatsoever. And two, even when trying to see what the other parts do, there is no icon in the lower right to allow me to control any of them! I've been trying to get this to work for two days straight now, reading through this and the reworks topic, even following an install guide step-by-step with downloading and frankensteining together all the stuff to get "the most up-to-date components" of each (sub-)mod. I'm pulling my hair here. Please. Someone, help. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
BlackSun replied to K.Yeon's topic in KSP1 Mod Releases
Well, the guys at OPT Aerospace Devision could just produce one for their huge cargo holds. I know how difficult such a part would be to get right though, so I ain't expecting it anytime soon, if at all. Would rock for sure, though. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
BlackSun replied to K.Yeon's topic in KSP1 Mod Releases
I feel like "homebrew" just isn't gonna be good enough... too many single parts and the performance takes a nosedive, and it's gotta work properly, too - I'd really rather have one dedicated part that's meant for exactly this. Extending, grabbing stuff the right way, pulling it in and securing it. Or extending with stuff and releasing it next to the craft with the arm, without pushing either of these away from one another. I don't think "homebrew" is gonna cut it. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
BlackSun replied to K.Yeon's topic in KSP1 Mod Releases
Well, I don't want to strut and build stuff as a workaround with those two mods. Those would be awesome for orbital stations, though. So, once I'm there, I'll take a look. And, I'd naturally want to use cargo bays for this kind of stuff anyways, and for reclaiming other junk in space. It just feels natural to be used for this exact purpose, aside from ferrying stuff up with an SSTO. But the lack of an extendable grappling arm that'll push stuff out / catch stuff, pull it in with proper alignment and keep holding it? Cargo bays are extremely worthless to me without. Sure, plenty of space to put stuff and build your own things inside... but these arms kind or are the most vital part of cargo bays in space, aside from the actual doors. Going the "docking-ring-inside" route seems a bit too flimsy to me, and every part you move has to have a docking ring then, too. Real space shuttles have those arms. I WANT ME ARMS IN SPEZE. CUZ AWESOME. Is there already a mod for that? If not, this could be another part to complement the beautiful OPT roster of parts. Mountable in any cargo bay, or just the OPT ones, whatever works best As for the rescue part whitelist, having a claw with crew transfer solves the need for that. I got a dedicated line of rescue / soon salvage craft, and this'll be a nice addition if it allows for transfer! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
BlackSun replied to K.Yeon's topic in KSP1 Mod Releases
Woah! The stock claw does this?! I'm pretty close to unlocking it, maybe I have enough to unlock it already, that changes everything, then! I'll upgrade my rescue ship with one, then. ... do cargo holds work that way? No attachment / strapping down inside there needed? No drag or re-entry problems? 's that simple? But anyways, can't do that because it's waaaay right on the tech tree. The claw's easier to get. Handy, that! If the claw doesn't work, I'mma go this route. I tend to do so many rescue missions. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
BlackSun replied to K.Yeon's topic in KSP1 Mod Releases
Is this OPT customer support...? Yeah, I'm calling from mun orbit because I've got a problem with the inline bording ramp system. I'm on a rescue mission right now, and when trying to EVA, it says the hatch is obstructed, but when trying to open the ramp, it says it is locked. Probably because there's no power... there's a Kerbal trapped inside, nobody can get in or out to EVA over to my ship. Hello...? The rece...ion... get...ng worse...! I NEED AN ADULT, PLIZ SEND HALP, I'M AT ZE MUN, KTHX #SaveMalbyKerman Whelp. Awesome mod tho! *Addendum for show the urgency of the situation: KNOCK KNOCK, rescue team here - door's closed...? Kbye. However, funnily enough: Still trapped in there, though. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
BlackSun replied to Sophia's topic in KSP1 Mod Development
It's the same Ship Model, but I thought the Mod now uses different, stand-alone Ressources for the Funtionality? USI Alcubierre Warp Drive Warp Drive Mod, as linked in the first Post here, works differently, though. The Warp Drive isn't Throttle controlled, instead it blows up if you touch the Throttle! But, if it's still the same as over there, sure I'll give it a Look. Thx! -
Target Indicator in Orbit not showing?
BlackSun replied to BlackSun's topic in KSP1 Gameplay Questions and Tutorials
Yep! That sure did it! 'cuz I is stoopid like dat.Thx. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
BlackSun replied to Sophia's topic in KSP1 Mod Development
Nu, it's the Ship I like. But the Ship without Warp Capability isn't all that useful, either. I've recently informed myself about the interesting Concept, and it sure as Hell looks frakkin' cool. Still have to figure out how to work her, though - blew up on me as soon as I activated the Alcubierre Drive. Ooookay, are there any Tutorials or Manuals available for this Thing...? Keeps blowing up XD 1) Don't activate the Warp when not on full Throttle. 2) Don't decrease the Throttle at all while in Warp. 3) Don't set the Warp Drive to Warp 0. Ever. 4) Don't waste your Time building Escape Pods... -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
BlackSun replied to Sophia's topic in KSP1 Mod Development
Thank you very much! So, basically, this Mod is destined to fail working at some Point, if nobody gets on it? That's a Shame, the Ship looks so pretty. :< -
Target Indicator in Orbit not showing?
BlackSun replied to BlackSun's topic in KSP1 Gameplay Questions and Tutorials
Oh! Tha's handy! So, that's Object Names I switched off? Neat! Very stupid. Very much to be expected from me! Thanks. Once I've verified my Thingies to be back, I'll mark this as solved. =) -
Target Indicator in Orbit not showing?
BlackSun replied to BlackSun's topic in KSP1 Gameplay Questions and Tutorials
... srsly? All that Time? These Settings save? Waaaay back when I got back into the Game, I pressed all the Buttons to see what they did, and now that's what's been messing me up? XD Jeez. I'll try! Thanks. You just saved many Lives =P Are there any other F-Keys I should know? Because, I kinda just mashed all over them... -
Hello! Uhm, quick Question. Ever since I started the Campaign a few Days ago, I'm really struggling with Rendezvous of Targets in Orbit. There used to be yellow/greenish target Indicators with Distance underneath over the Target on the HUD, looking like this somewhat: <> They're gone. I don't know where the Target is, how far it is away, if I get closer or further away, and most of the Time just either overshoot it with 50 m/s or straight up crash into it. Help? Do I need to upgrade the Tracking Station or have a Special Part to see it?
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
BlackSun replied to Sophia's topic in KSP1 Mod Development
Okay, thanks =O Where do I find the WarpShip.dll to make the Doors work etc, then? What's "the Repro"? -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
BlackSun replied to Sophia's topic in KSP1 Mod Development
Well, the Downloadlink is offline. Kerbalstuff.com has been shut down. I tried using this one: http://www.curse.com/ksp-mods/kerbal/224077-ixs-class-1-0-for-stock-ksp From this Thread: Which is the old Mod this one here is based on. But it's incredibly out of date and while the Parts DO show up and can be placed... many of them just won't connect / attach to ANYTHING, not even Surfaces, much less the Nodes they were clearly intended to attach to. I learned just now that the old Stock IXS has been abandoned ever since 0.25 or something, and is riddled with Bugs, despite its BEAUTIFUL Design... you can't even buid it since some Parts won't snap to anything. Reports where it did get past this Stage are even worse. Is there any other Way to download and get this Mod to work, instead? -
* Putting on Ion Engines backwards and wondering why they won't light up blue. For longer than one Week.
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[1.0.4] BetterEmissives v1.3 - Pre-1.0-like engine emissives
BlackSun replied to mythbusters844's topic in KSP1 Mod Releases
OUR HERO! First Mod for me to install. As mentioned in this Thread, I messed with every Video Setting I could find, looked through all Setting Files I could find, and re-installed the Game because it didn't look like anything I ever had seen of the Game before, Youtube, Screenshots, everything. So I thought it was broken, or my Video Drivers were responsible. It just didn't, and still doesn't, make logical Sense to me to change especially the Jet Engines in that Way. But wait a Minute. ION ENGINES. They're supposed to work normally, turning blue...? They stayed dark for me, instead of glowing blue. There was no Way of telling if one was active at all, and if there was Power Drain, -which- one it was. Does it fix Ion Engines, as well? Or is that really a Vid Driver Problem on my Part here? I'll try that Stuff as soon as I find the Time to do so. Thx man. *Addendum: Also, C#, you say...? *Edit: I DUN GOOFED! Oh gosh. I didn't realize I put the Ion Engines on BACKWARDS. Like, Nozzle...? The Shape...? And it's got a Ring, too... Ah... just so stupid. I'm checking right now, but I'm very positive they'll go blue when I turn them on... like I'm SUPPOSED to. -
Resolved. One Plugin blocked some Yahoo-Javascript hosted on GoogleAPIs needed for the Editor. Broke some other Functions as well, never had that happen before. Now, to clean up after my Trainwreck of Posts! Rocket Engine Nozzles were turning Red inside as well, yes. Now they probably don't any longer either, though due to the huge Exhaust Flame covering up most of the Engine, it's harder to notice I guess. At least with those, you can still see the big Flame shooting out of it, whereas Jet Engines don't show any Sign of being active other than the Smoke Trails Way behind 'em, which is not helpful when you've got, for Example, several jet Engines close to each other and one failed. All I've been able to find so far was an Engine Light Mod, which adds Lightsources to Engines. But those aren't the Glow we're looking for. *Waves Hand*
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I've let them on full Throttle for 10 Minutes, and there wasn't the slightest Hint of red. This isn't like Jet Engines are supposed to be. Also, Ion Engines don't go blue at all, either. They just stay black. If this is designed and intended like this, it's still something I'd rather want to change. Are there any Mods to bring back the visual Appeal of (in particular) Jet Engines? I'm really unhappy about this, it looks extremely cheap. *Edit: Where does my Paragraph / Word Wrap Formatting go? I put them in, but the Posts show up as one ginormous long String of Text!
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Here are my first Creations - all Stock Parts. TF-22 TransFighter Mk I, reaching Velocity of 1.000 m/s in high Atmospheric Flight Mk II is VTOL-capable, enough to lift the Craft 356m high into the Air from Ground Level before VTOL Fuel runs out. Weighs 39.6t! Successfully landed right on Top of the VAB right here. Took some Practice. Primary and secondary Landing Gear: Landing Struts and Wheels Meanwhile, the Prototype Project X is hanging out in Orbit thanks to its Rapier Engines, though I really dislike the Look of them and their Fuel Consumption. RCS needs some Tweaking as well, but it's just a Prototype as of now! The TF-22 is a friggin' Fuel Tanker, has highly efficient Engines and is a very good Glider. Primary Landing Gear are the Struts for VTOL, but it also has a secondary Landing Gear with Wheels. I'm still working on it, experimenting with making the Tail more steep again like the original one, because I still believe I can make that work for increased Stability somehow. It'll get there! It's inspired by the old DOS Game CYBERIA, I tried to get it as close as possible to the original one. In 2027, 5 Years after the global Economic Collapse, Earth is under Control of two opposing Superpowers - Free World Alliance in the West, Cartel in the East. As FWA Intelligence learns about a devastating Weapon being produced in a secret siberian Base referred to as the CYBERIA Complex, Head of FWA Security pardons criminal Cyber-Hacker Zak Kingston, tasking him with the Infiltration of the Complex to retrieve Intel on the mysterious CYBERIA Project. The TF-22 TransFighter will ensure his Arrival... Back View in a Canyon Turning above the Ocean Starting in VTOL My second Creation is the Colonial Viper Mk II from BattleStar Galactica [bSG] This one has all the Looks yet. She's really good at Rolling, so she's capable of rather acrobatic Maneuvers already, I'd just like her to, well ya know, just fly straight when I want her to as well. In Space, everything's probably fine [with other Engines], I just want to make her fly within the Atmosphere! *Addendum: Hehe, thanks for so many Upvotes on this. Stay tuned, I'm still trying to work out the Quirks of relieably getting her to work within Atmospheres, and by now, she even flies straight. Check! Though, she now proves to be rather bullheaded still, as she really doesn't like to be turned other than either continuously roll or fly with her Belly up. But I'm getting there slowly, and once I am, I'll provide the .CRAFT File!
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I was going crazy, I thought something was messed up with my Game or Video Drivers, every Screenshot and Video on Youtube shows the Jet Engines glowing when throttling up... I messed with every Video Setting I could find, looked through Setting Files, and re-installed the Game because of this. This kinda takes 70% of the Fun out of Jet Engines for me, and I'm an Avionics Guy...! Pretty pleeease...? I need my Fix of awesome Engine Glow...!