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hraban

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Everything posted by hraban

  1. I have a little problem. While all planets (Mars, Earth, Moon, Mercury) are displayed correctly, Venus appears only as a black sphere with an atmospheric glow. Is there a way to fix this easily?
  2. The part you are looking for has been retired for years and can, with luck, still be found in version "1.8.9 last big chunk", before the fragmentation of the mod. https://spacedock.info/mod/180/CONTARES
  3. Yes, there is the intention to replace RealPlume completely with Waterfall effects, but I don't have time to do that intensively for at least 3 months. I hope to deliver at least a minimal update for version 1.12.2 in the next 2 weeks.
  4. @linuxgurugamer The Log-Part [LOG 17:20:41.875] PartLoader: Compiling Part 'Contares/Parts/AirBag/CAIRF-S/CAIRF-S' [ERR 17:20:41.882] Cannot find a PartModule of typename 'FloaterModule' [LOG 17:20:41.886] PartLoader: Part 'Contares/Parts/AirBag/CAIRF-S/CAIRF-S' has no database record. Creating. [LOG 17:20:41.886] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 17:20:41.887] DragCubeSystem: Creating drag cubes for part 'CAIRF-S' [LOG 17:39:32.577] [MechJeb2] Loading Mechjeb Dev #1092 Sarbian [WRN 17:39:33.549] [Part]: PartModule indexing mismatch at CAIRF-S, index 0. Node 'ModuleAnimateGeneric' found in loaded data, but 'FSbuoyancy' is defined in prefab. Looking for ModuleAnimateGeneric in other indices... [WRN 17:39:33.549] ...no ModuleAnimateGeneric module found on part definition. Skipping... [WRN 17:39:33.550] [Part]: PartModule indexing mismatch at CAIRF-S, index 0. Node 'ModuleAnimateGeneric' found in loaded data, but 'FSbuoyancy' is defined in prefab. Looking for ModuleAnimateGeneric in other indices... [WRN 17:39:33.550] ...no ModuleAnimateGeneric module found on part definition. Skipping... [WRN 17:39:33.551] [Part]: PartModule indexing mismatch at CAIRF-S, index 0. Node 'ModuleAnimateGeneric' found in loaded data, but 'FSbuoyancy' is defined in prefab. Looking for ModuleAnimateGeneric in other indices...
  5. Hello @linuxgurugamer, right, I forgot to mention that the described error with the latest version of the Firespitter occurs only in KSP 1.12.
  6. Hello linuxgurugamer, with the current release you have also delivered a version of the Firespitter where two MODULES do not work correctly. If you are also active here, I would be very happy if the MODULE FSbuoyancy and MODULE FloaterModule receive an update. At the moment, formerly self-built, inflatable buoyancy modules no longer work. The following call was used: MODULE { name = FSbuoyancy buoyancyForce = 25.0 // the force applied to lift the part, scaled by depth according to buoyancyRange buoyancyRange = 1.0 // the max depth at which the buoyancy will be scaled up. at this depth, the force applied is equal to buyoancyForce. At 0 depth, the force is 0 buoyancyVerticalOffset = 0.0 // how high the part rides on the water in meters. Not a position offset inside the part. This will be applied in the global axis regardless of part rotation. Think iceberg/styrofoam. maxVerticalSpeed = 0.2 // the max speed vertical speed at which there will be a liftng force applied. Reduces bobbing. dragInWater = 1.5 // when in water, apply drag to slow the craft down. Stock drag is 3. debugMode = False // enables buoyancy control context menus waterImpactTolerance = 250 // For sea planes, any part in the water during take off should have a resistance high enough to withstand take off speeds. splashFXEnabled = False // on by default, creates splashes even deep under water currently... } MODULE { name = FloaterModule FireSpitterBuoyancyFieldName = buoyancyForce FireSpitterBuoyancyModuleName = FSbuoyancy deployAnimationName = deploy_CAIRF-S deployAnimationSpeed = -1.0 //animation shows float deflating, so speed needs to be reversed buoyancyWhenDeployed = 100.0 //in-game adjustable buyoancy % buoyancyWhenStowed = 0.0 maxBuoyancy = 100.0 pumpPower = 100.0 } Thank you very much! If, contrary to expectations, the post is in the wrong place, please accept my apologies.
  7. No, not yet, maybe at a later time (end of the year?).
  8. Theoretically, there is nothing against using it with 1.12.1. However, some mods like Firespitter, RetractableLiftingSurface, MechJeb, KIS and ScanSat are not ready yet.
  9. Albeit very slowly, it continues. At the moment, the landing system of the VA capsule is being tested. This is a double parachute with a solid propellant set with 4 nozzles suspended between the parachutes and the capsule, which, when ignited just above the ground, slows down the residual speed considerably. This landing system has already been used with Voskhod.
  10. ... no apology is necessary, my English is not much better.
  11. Thanks for the impressive pictures. If it was so easy with the flaps and rudders, I could have also supplied corresponding rudders. Unfortunately, this is not possible "just like that". However, that is not the reason why I question the gliders. The first point is the more than poor aerodynamic system of KSP, the second the effort to build appropriate models and individual rudders without flooding KSP with a variety of individual parts. The third is the time available and the motivation and participation of the community.
  12. Completely correctly identified, except for the seats and the kerbals, there is no interior.
  13. 1. so far there are placeholders for the kerbals in the manned version. An interior is not feasible with the available resources. 2. the model is equipped with monopropellant and can be equipped with engines from the CORE. If you absolutely want to change to LF/O, adjust the CFG file. 3. the manned version can carry 6 kerbals, more can't be stuffed in by any stretch of the imagination. 4. an external orbital or cargo module is not planned yet. 5. not in the near future. All CSA Contares mods have been under complete revision for quite some time. Thanks to several bugs in the version 1.11.1 and questionable improvements, the revision will take some more time. Whether the space gliders will be continued at all depends primarily on my time and motivation, the latter is directly linked to the interest and participation of the community. There may be an interim or compatibility update in the next few weeks, possibly using the effect mod Waterfall instead of Real-Plume.
  14. sorry about that, maybe it helps to clear the browsercache or to use a less buggy or more recent browser. It's not in my hands and everything works correctly in the browser i use.
  15. I'm changing the URL's of a few images in the OP. Please check if the problem still exists. Of course you can remove components from the sub-mod and if you approach it carefully and with the necessary basic knowledge there is no danger of damaging anything. However, this will void any warranty and support.
  16. Yes, the "required mods" are necessary for all parts to work correctly otherwise these mods would not be required. The Core Pack includes docking adapters, antennas, scan-sat components, inflatable floats, RCS, some small rocket engines and many more things. Theme or country specific parts are in the corresponding SUB mods which have to be installed as already described.
  17. Download the mod from SpaceDock or GitHub. Unzip the file. Copy everything below GameData into the game directory of Kerbal Space Program GameData. Ta Daahhhhh (it's not rocket science) who needs ckan? muhahahahahaha
  18. After many personal tests, no significant difference in the handling of DDS or PNG files could be found. On the other hand, it can be definitively stated that the number of loaded textures, regardless of the type, is very well accompanied by a significant increase in the loading time in the game. It is, especially with weaker and older devices to pay attention to the number of installed part / textured mods. We can only hope that the manufacturer of KSP (and in the future KSP2) will abandon the nonsensical storage of textures in memory.
  19. Hello @zeant93, the antennas of CSA Contares CORE mod are compatible to stock and, so far you use the 1.8.1 compatibility download of the 3 mods, to remotetech. If you use the latest compatibility version, there is no guarantee for remotetech.
  20. No, all rockets are more or less optimized for KSP standard 1.0 scale.
  21. Even after multiple attempts, an installation of the newly loaded files from SpaceDock will not work. The loading process is not completed and a message is displayed. The installation is done into an existing, executable KSP installation that contains many 100% compatible mods, among others also "B9 Animation Module" and "B9 Part Switch".
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