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KSP2 Release Notes
Everything posted by COL.R.Neville
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
COL.R.Neville replied to JPLRepo's topic in KSP1 Mod Releases
my ksp.log is in the ksp_win64 folder and the module manager logs are in the logs folder in ksp_win64 folder the only output.log i seem to have now is for a 1.4.5 instance i run for welding. pretty sure you are going to have to use a new save especially when using research bodies. I've never had any luck doing anything else besides that. -
i think something maybe going wrong with the weight conversions. looks like the sample masses are missing some leading zeros. ie. the material bay is set to a sample mass of 0.032 which is 32 kg right? 0.09375 is the mass of a kerbal. which is 93.75kg. samples not small children hehe.
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thanks so much for putting all this back together again. tonkacrash did a good job on fixing the aset landing legs maybe he would take a look at these. i used to have a patch to make them work but they really need to be converted to the new format so their suspension will work again.
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
COL.R.Neville replied to NecroBones's topic in KSP1 Mod Releases
yeah here is a new ColorCodedCanisters-MM-tanks.cfg just copy everything from this and replace whats in the ColorCodedCanisters-MM-tanks.cfg in the ColorCodedCans folder. I highlighted the changes I made in bold italics. i am running both ftp and ccc but i think its just ccc causing the problem.- 356 replies
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have you tried the chutes from vanguard?
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wouldnt the I think its the aquila multinode from tantares? could also cut the head off of the fgb from bobcat's mir as well.
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yeah man these new parts look really nice. a matching ATV would be nice. could use your existing launcher for CEV. or maybe something along the lines of antares or athena.
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[1.6.1] Tiny Parts and Other Useless Junk
COL.R.Neville replied to Nuke's topic in KSP1 Mod Releases
anybody have pics of those conformal tanks from i believe they were from mechanical mouse. the small medium ones were like a pill capsule. and the big ones were these sleek rounded stretched trapezoids that just surface attached to existing tanks. looks like nuke has a kinda similiar thing going. -
something in the lsconfigs.cfg is crashing module manager. if i take that out everything runs fine. i'll have to put it back in to generate some logs for you. but there isnt really anything in the logs past telling you there are errors in the lsconfigs.cfg you also get the popup saying module manager has crashed.
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might want to check the tech required and categories. take the oms engine. pretty sure the categories are either engines or propulsion. i think propulsion is the older one but still works. and the tech required is set to largecontrol which i think now is specialized control? anyway making it not show up and keeps the craft file from properly loading. i think its set to category = engine when i changed it over to propulsion it will show up in a sandbox game since no tech checks. but the tech required being mislableled keeps it from loading in a career since large control doesnt exist anymore.
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Rational Resources 3.1.3 [Apr 08, 2025]
COL.R.Neville replied to JadeOfMaar's topic in KSP1 Mod Releases
i think you have all the precursors to be able to make all the fuels in real fuel as well. well without too much hand waving anyway. http://www.braeunig.us/space/propel.htm- 1,111 replies
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[1.12] The Bolt-On Mission Probe (BOMP) ReRevival thread
COL.R.Neville replied to linuxgurugamer's topic in KSP1 Mod Releases
these would be really good for reusable stages. -
[1.7.2] KK Launchers - Delta, Atlas Pack
COL.R.Neville replied to Kartoffelkuchen's topic in KSP1 Mod Releases
need to check MM cfg's. you probably have one coming in behind whatever changes you are making and overwriting them. the rcs thruster thing is probably an ro config and need to look at the tech tree for the thrusters to see if they eventually upgrade to n2. there is ALOT going on with rss/ro rp1. but instead of adding more fuel you can change the isp of the engines to use less. same with the direct fuel consumption so like for LF and oxidizer its usually 0.9 and 1.1 you could change those to 0.45 and 0.55 instead. with RO and real fuel you are just going to have to dig. -
[1.7.2] KK Launchers - Delta, Atlas Pack
COL.R.Neville replied to Kartoffelkuchen's topic in KSP1 Mod Releases
yeah its osf fixing it. thats what i said in my post. -
[1.7.2] KK Launchers - Delta, Atlas Pack
COL.R.Neville replied to Kartoffelkuchen's topic in KSP1 Mod Releases
i just put the delta II example payload one into a 75x75 orbit the payload weighed 5.165 tons and had 700 m/s delta v leftover. but that was also after fixing the fairings. Thats probably is what is catching you out and causing your problems since the payload isnt being shielded. i changed the x direction on the attachment nodes for the fairing attachment points on this 7920 and im showing the payload being shielded in the aero gui now. yeah your problems are definitely the problem with the fairings i just tried it again and it flips out at 15k. if the payloads arent shielded. but what it looks like fixes it isnt changing the nodes but using old school fairings as well. i had forgot i was running that. if i take out OSF everything drops back to not being shielded and you start getting your problems M. with it running everything is shielded so no weird drag in all sorts of places. -
[1.7.2] KK Launchers - Delta, Atlas Pack
COL.R.Neville replied to Kartoffelkuchen's topic in KSP1 Mod Releases
nice man thanks so much for all the stuff you have done for everyone over the years. -
[1.X.X] Old Parts Redux - For all your nostalgic needs!
COL.R.Neville replied to TriggeredSnake's topic in KSP1 Mod Releases
might want to check the model for coneb its currently set to use the conea model. also the vernor engine classic needs to be set to use the newmodel.mu in the folder. and i think you are missing the small gear bay classic from the wheel folder. thats all ive found so far. if i find anymore ill let you know. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
COL.R.Neville replied to K.Yeon's topic in KSP1 Mod Releases
okay thanks i finally found it in 1.8 test 6 was trying to find partname opt_mk2_engine which had the title OPT J-61 Advanced TurboRamjet and then from what you are saying the j61 got replaced by the HAE-02 Mk2? updating and rebuilding some old craft files. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
COL.R.Neville replied to K.Yeon's topic in KSP1 Mod Releases
did the opt mk2 engine turn into the j61? does anybody remember the version that had the opt mk2 engine? i found the -short version not the one im looking for. -
you might have a problem with your detection. what happens when a part has no modules? i got the mkIV fatal error thing. its with the shoulders. if it adds this via your patch you get an error @PART[mk4cockpit-shoulder*] // { %MODULE[TweakScale] { type = surface } } but if you just add that module to the part.cfg then no error. MODULE { name = tweakscale type = surface } same thing is being added.
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PartVariant Guide
COL.R.Neville replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
that what i like doing too making stuff from .2 work now but having to learn blender and unity since some of these old models are using shaders and stuff that wont work anymore and are baked into the mu object which is probably more accurate instead of saying model hehe. -
PartVariant Guide
COL.R.Neville replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
dont all the bump maps end with _nrm? and the emissives _EMI? that might be where its going wrong at. -
PartVariant Guide
COL.R.Neville replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
dont you have use the EXTRA_INFO to list the bump maps etc? TEXTURE { materialName = med2mPod _MainTex = RetroFuture/StockScheme/rectCkPit_DIF EXTRA_INFO _BumpMap = RetroFuture/StockScheme/rectCkPit_NRM _Emissive = RetroFuture/StockScheme/rectCkPit_EMI } -
KSP Interstellar Extended Continued Development Thread
COL.R.Neville replied to FreeThinker's topic in KSP1 Mod Development
title = #LOC_KSPIE_CONTRACT_TYPE_NewTelescope_title // #LOC_KSPIE_CONTRACT_TYPE_NewTelescope_title = Launch a new Triple-Z Radio Astronomy Telescope into LKO notes = #LOC_KSPIE_CONTRACT_TYPE_NewTelescope_notes // #LOC_KSPIE_CONTRACT_TYPE_NewTelescope_notes = The research facility must include the Triple-Z Telescope, 1 Docking Port, a science lab and an energy source. This can be done in one launch, or multiple launches. title = #LOC_KSPIE_CONTRACT_TYPE_NewTelescope2_title // #LOC_KSPIE_CONTRACT_TYPE_NewTelescope2_title = Launch a new Triple-Z Radio Astronomy Telescope into Mun Orbit notes = #LOC_KSPIE_CONTRACT_TYPE_NewTelescope_notes // #LOC_KSPIE_CONTRACT_TYPE_NewTelescope_notes = The research facility must include the Triple-Z Telescope, 1 Docking Port, a science lab and an energy source. This can be done in one launch, or multiple launches. the beamed power phased array phased array1 munseeker_zzz_radiotelescope_contracts.cfg is asking for parts that dont exist. warpplugin\localization\parts\en-us.cfg #LOC_KSPIE_CONTRACT_TYPE_NewTelescope_title = Launch a new Triple-Z Radio Astronomy Telescope into LKO #LOC_KSPIE_CONTRACT_TYPE_NewTelescope2_title = Launch a new Triple-Z Radio Astronomy Telescope into Mun Orbit #LOC_KSPIE_CONTRACT_TYPE_NewTelescope_notes = The research facility must include the Triple-Z Telescope, 1 Docking Port, a science lab and an energy source. This can be done in one launch, or multiple launches.