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Everything posted by Autolyzed Yeast Extract
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Autolyzed Yeast Extract replied to Ger_space's topic in KSP1 Mod Releases
Ok thanks -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Autolyzed Yeast Extract replied to Ger_space's topic in KSP1 Mod Releases
@Ger_space For some reason all ComNet ground stations are missing even when I have them enabled, and I think it is this mod that is doing it. -
I did what you said to the .cfg file, but now I cannot turn the rear airlock lights on. Actually, I can't turn on the lights of any module with the red rear lights. I have an option to "turn cabin lights" on/off for the rear airlock but it doesn't do anything. However I have a vehicle that I made beforehand and put the rear airlock's lights in the lights action group, and am able to toggle the lights successfully by using the action group, but cannot do the same action outside of the action group... and subsequently cannot re-add this function to the action group if I were to remove it.
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I have installed it yesterday but this problem was happening before I did so. And as far as I know, pretty much all other lights in all other modules including planetary base system, stockalike station parts expansion, and default windowed modules seem to work perfectly fine, so I don't understand why it wouldn't work with the Lynx rover, especially considering you made planetary base systems. Unfortunately the craft file depends on Ven's Stock Revamp which I removed so I cannot load it or provide a picture, so I will do my best to explain everything. The craft was attached via docking ports to a Lynx trailer I made out of flatbeds and a passive hitch piece. The docking port on the trailer was raised higher with batteries, while the craft had a docking port on the bottom of it docked with this one (well, I attached them in the SPH) The craft itself is a probodyne rovemate, with three tooth pick landing gears, two of which were slightly clipping into the engines, with a ladder and a few EVA seats on top of it, with two scorpion engines on either side. COM was balanced so that this should have been able to fly at least for long enough for me to figure out what was wrong with it. I undocked the ports and turned on the engines and hover mode, but it just sat there. The fans were spinning and I was confused. Eventually the engine said "flame-out" and after pressing the engine toggle and hover toggle buttons for a while, it went back and forth between flame-out and actually running. I also was changing between electric and air breathing mode to try to get it to work, but to no avail. Eventually, the craft went flying at 70-100 m/s and back/front flipping many times per second. It proceeded to crash some 600 meters away. I hope this was more descriptive this time. I can reinstall the mod if this isn't enough but it will take a while Yes, yes I am. I did what you told me to do and will test it now.
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@GregroxMun Instead of displaying the main menu, the loading screen just continues on an infinite loop and never displays the main menu. Music is playing and the scatterer widget is open but I cannot do anything. I know for a fact that it is this mod because it's the only new thing I installed. I just want Duna to have a brown atmosphere. Why has everything become so hard...
- 289 replies
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- stock planet revamp
- revamped stock kerbol system
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Please elaborate. What should the .cfg file be called? Should it be in a new folder? If so, what should it be called? And this is still necessary to do to run the mod in 1.3, right?
- 289 replies
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- stock planet revamp
- revamped stock kerbol system
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I would always prefer the hull itself to not shine like it has chrome all over it. Also, it looks almost as if the windows don't shine at all. Maybe because the hull is so much more shiny. Also, post the thing you said you can post
- 888 replies
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- texturereplacerreplaced
- visual
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Can somebody make reflection maps for the Feline Utility Rovers by the same guy who made KPBS? Considering the quality of the mod and how it was made by the guy who made planetary bases, it's really underrated, and deserves proper reflection maps (I'm not able to do these things myself as I'm not a modder, have no artistic skill, etc)
- 888 replies
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- texturereplacerreplaced
- visual
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[1.3] NavBallTextureChanger v1.6 (8/7/17)
Autolyzed Yeast Extract replied to TheRagingIrishman's topic in KSP1 Mod Releases
@TheRagingIrishman A few of those navballs in the library have emissive maps, but they are not there. For example, here is @Trekky0623 's navball emissive map: Also, please release on CKAN. -
They do not have a right click function for turning on their lights. I am using the CKAN install and a number of other mods. I know this, it doesn't look good since most of the sides of the parts of the rover either has a door, window, or some other detail or writing on it. A structural piece that lets you attach them to the underside would look better, is all. It would also make use of the node the engines have that is at present not useful but would be if there was an underside attachment piece for them. I was. After a while of toggling hover mode and turning the engines on and off, eventually the craft went flying and flipping. I have looked through them. The only parts with completely functional light system are all the red back lights and the headlights, as well as the rear airlock's window. There is no "toggle lights" or any button that turns on lights for the crew part or lab, and the cockpit lights only turn on the headlights, while the cockpit windows themselves are glitched; they used to only glow as if their lights were on when I hovered my mouse over them and subsequently had the green filter over the part, however, now the lights stay on when I move my mouse away; but when turning the lights off I must do the same thing when the headlights are off in order to turn off the window lights. I have used the hover option for the engines. Granted I did have landing gear clipping into them but they were part of the craft so they shouldn't have done such a thing. Unfortunately hover mode was not enough to stop the violent flipping. The fuel tank only lets you carry fuel or batteries, not ore. Also, the bumper doesn't have rear lights on it. Granted, there is another unmanned command module that can act as either the front or back that I discovered that I can make do with, but I would rather have a freight version of the rear fuel tank. I'm not saying the problem is actually this mod having incomplete work done to it. But that doesn't change the fact that the features are broken for me, and I have no idea what could be causing the problem.
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Majorjim's stock craft repository
Autolyzed Yeast Extract replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
The only download link I found for the landrover was a tinyurl or tinyfile or something link halfway through this thread and it didn't work. -
KSPPartRemover v1.2.1
Autolyzed Yeast Extract replied to Chris.Deadman's topic in KSP1 Tools and Applications
Is this project still a thing or is it effectively discontinued -
[WIP] The Cities of Kerbin (Hex Blocks)
Autolyzed Yeast Extract replied to Eskandare's topic in KSP1 Mod Development
So this potential mod is still being developed/in the back of your mind? -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Autolyzed Yeast Extract replied to Ger_space's topic in KSP1 Mod Releases
I have Kopernicus installed, but the only planet pack is modifying Duna. I am using KSC ++. Even though Kerbin shouldn't be being messed with at all, the ghost road is still clipping through the terrain and whenever I load a save the KSC and everything else is hovering above the ground or deep below it (fixed by entering tracking station). How do I fix this? -
The Ghost road and the railroad are clipping through the hills for me. It's probably because of Kopernicus.
- 67 replies
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- static
- road to kerbin city
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Majorjim's stock craft repository
Autolyzed Yeast Extract replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
In case you didn't get them, I sent you messages. I'm new to this system @He_162 Luckily for both of us, I actually don't like curves in most cars. -
Majorjim's stock craft repository
Autolyzed Yeast Extract replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
@Majorjim! I know that this stuff is super old and that you may or may not even be playing ksp much anymore, but I really want access to that land rover because it's exactly what I have been looking for in terms of stock vehicles (most other cars suck, many good ones don't actually have roofs, and pretty much all of them that are actually good are lost forever like the delorean) and all the links including the more recent tiny ones are broken to get to it. I also heard you may be redoing it which I would suggest you do as well as creating more detailed car rovers due to the fact that most of them haven't stood the test of time even though KSP really hasn't changed all that much except that part mount points were moved around slightly and physics have changed somewhat. It's a real shame we don't have many detailed rovers like this and I would build them myself but I really honestly just suck at it and/or can't figure out how to make them look decent. -
I am enjoying this mod except for one small gripe and that is that the rover windows do not light up. Only the cockpits and rear modules have the ability to turn on lights, and the cockpit windows do not light up (however when I mouse over them, when they turn green their windows appear to be glowing like lights are on so I am assuming this is a bug). The crew module and lab module, along with any other windowed modules, don't have lights, and this is disappointing. Additionally, the scorpion hover engines are very confusing. They have mount points, but when placed under the rover, they clip through it. On top of that, when I engaged a small drone with two of them, it wouldn't move. The engines were on and it was sort of shaking a little bit, but it wasn't responding to input. Eventually it went flying off doing 15 backflips per second and crashed into the ground. Luckily I have Kerbal Krash System so it just crippled one of the engines and the brave kerbal I had sitting in a command seat didn't die. Can you make a structural piece to put under the rover and then put them on so that they don't clip? Also, please elaborate on how you are supposed to get the engines work, like a step by step image/video tutorial (even if it is supposed to be really simple). Very good job on the IVAs. I would really like to see a new type of wheel and cockpit in the future.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Autolyzed Yeast Extract replied to ferram4's topic in KSP1 Mod Releases
@ferram4 My landed landers and various bases still sometimes pop off the ground when physics loads, flip over and bust half of their equipment. It seems that heavier landers (bases, reactors), especially when connected together via connector ports (kourtesy of KAS), appear to bounce less often or not at all, and the light ones that do bounce on physics load seem to not do that when they are flipped over and subsequently have no landing gear on the ground (or at least are on the side of said gear). I will try disengaging landing gear when I have landed to see if this stops the problem. (Landing gear kourtesy of Ven's Stock Revamp, possible that they just don't work with KJR)- 2,647 replies
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- kerbal joint reinforcement
- kjr
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