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NemesisBosseret

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Everything posted by NemesisBosseret

  1. Already found fix, it was scatter with sve @Galileo made patch
  2. I'll probably load logs tomorrow when I'm not so tired. I don't think it's going to be in there. I'm probably just doing something retarded and haven't caught it yet . I've been glitch and error testing my build until Thomas comes out with the solar panel patch some time this century because I liquided him off lol, once that's out I'll go for full play thru and find all the glitches and issues
  3. Unless ur saying delete real plume and smoke screen from my game data and just leaving real plume stock
  4. No I haven't , I know that works it's conflicting with something I got on that list
  5. Ugh.... nope, it's comming from something with real plume and I don't know what.. this sucks. I'll paste my mod list in a sec KSP: 1.2.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit 000_AT_Utils - 1.2.2 Filter Extensions - 2.7.4.2 Toolbar - 1.7.13 USI Tools - 0.8.5 AutoAction - 1.7.2 B9 Part Switch - 1.5.1 Better Science Labs Continued - 0.1.8 CactEye Telescopes - 1.2.1.10 Chatterer - 0.9.91.1586 Colorful Fuel Lines - 0.3.2 Community Category Kit - 0.1.2 Community Resource Pack - 0.6.3 CommunityTechTree - 3.0.1 Contract Configurator - 1.21 Contract Pack: Field Research - 1.2 Contract Pack: Giving Aircraft a Purpose - 1.2.9 Contract Pack: Bases and Stations - 3.4.1 Contract Pack: Tourism Plus - 1.5.1 DistantObjectEnhancement - 1.8.1 DMagic Orbital Science - 1.3.0.6 CapCom Mission Control On The Go - 1.0.2.5 Contract Parser - 1.0.5 Contracts Window Plus - 1.0.7.2 Progress Parser - 1.0.6 Easy Vessel Switch - 1.1.1 Firespitter - 7.4.1 Interstellar Fuel Switch - 2.2.9 Kerbal Attachment System - 0.6 Kerbal Engineer Redux - 1.1.2 Kerbal Joint Reinforcement - 3.3.1 Kerbol Starsystem - 0.3.5 Kerbal Inventory System - 1.3 KSP-AVC Plugin - 1.1.6.2 Infernal Robots - 2.0.7 ModularFlightIntegrator - 1.2.2 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 NearFutureSpacecraft - 0.5.4 EVAHandrailsPackContinued - 0.2.1.3 Final Frontier - 1.2.5.2906 DockingCameraKURS - 1.2.1.1 PartCommanderContinued - 0.1.1.1 Kerbal Planetary Base Systems - 1.3.5 PlanetShine - 0.2.5.2 QuickSearch - 3.1 RCS Sounds - 5.0 RealChute - 1.4.1.2 RemoteTech - 1.8.1 AmpYear - 1.4.3 DeepFreeze Continued... - 0.23.1 RetractableLiftingSurface - 0.0.1.3 SCANsat - 1.1.6.11 SETI-Contracts - 1.2.1 SETI-Greenhouse - 1.2.1 SETI-ProbeParts - 1.2.0.1 SETI-Rebalance - 1.2.1 SETI-RebalanceMaterialsGoo - 1.0.9 ShipManifest - 5.1.3.1 SpaceY Lifters - 1.15 StationPartsExpansion - 0.4.2 Stock Visual Enhancements - 1.1.4 SVE Snow and Geysers - 1.0 SXTContinued - 0.3.3 TAC Fuel Balancer - 2.11 TarsierSpaceTechnology - 6.6.1 ThrottleControlledAvionics - 3.3 TAC Life Support - 0.12.6 Trajectories - 1.6.5 Kerbal Alarm Clock - 3.8.1 Alternate Resource Panel - 2.9 Transfer Window Planner - 1.6 TweakScale - 2.3.2 USI Core - 0.3.4 Karbonite - 0.8.3 Konstruction - 0.1.7 UKS - 0.50.5 Universal Storage - 1.2.0.1 Unmanned before Manned - 1.2.0.1 EVAParachutesAndEjectionSeats - 0.1.10.1 KSP Interstellar Extended - 1.11.1 Waypoint Manager - 2.6 WildBlueTools - 1.8.7 Buffalo - 0.9.8 Pathfinder - 1.2.9 [x] Science! - 5.3
  6. Load on launch pad "on" (flames shooting out) but producing no thrust stage and they work but smoke was not produced I'm thinking it was my fault for not double checking my game data folder, reloading now so in about 20 mins I'll know lol
  7. @Nhawks17 I got a weird one where liquid fuel rockets load in graphically on. I'm thinking it was just a goober on multiple versions of moduel manager , but just in case is there any know incompatible mods?
  8. @NathanKell just curious if you guys have found a solar power bug with korpinicous work around
  9. @AndrewDrawsPrettyPictures just curious if you got the same korpinicous bug everyone else currently has with solar panels not working
  10. @HebaruSan if it's not correct on the base programing on unity 4.0 to unity 5.0 explain the issues with Windows 64 bit being unstable where 64 bit Linux worked? because for them to upgrade from the old unity engine to the new where 64 bit was stable, took months of rewriting that code you said didn't change.
  11. To everyone crying on this. ur posting on forms where most of us have been playing ksp from the dawn of civilization. it's originally a pc game, there will be growing pains. calm down. squad is a good company and they are working on the issues. if you have never worked in computer programing or game design. I'll help enlighten you. 1. Consul is a consul not a pc. the operating systems are different. the code in ways is different(this was a huge issue years ago with Linux version verse windows version with stability in 64 bit). this means they have to reinvent the wheel, this means when Playstation comes out with an update and it breaks Playstation version but doesn't break pc, they have to find the screw up. not as easy as it sounds, this could mean rewriting the entire code where other consul games would not be effected. I can guarantee that the pc version is coded entirely different than the consul versions of the game and pc is there prime market. 2. the reason most of you haven't gotten a squad response is because I can guarantee there inboxs have been flooded with emails once it happened. where there build should of worked but then it didn't. 3. the reason it's still on the market is because they know how to fix it but are working on it. 4. good luck on class action lawsuit , you should probably read the fine print before purchasing a game and secondly the company last I checked was based outta Mexico. Lastly if you relax im pretty sure the game will be fixed and that squad is working on it and it was more than likely something out of there control, they are not a giant company like other Playstation developers so give them time
  12. Lol the kraken is a good friend of mine. I used to watch Scott manly on what to do and watch jack septiceye on what not to do, and then the kraken would strike and show my efforts where futile.. "nice rocket you got there , how about we throw it to jool , bounce off layth and finally smash into eve then as you believe ur ok... landing gear fall off lol"
  13. Squad probably changed or cleaned something and now the old templates don't match up ie script goes from sun catcher to Suncatcher or something dumb like that would cause it. it's probably changing one word or deleting or adding one character lol God I love this game, spend a month to get my mods working , speed two weeks getting a space station up in orbit that's huge and amazing in career mode , update pushes out or mod updates..... breaks everything lol and back to square one because I forgot to copy over game lol
  14. I was bored so tonight started looking into it. did you guys get it so you could use multiple stars as a source of solar power back in 1.0.4? And it looks like the script is called Suncatcher lol irony it can't see the sun because it's blocked by a renamed sun...lol only in ksp lol
  15. It's a script / formula bug. where ever the script that calls on solar distance from star to run its formula is not req that kerbol is the star. if there is a way to alter the path and rewrite it's location or alter the original fornula/script to use that star as its focal point then it would work, theoretically you could add multiples but this might be game breaking or altering squads original game files
  16. @Sigma88 I can second the solar power issue, just did test as well, I think the issue is the "sun" being renamed is not matching up with the game code. this in turn is making the star appear as a planet in code and the star essentially is blocked by itself so all Solar panels will not gain power. it's probably a simple configuration issue but got no idea where to look for "Suncatcher"
  17. Lol if i knew how I would. last mods I did tho was for morrrwind like damn near 20 years ago lol
  18. http://i.imgur.com/HWQ6eOw.png Scale representation https://s-media-cache-ak0.pinimg.com/originals/ae/4d/7b/ae4d7b34b6a131e81407c22eefb2411f.jpg https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/1507265_10201965492938652_6119080973893129480_o.jpg Segment idea Even from a Hollywood standpoint it looks very segmental , like it was built piece by piece in orbit over multiple trips with multiple docking points on each segment... probably would only have to add three or four parts to the part count added by the mod. part count for the ship might be up around 55 to 75. but for late game deep space... pretty sure all of us are running ships upwards of 250 or more on the part count lol. I just think it would of been way easier to go about it this way instead of like a port over from the movie. love this mod tho hope you get it all to work again
  19. Maybe but not as intended. if it was segmental and bigger and to "scale " (there is the hanger extension mod and it works) then it would not only be easier to get into space (kerbal planetary bases mod has an interesting approach to this) but would make sense. segments would fit in the vab and I think that would fix ur dilemma , only trick would be getting the segments to merge in space with rcs(built in rcs and fuel) and building it(flat docking rings? Or permanent built in attachment points). should be able to fit into a fairing too. again just an idea, one I thought of long ago back in 1.0.2 and 1.0.4 going up to ksp 1.0.5 I believe or the unity 5 switch caused issues with the Collison meshes which that would of negated. I believe there originally was a problem with the middle space being open.
  20. Just a dumb thought, but you could just enlarge the ring, it appeared too small anyways. or segment it so It has to be constructed in space once enlarged. if you compare the original model to a kerbal there is no way they would ever fit inside any of it. just my opinion tho
  21. deleted scatter , SVT, Kerbal orgins, and kerbol star system going to reload both planet packs then test after config edit to kerbol orgins to make sure planets are in proper system, then loading just basic eve doing test run with one at a time
  22. Crap ok I black screen on load, menus etc there but no space center did new game too
  23. Is it needed is the big question or will it just add detail?
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