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Everything posted by OneEyedBob
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Ok, @HebaruSan and @Mecripp The CM and SM work fine but as Mecripp mentioned are grey. Additionally you do lose the nifty mirror in the LEM pilot's window that allowed you to get a visual below the LEM. It's just a grey triangle. Indeed you do need RPM to be able to open the LEM hatch; tried a number of different things, couldn't get it to open, and you can't EVA unless you do. I still like this mod
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@Mecripp I had forgotten about that! In fact, I believe you need to have RPM to be able to open the LEM hatch - it allows you to click the hatch handle in the IVA. Good thing you mentioned that. @HebaruSan I'm pretty sure Mecripp is correct, but I have a clone install I can check it out on. I haven't used FASA since before 1.3 so I want to check out if it works anyway. It should, it's mostly parts, but again I'm no code expert. I'll let you know what I find out.
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I could be mistaken, and I know nothing of code, but I used this mod a lot way back and I seem to recall it was for the reflections on the CM and SM (?)
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[1.12.2] BARIS - Building A Rocket Isn't Simple
OneEyedBob replied to Angelo Kerman's topic in KSP1 Mod Releases
I'll try to be clearer I have a back up install of 1.3.0 and BARIS 1393 works very well, so I have a feel for how many failures I should be seeing, and there can be many in an early career. I do not get the error message you mentioned above with KSP 1.3.0 and BARIS 1393 and it works great. Lots of failures on un-researched parts, engineers are useful, and maintenance is required. The weight of the equipment resource makes me revisit old designs, and while I have had zero success with the attempts at remote repair of satellites, the guide does say success is rare. But enough background: What I've been doing to test KSP 1.3.1 is start a new career with default options, turn on BARIS at KSC with again default options, take the first 2 contracts, build a 3 piece craft: capsule, flea at 20% thrust, parachute, and Bill or Jeb. With KSP 1.3.1 and BARIS 1.4.5 I get the same error message as you, whether or not I integrate the vehicle. I also do not see any failures on any parts, ever. With or without research. I had no idea what the issue was until you mentioned the console error message, so I figured I'd check it out, see if I get the same message, and I do. Hopefully Angel can fix it, or help us understand if we made a mistake- 571 replies
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- baris
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[1.12.2] BARIS - Building A Rocket Isn't Simple
OneEyedBob replied to Angelo Kerman's topic in KSP1 Mod Releases
Clean install, no other mods. I note the issue with the vehicle integration window going blank is now fixed. I too get the above error message in the console just after launch. On skipping integration, I get the warning message that my rocket will likely explode, but there are no part failures Hope this helps- 571 replies
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[1.12.2] BARIS - Building A Rocket Isn't Simple
OneEyedBob replied to Angelo Kerman's topic in KSP1 Mod Releases
In attempting to assist in finding a solution I can add I'm having the same issue. It seems as long as there are no workers, I can get the hangar window, but if I add workers the window goes blank save for a little brown square in the upper LT hand corner, and yes lots of console spam, something like "you are pushing more gui clips than you are popping". I got 1.4 to work by adding KCT, but then couldn't get any failures to happen as others have noted previously. Very fine mod, really adds depth, so went back to the prior version of BARIS and my back up of KSP 1.3.0. Thanks for the amazing mod Angel! Really brings a lot to the game, and really what I originally (~3500 hours ago!) thought would already be in it given the trailers from way back when.- 571 replies
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
OneEyedBob replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm always starting new careers so I'm good with either way Thanks LGG! -
There should be a way to load up a colour scheme in the razer synapse software. I made a default profile that loads whenever it goes to desktop; either from quitting or crashing.
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My wife bought me the Blackwidow version last year for my birthday; I love it! The only gripe I have is the little rubber anti-skid pads are starting to slide out of position. I've made a few simple profiles for sims and things like world of tanks, but this mod is brilliant!
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I fired it up briefly and checked out the title screen, KSC, VAB, and one of my Luna orbital labs. The colours appear correctly, including the hot-keys, in each scene and I didn't see any error spam in the console. I haven't checked the crash or splash down animations yet, and while I note they lit up and appear to be working, I haven't confirmed the gauges are working properly/accurately.
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
OneEyedBob replied to linuxgurugamer's topic in KSP1 Mod Releases
You are missing the file: KWPatch-Community-Parts.cfg. It contains the following: -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
OneEyedBob replied to linuxgurugamer's topic in KSP1 Mod Releases
Feedback on the beta: In my career I was using the liquid fuel/oxidizer version of the SPS engine and it no longer loads a couple of craft giving a kw2mengineSPSB missing part error. Only the hypergolic version is in the parts list. Sorry not a bug, but a mm config from an old community parts pack patch Gonna start a new career anyway to check it out -
I do get them, starting at 2900m, but prior to using vapor vent I used to get little round ones, different than the vapor vent glitch. They seem to have stopped, so I'm wondering if they are related, perhaps a glitch the game engine itself, because there is a similar anomaly in the stock game also.
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Sorry, my bad, Vapor Vent
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I've seen white puffs falling from the sky here and there from day one (for me was spring 2014) without any mods. I too have had the graphical anomaly you are referencing from the moment I started using vapor vent. Not unique, but now that I think about it, I don't think I've seen a puff since I started using VV. Related?
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I agree. Many mods with custom IVAs have RPM as a dependency, so there is precedent. If it's documented in the right place folks will also know about it and hopefully won't generate more posts asking the same question I know about enough to play with MM configs. I'm using RSS + SMURFF and changed the tanks and engines so that I can recreate the lunar missions historically. That is, get to orbit with the 3rd stage and have enough left for TLI etc, but they're pretty rough and I'm pretty much a nub. I doubt it would passs muster for accuracy
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I was unaware the LEM required RPM. I always just clicked on the black knob just above the hatch. Does that owe it's functionality to RPM? Yep, well that's interesting
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Assuming you have never made a module manager patch before: Make a plain text file and call it LEM leg fix.cfg or something similar. Whatever you call it, make sure you change the file type from *.txt to *.cfg Paste the lines from MeCripp 's post above into your new file, and put the file in your gamedata folder as he instructed above. Edit: Oh, I see he provided a link to a ready made file! Thanks for the patch btw!
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Sadly I know little of programming; is the API now stable enough? Oh and not sure if you saw my post about the slash key. Given the layout, I'm thinking you want to have forward slash / red for the logo; or is it purposely done on the backslash \ ?
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
OneEyedBob replied to sarbian's topic in KSP1 Mod Development
Look at the prior page of posts in this forum; my May 2016 post explains how to do it. -
I have noticed something: with the animated/KSP icon, the backslash key is red instead of the forwardslash key
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
OneEyedBob replied to sarbian's topic in KSP1 Mod Development
I noticed that too, but figured that it was obvious and therefore a known issue. I have played around with it a bit, and it appears that if you go to the Launchpad and then revert the flight to the VAB it will show the adjusted values. I'm not entirely sure however as I have not mucked around with it in a number of weeks.