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King Something

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  1. Not only does Spacedock archive older versions, but users can access the older versions simply by clicking the Changelog tab. All versions of the mod which have been previously uploaded to Spacedock are available there (not just OPT, but all mods) By the way, the fuel tank which I spoke about last night was the Avatar hollow fuel tank. I don't know why it doesn't hold fuel, but the "regular" Avatar fuel tank and the Avatar cargo bay both hold fuel properly (with the cargo bay holding about half as much per configuration as the regular fuel tank, and having the same amount of payload volume capacity as the hollow fuel tank along with a pair of topside doors). I haven't noticed any other problems regarding parts which should hold fuel but don't.
  2. One of the hollow fuel tanks doesn't hold any fuel. I think it's the Juno, but I have to double-check. The non-hollow fuel tank and the cargo bay variants of that size do hold fuel properly, though.
  3. Hooray! I'm not a modder, nor do I play one on TV, so take this suggestion with a grain of salt as it is offered with no warranty of reliability: Put the broken part in one folder and have the config file tell the game to look for that part in a different folder. I think the paths are case-sensitive, so have the config point to a folder called "Broken" but put the part in a folder called "broken" for instance.
  4. Why are you including the (broken) landing gear? You didn't in the previous community maintenance versions. Unless you intend to put them in the file in such a way that they cannot be used in-game but are there for other modders to look at and/or for future reference, I really don't see the point of including parts that are known to not work. And even then, it should probably be released separately from the main pack, if at all.
  5. ....yes and no. You can have both mods in your game and vessels with parts from both parts packs with little or no problem, but the form factors are vastly different. Except for a couple of 2.5m adapters in the OPT pack, there are no parts in either pack specifically designed to be adapters for parts in both packs -- and those 2.5m adapters would require the use of the B9 S2-2.5m adapters in order to seamlessly hook up to an S2 or S3 cockpit. The B9 engines will work just fine with the OPT engine mounts, since they use the standard 1.25m and 2.5m sizes -- there are also 3.75m engine mounts in OPT, but no B9 engines that big. There are currently no Mk3-OPT adapters, so you won't be able to build a ship with the B9 HL parts and OPT parts directly connecting to each other. (Or rather, you can, but it certainly will not look pretty, and it might not get off the launchpad/runway as well as you might like) There's a handful of Mk2 parts in OPT, including a ram air intake and two scramjet engines. They're all standard size Mk2 and will fit with the B9 Mk2b parts (but not the B9 Mk2 parts) and any other parts in the standard Mk2 form factor. Most of the other OPT engines are in the 1.25m, 2.5m, and 3.75m sizes and will fit any equal-size engine mount.
  6. I second the motion for a Mk3 crew cabin in HL livery. Maybe with an S2-style interior? I'm aware that the B9 folks might not currently be working on new parts, but the license allows for any competent modder to make their own (provided they credit the B9 team, don't charge money for it, and release it under a CC-BY-NC-SA or similar license). I'd do it myself, but... well... y'know, the whole "competent modder" part is slightly beyond my grasp.
  7. Do you have Firespiter and Interstellar Fuel Switch installed? Post logs so the modders can see what exactly is the problem, so that they can help you fix it.
  8. Two minor bugs, neither of which is even half as big of a problem as the issue with the Mach ribbons. One: the 4000m landing ribbon does not supersede the 3500m landing ribbon. Kerbals who are awarded the former get both. Note that the 3500m landing ribbon does supersede the lower ranks properly. Kerbals who get the 4000m and 3500m ribbons for a high enough landing don't also get the 3000m and lower ribbons. Two: typos in the names of the ribbons awarded to the Kerbals who make the "First First [sic]" landings at Kerbin's north and south polar ice caps. To paraphrase a naughty joke from a certain 1974 movie, you said "first" twice.
  9. Two minor bugs, neither of which is even half as big of a problem as the issue with the Mach ribbons. One: the 4000m landing ribbon does not supersede the 3500m landing ribbon. Kerbals who are awarded the former get both. Note that the 3500m landing ribbon does supersede the lower ranks properly. Kerbals who get the 4000m and 3500m ribbons for a high enough landing don't also get the 3000m and lower ribbons. Two: typos in the names of the ribbons awarded to the Kerbals who make the "First First [sic]" landings at Kerbin's north and south polar ice caps. To paraphrase a naughty joke from a certain 1974 movie, you said "first" twice.
  10. These ribbons need to be awarded to your Kerbonauts manually. Revoking ribbons manually may also be necessary for cases where the config file isn't properly set up for the Rank N ribbon to be superseded by the Rank N+1 ribbon (i.e. awarding a Kerbal the BSG Lieutenant Colonel ribbon and then subsequently awarding that same Kerbal the BSG Colonel ribbon -- I haven't tried this, so I don't know if the ribbons in these packs, or other modders' rank packs, are set up properly). Enabling ribbon revocation can be done in game by opening up the options window -- see Nereid's original thread for details.
  11. Did you install it properly? Do you also have the latest version of the various dependencies installed? Read and follow the instructions in @blowfish's signature, and then he can help you get B9 working. Log is your friend -- it's better than Bad, it's Good!
  12. I won't be able to help you, but I can tell you how to get the help you need and want -- provide logs, and make sure Firespitter and Interstellar Fuel Switch (among other plugins) are up to date. Stali or one of the other modders will take a look at your log file end either tell you how to fix it (if for some reason the problem is on your end) or they'll fix it in the next release of the mod (if the problem is a bug in the mod that they might have missed).
  13. BDArmory is back. You may now re-release the weapons at your discretion. Also, the airlock, hatch, and double door parts all have obstructed hatches, even if you make a one-part "vessel" with any of those parts. They look good as purely aesthetic surface-attach decorative doors, but are non-functional for EVA purposes because of this issue.
  14. http://forum.kerbalspaceprogram.com/index.php?showtopic=83212 For those of you posting issues you may have with this or any other mod, read this link. Help the mod authors help you.
  15. An unusual error with LLL Continued: You know how when you load the game with mods that are not compatible with the version of the game you are running, there's a pop-up that says that the mod in question isn't compatible and also lists the version it's meant to work with? LLL Continued triggers that pop-up and is listed as being compatible with KSP version 1.1.13. (One point One point Thirteen)
  16. Depending on the image editing software you are using, there should be a tool that lets you select part of the picture instead of the whole thing. Rectangle and lasso select are fairly common - paint.net has both (among other tools) and is free. If you use those tools instead of CTRL-A, you should be able to invert the colors on the parts you want to invert while leaving the other parts untouched.
  17. It's a parts pack. It's fully compatible, except for the landing legs. Putting the LLL landing legs (or any other 1.0.x landing gear/legs) on a vessel will result in Very Bad Things (™&© The Kraken) happening to that vessel due to Unity 5 shenanigans. Installing this mod will add its parts to your game. No more, no less. The parts have some degree of compatibility with other mods, like fuel tanks being able to use Karbonite if you have that mod -- see the OP and this mod's config files for details.
  18. https://spacedock.info/mod/124/Kerbal Konstructs It was uploaded by @ozraven, who has the necessary permissions to update @AlphaAsh's Space Dock page but cannot update that thread's OP.
  19. There's a newly released version of Kerbal Konstructs made for 1.1.3. Is there any chance that this version of Kerbin Side will work properly as is with that, or should I wait warmly until @AlphaAsh releases a KS for 1.1.3?
  20. That, and/or running a bunch of mods built for 1.1.3 on KSP 1.1.2. His Squad folder and Module Manager are the only things older than 13 June 2016.
  21. He has an outdated Module Manager (2.6.6). Think that might have something to do with the shenanigans upon which he is frowning? And his Squad folder was last updated in April, which means he isn't running KSP 1.1.3
  22. @K.Yeon put a link to the Spacedock page in the OP. That's where @stali79 will upload the next release of OPT when it's ready. He'll probably also post a link and changelog in this thread, but the link in the OP will effectively update when the Spacedock page is actually updated.
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