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johnnydope

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Everything posted by johnnydope

  1. please bring your attention to thread "firespitter crashes game" thank you. there are some problems that need addressing.
  2. here is all the data I can provide below as well as an update. I have ksp v1.2.1 and firespitter 7.4.2 which I am led to believe is the correct version for the ksp I am using. module manager 2.7.5. and I have done a separate experiment to further investigate the problem. with all the criteria above I just made a fresh ksp installation, and installed ONLY firespitter as a mod. booted the game in both x32 and x64 bit modes and as soon as a tweakable rotor is married to a part (root or otherwise) game crashes CTD. I also ran the experiment with module manager versions 2.7.4, 2.7.3, 2.7.2, and 2.7.1 with the same results. it seems im not going to be able to make those sweet choppers I wanted to... anyways I digress here is the crash report from my x64 bit experiment with MM 2.7.5 which I would prefer to use. P.S. ive also notice while the game loads MM sees no patches to load. says "0 patches loaded from cache".
  3. which module manager version is supposed to be paired with the current firespitter version? im having the same problem with the adjustable rotors and tweakable engines. as soon a s they are selected from the parts list and married to your craft the game crashes. does anyone know which mods that firespitter "doesn't like"? and/or will not cooperate with?
  4. I have firespitter 7.5.1 from github. I have a problem. any use of firespitter landing gear results in the wheels accelerating despite motors being turned off. in fact as soon as I launch a plane with firespitter landing gear it immediately starts rolling and accelerating in reverse no less. id like to know why and if I can edit something to make it stop. nice old school landing gear that I cannot use. very frustrating. id like it to simply be a dead wheel with brake. only roll if the engine provides force. is there anyone else in the community having this problem? KSP v 1.2.1 firespitter v 7.5.1
  5. KSP v 1.2.1 , KerbolStarSystem v 0.35 Very happy with this mod so far and happy with this version too. I found one problem only that I was able to fix and that was certain biomes do not show up. For example the lowlands on the Mun is merged with the Maria and the orange you have selected isn't picked up by the game. the color value "0.6" the game doesn't like. It only likes 0,1, and 0.5. So I changed the lowlands to magenta 1,0,1,1 and it showed up no problem. So I have a few more biomes to fix but other than that amazing work, the mod its perfect for me! Also here are some of the links I used to learn how to recolor and re map biomes. https://docs.unity3d.com/ScriptReference/Color.html http://www.easyrgb.com/index.php?X=CALC
  6. I dunno if anyone knows this but theres an annoying bug with a USI module. The weight distributable cargo I believe it is. if you right click say for example the "ranger anchor hub" and enable weight transfer, it banns you from entering connected living spaces or pods attached to it or any mannable unit past the point the "weight transfer enabled" part is located in your base. it took me FOREVER to figure out that THAT was causing the problem... I destroyed & rebuilt my base 3 times..... so much wasted time...... so yea just a heads up if you are unable to select a mannable USI part during crew transfer, THATS why. Turn the option off and all is well. You can enter your pods again. No need to blow up your base.
  7. hello everyone I have a question. what part of a kopernicus config file dictates weather or not it shows up on the map in the tracking station? and what values hide/unhide targetability? im trying to edit a star pack to my liking but the body I want to see is hidden and "unclickable". heres the config. why cant I see this body on the map? @Kopernicus:AFTER[Kopernicus] { @Body[Sun] { cbNameLater = test @Template { !removeCoronas = DEL removeProgressTree = false } @Properties { description = test radius = 12100440257 mass = 1.98855E+28 rotationPeriod = 7494.9999928 rotates = true isHomeWorld = false } @Atmosphere { enabled = True oxygen = False adiabaticIndex = 1.23 altitude = 620000 gasMassLapseRate = 0.465695400139801 atmosphereMolarMass = 0.0022 pressureCurveIsNormalized = False temperatureCurveIsNormalized = False temperatureLapseRate = 0.00973333333333333 temperatureSeaLevel = 4190 pressureCurve { key = 0 15 0 0 key = 5000 8.3 -0.001532 -0.001532 key = 10000 0.68 -0.001178053 -0.001178053 key = 10753.09 0.300954 -2.96097E-05 -2.96097E-05 key = 14194.01 0.2613179 -8.41565E-07 -8.41565E-07 key = 350000 0.1 -7.49481E-07 -7.49481E-07 key = 400000 0.04 -7.05211E-07 -7.05211E-07 key = 590000 2E-05 -6.21053E-09 -6.21053E-09 key = 620000 0 0 0 } temperatureCurve { key = 0 4190 0 -0.2780258 key = 10000 4065 -0.01447884 -0.01447884 key = 50000 5000 -0.007179292 0.003853968 key = 250000 5800 0.0009989792 0.0009989792 key = 500000 6000 0.001352723 0.001352723 key = 620000 8000 0.06371323 0 } } @ScaledVersion { Light { givesOffLight = False sunlightColor = 0,0,0,1 sunlightIntensity = 1 sunlightShadowStrength = 1 scaledSunlightColor = 1,0.85,0.65,1 scaledSunlightIntensity = 1 IVASunColor = 1,0.85,0.65,1 IVASunIntensity = 1 ambientLightColor = 0.06,0.06,0.06,1 sunLensFlareColor = 0,0,0,0 givesOffLight = True sunAU = 500000000000 luminosity = 0 insolation = 0.15 brightnessCurve { key = -0.01573471 0.217353 1.706627 1.706627 key = 5.084181 3.997075 -0.001802375 -0.001802375 key = 38.56295 1.82142 0.0001713 0.0001713 } } Coronas { Corona { rotation = 0 speed = -1 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.007 Material { texture = test/test_corona inverseFade = 2.553731 } } Corona { rotation = 0 speed = 1 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.009 Material { texture = test/test_corona inverseFade = 2.553731 } } } Material { rimColor = 0,0,0,1 rimPower = 0.5 rimBlend = 1 emitColor0 = 0,0,0,1 emitColor1 = 0,0,0,1 sunspotColor = 1,1,1,1 rimColor = 1,0.6525,0.305,1 sunspotTex = test/test.png sunspotPower = 2 } } } }
  8. Okie dokie. Magic elves it is! thx for the info man.
  9. hello, I have a question about a USI part. .cfg file says it was made by roverdude. its the "Power Coupler". is it magic elf powered? or is there actual physical KIS item cables to plug into it? im cool either way. I jus want to know if im not rendering a part or something. closest part I have to an extension cable is from the SEP mod. the "AKI Power Transfer Conduit". perhaps adding KAS nodes to the part would make it compatible with the cable I already have?
  10. this question needs to be answered properly. How do you edit the height values of launch clamps upon hitting the launch button? reason being: launch clamps force your craft to float up in the air about what looks like 10 feet minimum. they do NOT appear where they look in the vab. if I want to build something & drop it right to the floor the game does not allow this. why you ask would you want to drop your craft to the floor? well because launch clamps are the solution the "quake" glitch. also known as the "minmus quake". because squad screwed up and there is no ground friction, ground bases slide. even uphill. launch clamps strap em down. and I use EL to build bases offworld. so when the craft is built it will look exactly as it did on the pad or runway. so if my newly constructed base is 10 feet in the air that's no good. id like my base to be ON the ground like its supposed to. so I ask again please... HOW do you edit the min/max height values of launch clamps? please and thank you ksp community.
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