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mechanicH
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Everything posted by mechanicH
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[1.4.X] OSE Workshop Continued - KIS Addon
mechanicH replied to Aelfhe1m's topic in KSP1 Mod Releases
Looks like a fun mod. I was wondering if you had time, could you upload some kind of tutorial or instructional video on how to use this mod correctly. My other question is, is this for building individual parts or can I build whole crafts with it (like simple construction mod or ground construction). Thanks -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
mechanicH replied to bac9's topic in KSP1 Mod Development
@blowfish Dude!!!! My mind is blown away, Your like a Wizard or something. Amazing fix/Find. -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
mechanicH replied to blowfish's topic in KSP1 Mod Releases
Thanks Blowfish, guess the problem is on my end, ill dig through it to see what i messed up on. Oh and thank you for all the hard work on all these wonderful mods. Cheers- 641 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
mechanicH replied to blowfish's topic in KSP1 Mod Releases
Just got a response from the MM dev. He's says it's not the MM at fault. So I'm stumped. Have you tried both mods together yet? The B9 PWings and the B9 parts packs ?- 641 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
mechanicH replied to bac9's topic in KSP1 Mod Development
All this stuff is still being ironed out for 1.3. I'm sure it will get resolved. As for now I had to take out the B9 aerospace parts pack HX and legacy for the B9 PWings to work properly. I already mentioned this to blowfish. Hopefully when he has time he will take a look at it too -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
mechanicH replied to blowfish's topic in KSP1 Mod Releases
Hey blowfish FYI I installed all the proper requirements for B9 aerospace HX and legacy. All worked perfectly and all parts were there and functional, but it has some kind of conflict with B9 PWings. Basically is throws them out of shape and makes a pretty BANG on the runway. I already mentioned it on the PWing site and someone said it's something got to do with a conflicting MM. So I just wanted to let you know and anyone else who uses both these mods together. Let me know if you or anyone run into this issue. Other wise this mod works perfectly even with the beta RPM. Cheers- 641 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
mechanicH replied to bac9's topic in KSP1 Mod Development
Good catch. Never crossed my mind to look at the MM. I kept thinking I messed up on properly updating the requirements. Might have to get @sarbian input on this one. -
I believe it already is TweakScale compatible. I was updated a few patches back, i think 80 to 90 % of the parts are resize-able, well the ones i use anyway.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
mechanicH replied to Pak's topic in KSP1 Mod Releases
@Deltac Wow... that is very nice!- 2,351 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
mechanicH replied to bac9's topic in KSP1 Mod Development
Hey guys for some reason my B9 UI is not showing up when i press J...any advice on what i can do to make it reappear? Also when i try to launch any of my craft all the PWings are out of shape and my craft explodes on runway. Im on 1.3 Update ok after sifting through the other mods i figured out the problem is the B9 aerospace/legacy/HX parts mod. I did install it correctly with all the up to date associated mods that need to go with it, but the problem is still there.... Let me know if anyone else is having this problem? -
Has anyone tried this in 1.3 to see if it working?
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[1.12.x] Tweakable Everything Continued (replacement)
mechanicH replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Thank you for the update, I had a question i asked earlier in the year about TwealScale and Tweakable Everything . Did the conflict between the 2 mods ever get resolved or are they still not playing well together? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
mechanicH replied to sirkut's topic in KSP1 Mod Releases
Just out of curiosity ..and sorry for the dumb question...but do i put in the PARTS in on my own as a separate DL, or does it come with the IR DL. Beccause i installed this but i have no parts showing up. -
@linuxgurugamer @eberkain@Drew KermanThe last update fixed everything...no need to do anything to the mod (TweakScale involved) All is working correct and has a smooth transition between the patches and the updates. Trust me guys ...like i stated before i use this mod and all its parts extensively, This is the best solution for anyone progressing through the updates of this mod, building craft and having them work/look as you built it. In my opinion All is Well in the SXT universe.
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Works perfect now...Thank you very much!!!
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@linuxgurugamer Thanks for that update..i see that you fixed the Nose cone we were talking about...but i think you forgot to change the radial hull (hump back parts) @PART[SXTOsualRadHull]:NEEDS[TweakScale] { %MODULE[TweakScale] { type = surface defaultScale = 1 } to @PART[SXTOsualRadHull]:NEEDS[TweakScale] { %MODULE[TweakScale] { type = surface defaultScale = 1.25 } Well basically all the parts that are type=surface should be defaultScale=1.25 instead if 1 so that it wont disfigure craft from previous builds, which are not that many parts...i had it a few posts back mentioning it to eberkain..and he suggested to do so, because of the same issue but instead of making the part disappear it makes them over sized.
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@linuxgurugamer because it causes some kind of conflict between the 3.9.1 version and 3.10 version. If you had previously used the conformal nose cone and tweak scaled it to fashion a craft and updated to 3.10 the part disappears/shrinks along with everything attached to it. There is something that it does not like with the default scale. I'll keep playing around with it some more and try other variations with defaultScale. But as of now the hump backs and the nose cone are properly working IF you had a previous craft built with it and IF you had it tweak scaled. Matter of fact I'll give you an example. Here's a link to my craft Try to load it up with 3.9.1. So you see what it looks like. Then load it up with 3.10. And you will understand what I'm talking about. Here's the link. https://kerbalx.com/mechanicH/Boeing-777-300ER
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@eberkain upon further investigation i have found that when i load the vessel and look at the debug console i find it throwing up a Warning [TweakScale Warning] Duplicate TweakScale module on part [SXTProtonlikeNoseCone] Conformal Rocket Cone Mk3...any ideas? EDIT....i have solved the issue....so this is the line of code that needs to be chaged to make everything back to normal for the nose cone @PART[SXTProtonlikeNoseCone]:NEEDS[TweakScale] // { %MODULE[TweakScale] { type = free } If you would be so kind as to mend these in your next update i would greatly appreciate it...thank you Sir.
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@eberkain Ok so did as you said..and did the experiment...and it WORKS..well partially...it worked perfectly on the hump back part like a charm..all craft that had it installed came back to proper size... Now the only problem i cant figure out is why the nose cone is missing...to be very specific it is the Conformal Rocket Cone Mk3....i use it as a tail cone for most my jet liners ...now the part itself is there in the list(in game) and in the cfg and i think its properly written in for the tweak scale..but for the life of me i cant figure out why it disappears from the craft along with everything that is attached to it..i been looking through the files for a few hours now, but i haven't figured it out yet...if you have time can you give it a look....like is said before in 3.9.1 it pops up on the craft..but in 3.10 it pulls a Houdini on me. Oh i also edited the TweakScale file for all surface parts to 1.25 and found a few surface parts that were missing the defaultScale, ill put it up here if you want to put it in your next update. Let me know if you find anything on that nose cone.. Thanks you
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
mechanicH replied to Pak's topic in KSP1 Mod Releases
@Pak by any chance did you get a chance to fix the filter extension config so it can show up on the manufacturer list.- 2,351 replies
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@MrFancyPL if you look at the previous page you will see that someone has already created a AP tweak scale file. Or even look at the OP. First page you'll see a link.
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@eberkain I do apologize for the double post I just was not sure where to address this issue. But I'm guessing you are correct about the scaling part and the relative numbers and due to the new tweak scale config it might have shrunk or grown due to it. I will try that experiment and report back to you tonight (at work at the moment). Thank you
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@eberkain First off thank you for all the hard work on the tweak scale patching... but unfortunately i have an issue with the SXT mod tweakscale patch in the resent 3.10 update. It pretty much disfigured all the craft that i have SXT on, specifically the tail cones and the hump back radial parts. The tail cones completely disappeared and the hump backs grew in size. Most of these craft were uploaded to Kerbal X so i can imagine what people are seeing with the the 3.10 patch of SXT (broken craft) .. i was forced to revert back to 3.9.1 just so i can fly my craft, if not i would have to rebuild them. If you have time can you please check to see if this can be remedied ..Thank you for you time.
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@linuxgurugamer I had a issue with the 3.10 release, it was with the tweak scaling of the parts. It seems to have broken some of my craft that was built from the previous version 3.9.1 ...basically what happen is that some craft were missing its tail cones and other craft that had the hump back have grown in size (the hump itself) which threw my craft out of proportion making them look disfigured. I was forced to revert back to 3.9.1 because in 3.10 i would basically have to rebuild the whole thing (i have quite a lot of craft that use this mod)...and most of these were uploaded to KerbalX so i can imagine what people are getting when they load up the craft...is there any way this could be fixed, so i wont have to go back and fix every single craft with this issue. Thank you for your time.
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So here's my situation, my game was running just fine. No issues what's so ever. So today I started up the game and I see that it's hanging up on "loading assets bundle" now at first I thought I might have too much stuff open so I alt f4 and closed everything and restart the game. Same thing. Waiting at asset bundle. Then I thought maybe a incompatible MOD or something not up to date. So closed it. Made sure all is correct. Start up. Same thing. At this point I'm getting frustrated so I say how about a fresh install. So I did. Put back all the mods that I need. Start and AGAIN stuck at asset bundle. So I tell myself let me wait a bit. So by some miracle it started loading from MM but EXTREMELY SLOW. I mean it took almost 20 minutes for the game to load up. And whole time I'm watching my memory building up to 60% and my CPU barely breaking a sweat at 6 to 8% usage. And I got a pretty good PC i7 win7 with 16 gigs ram. So finally the game loads up but runs like molasses. I managed to get a craft on the run way and it just got worse from there. I might as well be watching a picture book at those frame rates. The messed up part is there is no crash log or output log because it's not really crashing. It's just freezing and forcing me to shut it down. I have no clue why it's doing this. It was running just fine yesterday and it just decided to call it quits. I run about 64 mods with 7500 patches applied but most of them are parts mods ad the rest are just essentials like mechJeb AA config containers etc... can anyone shed some light on this. Because I confused and frustrated that I can't get it running correctly. Thank you for taking time to read and respond to this.