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DougS2K

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Everything posted by DougS2K

  1. Thanks for the info. I'll give that a try later. I didn't realized there was another scaling option other then the default one in the game.
  2. Fantastic mod. One suggestion. Any chance of making this mod scaleable? Playing at 1440p and it seems just a little big on screen. K2-D2 seems to have the scaling just right IMO.
  3. Ahh that makes sense. Thanks.
  4. Amazing mod! I just started playing again now that the science update is out and Mechjeb or similar is the first thing I was looking for. K2-D2 seems to fit the bill nicely! Big thanks for your work. I do have one question though. What does the s button do next to the settings button? I thought it would stick the window in place but it doesn't seem to do anything.
  5. For some reason, my stations around the Mun is suddenly making the game crash upon switching to it. It almost fully loads but crashes to desktop just as the kerbal portraits begin to load. Any idea what's going on here? Full log can be found here. Last lines in log before crash: [LOG 23:09:50.236] Unpacking Mun Space Station [LOG 23:09:50.248] [DR:76154] MDR:dockingPort2:1876409843.doSetup(): joint null [LOG 23:09:50.251] [DR:76154] [DockingStateChecker] loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\DockRotate\PluginData\DockingStateChecker.cfg [LOG 23:09:50.257] [DR:76154] [DockingStateChecker] loaded DockingStateChecker: NodeState:state=Ready:hasJoint=False:isSameVessel=False NodeState:state=Acquire:hasJoint=False:isSameVessel=False NodeState:state=Acquire (dockee):hasJoint=False:isSameVessel=False NodeState:state=Disengage:hasJoint=False:isSameVessel=False NodeState:state=Disabled:hasJoint=False:isSameVessel=False NodeState:state=Docked (docker):hasJoint=True:isSameVessel=False NodeState:state=Docked (dockee):hasJoint=True:isSameVessel=False NodeState:state=Docked (dockee):hasJoint=True:isSameVessel=True NodeState:state=Docked (same vessel):hasJoint=True:isSameVessel=True NodeState:state=PreAttached:hasJoint=True:isSameVessel=False NodeState:state=PreAttached:hasJoint=False:isSameVessel=False JointState:hostState=PreAttached:targetState=PreAttached:isSameVessel=False JointState:hostState=Docked (docker):targetState=Docked (dockee):isSameVessel=False JointState:hostState=Docked (dockee):targetState=Docked (docker):isSameVessel=False JointState:hostState=Docked (same vessel):targetState=Docked (dockee):isSameVessel=True JointState:hostState=Docked (dockee):targetState=Docked (dockee):isSameVessel=False:hostFixTo=Docked (docker) JointState:hostState=Docked (same vessel):targetState=Docked (dockee):isSameVessel=False:hostFixTo=Docked (docker) JointState:hostState=Docked (docker):targetState=Docked (same vessel):isSameVessel=False:targetFixTo=Docked (dockee) JointState:hostState=Docked (dockee):targetState=Docked (same vessel):isSameVessel=False:targetFixTo=Docked (docker) JointState:hostState=Disengage:targetState=Disengage:isSameVessel=False:hostFixTo=Docked (docker):targetFixTo=Docked (dockee) JointState:hostState=Docked (docker):targetState=Ready:isSameVessel=False:targetFixTo=Docked (dockee) JointState:hostState=Docked (same vessel):targetState=Ready:isSameVessel=True:targetFixTo=Docked (dockee) [LOG 23:09:50.257] [DR:76154] MDR:dockingPort2:2156342841.doSetup(): joint null [LOG 23:09:50.259] [DR:76154] JointMotion.get(): created JM:-2975206:dockingPortLarge:758673474>dockingPortLarge:1373742506 [LOG 23:09:50.260] [DR:76154] MDR:dockingPortLarge:758673474.doSetup(): joint PJ:-2934732:dockingPortLarge:758673474>dockingPortLarge:1373742506 [LOG 23:09:50.260] [DR:76154] MDR:dockingPortLarge:1373742506.doSetup(): joint PJ:-2934732:dockingPortLarge:758673474>dockingPortLarge:1373742506 [ERR 23:09:50.289] [Physics.PhysX] computeMassAndInertia: Provided mass or density has no valid value [ERR 23:09:50.289] [Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1) [ERR 23:09:50.289] [Physics.PhysX] computeMassAndInertia: Provided mass or density has no valid value [ERR 23:09:50.289] [Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1) [ERR 23:09:50.291] [Physics.PhysX] computeMassAndInertia: Provided mass or density has no valid value [ERR 23:09:50.291] [Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.297] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.298] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.298] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.298] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.298] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(213) : Error executing m_FMODChannel->set3DSpread(spread) (An invalid parameter was passed to this function. ) [ERR 23:09:50.298] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(924) : Error executing channel.set3DSpread(cache.spread) (An invalid parameter was passed to this function. ) [LOG 23:09:50.299] recalculating orbit for liquidEngine2-2.v2 (Mun Space Station): Mun ( Update mode TRACK_Phys ) rPos: [106516.991841733, -3.8470270417165, -215295.625255634] rVel: [466.896783437751, -0.0278709337121526, 230.700468942071] |520.783365259873| [LOG 23:09:50.299] recalculated orbit for liquidEngine2-2.v2 (Mun Space Station): Sun ( UT: 9425241.2869994 ) rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN| Delta: [NaN, NaN, NaN] / [NaN, NaN, NaN] [LOG 23:09:50.300] [SpaceAge] OnSOIChanged(<'Mun', 'Sun', 'Mun Space Station'>) [LOG 23:09:50.305] Look rotation viewing vector is zero [LOG 23:09:50.305] Look rotation viewing vector is zero [LOG 23:09:50.311] Look rotation viewing vector is zero [LOG 23:09:50.311] Look rotation viewing vector is zero [LOG 23:09:50.311] Look rotation viewing vector is zero [LOG 23:09:50.311] Look rotation viewing vector is zero [LOG 23:09:50.313] setting new dominant body: Sun FlightGlobals.mainBody: Sun [LOG 23:09:50.313] Vessel liquidEngine2-2.v2 (Mun Space Station) velocity resumed. Reference body: Sun vel: [NaN, NaN, NaN] [ERR 23:09:50.313] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanelOX10L/model/ReStock/Assets/Electrical/restock-ox-10l(Clone)/sunParent/rotator/sunPivot/bar/hinge1/solar1" [ERR 23:09:50.313] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanelOX10L/model/ReStock/Assets/Electrical/restock-ox-10l(Clone)/sunParent/rotator/sunPivot/bar/hinge1/solar1/hinge2/solar2" [ERR 23:09:50.314] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanelOX10L/model/ReStock/Assets/Electrical/restock-ox-10l(Clone)/sunParent/rotator/sunPivot/bar/hinge1/solar1/hinge2/solar2/hinge3/solar3" [ERR 23:09:50.314] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanelOX10L/model/ReStock/Assets/Electrical/restock-ox-10l(Clone)/sunParent/rotator/sunPivot/bar/hinge1/solar1/hinge2/solar2/hinge3/solar3/hinge4/solar4" [ERR 23:09:50.314] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanelOX10L/model/ReStock/Assets/Electrical/restock-ox-10l(Clone)/sunParent/rotator/sunPivot/bar/hinge1/solar1/hinge2/solar2/hinge3/solar3/hinge4/solar4/hinge5/solar5" [ERR 23:09:50.314] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanelOX10L/model/ReStock/Assets/Electrical/restock-ox-10l(Clone)/sunParent/rotator/sunPivot/bar/hinge1/solar1" [ERR 23:09:50.314] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanelOX10L/model/ReStock/Assets/Electrical/restock-ox-10l(Clone)/sunParent/rotator/sunPivot/bar/hinge1/solar1/hinge2/solar2" [ERR 23:09:50.314] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanelOX10L/model/ReStock/Assets/Electrical/restock-ox-10l(Clone)/sunParent/rotator/sunPivot/bar/hinge1/solar1/hinge2/solar2/hinge3/solar3" [ERR 23:09:50.314] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanelOX10L/model/ReStock/Assets/Electrical/restock-ox-10l(Clone)/sunParent/rotator/sunPivot/bar/hinge1/solar1/hinge2/solar2/hinge3/solar3/hinge4/solar4" [ERR 23:09:50.314] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanelOX10L/model/ReStock/Assets/Electrical/restock-ox-10l(Clone)/sunParent/rotator/sunPivot/bar/hinge1/solar1/hinge2/solar2/hinge3/solar3/hinge4/solar4/hinge5/solar5" [ERR 23:09:50.314] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "liquidEngine2-2.v2 (Mun Space Station)/model/ReStock/Assets/Engine/restock-engine-poodle-2(Clone)/engines-1-10-poodle/Poodle/B_Poodle_Common/Poodle_Gimbal/COLLIDER_P_NOZZ" [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.315] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.316] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [LOG 23:09:50.317] Look rotation viewing vector is zero [LOG 23:09:50.317] Look rotation viewing vector is zero [ERR 23:09:50.319] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [LOG 23:09:50.321] Look rotation viewing vector is zero [ERR 23:09:50.326] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [LOG 23:09:50.326] [UIMasterController]: ShowUI [LOG 23:09:50.326] Mun: Resetting [LOG 23:09:50.326] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Mun-Dust) OnSphereInactive [LOG 23:09:50.326] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Mun-glow) OnSphereInactive [LOG 23:09:50.326] [EVE CloudsManager]: Clouds2D is now SCALED [ERR 23:09:50.335] Screen position out of view frustum (screen pos 1039.000000, 560.000000) (Camera rect 0 0 2560 1440) [ERR 23:09:50.336] [BetterBurnTime] (ArithmeticException) Function does not accept floating point Not-a-Number values.: at System.Math.Sign (System.Double value) [0x00034] in <9577ac7a62ef43179789031239ba8798>:0 at BetterBurnTime.AtmosphereTracker.CalculateTimeAtAltitude (Vessel vessel, System.Double targetAltitude, System.Double maxTimeToTransition) [0x0002b] in <71649f67204e44e7970ea5c3a77170bb>:0 at BetterBurnTime.AtmosphereTracker.CalculateEntryTime (Vessel vessel, System.String& verb) [0x00063] in <71649f67204e44e7970ea5c3a77170bb>:0 at BetterBurnTime.AtmosphereTracker.CalculateTimeAtTransition (Vessel vessel, System.String& verb) [0x00021] in <71649f67204e44e7970ea5c3a77170bb>:0 at BetterBurnTime.AtmosphereTracker.Recalculate () [0x00066] in <71649f67204e44e7970ea5c3a77170bb>:0 at BetterBurnTime.AtmosphereTracker.LateUpdate () [0x00017] in <71649f67204e44e7970ea5c3a77170bb>:0 [WRN 23:09:50.337] Attempt to set pitch to infinite value from script ignored! [WRN 23:09:50.337] Attempt to set pitch to infinite value from script ignored! [WRN 23:09:50.337] Attempt to set pitch to infinite value from script ignored! [WRN 23:09:50.337] Attempt to set pitch to infinite value from script ignored! [WRN 23:09:50.337] Attempt to set pitch to infinite value from script ignored! [WRN 23:09:50.337] Attempt to set pitch to infinite value from script ignored! [WRN 23:09:50.337] Attempt to set pitch to infinite value from script ignored! [WRN 23:09:50.337] Attempt to set pitch to infinite value from script ignored! [WRN 23:09:50.337] Attempt to set pitch to infinite value from script ignored!
  6. My bad for posting in the wrong thread. I actually had both threads open when I was searching for a solution and must have posted in the wrong one. It was late here at the time. Thanks for clarifying those lines, I guess I misinterpreted them. I'll try posting in the other thread. Edit* I think I've figured out the problem. I'm using Stockalike Station Parts Expansion Redux which has changes to these parts and that's what I believe is causing the issue.
  7. So this mod is fantastic but I've noticed some of my crewable parts are not functioning as intended such as cupola, hitchhiker, and science lab. Upon further investigation I see notes about an issue while using restock in the IndicatorLights_ReStock.cfg file that mention about duplicate parts. I assume this is the issue. The info is a little confusing to me as someone that is not familiar with this process. I have Indicatorlights, Indicatorlightscommunityexstensions, restock, and restock plus installed. Now my question is how exactly do I go about resolving this to have the indicator lights appear on these parts? It talks about deleting redundant model nodes but I'm not sure exactly how to do that.
  8. The worst part is that I actually did. haha I just didn't realize I had to switch vessels in order for it to move. It's a little unclear that movement won't happen until then and I assumed it was like Mechjeb's implementation, in which you could see it move while it's still the active vessel. That being said, this mod is fantastic and I'm a little disappointed it took me this long to come across it. This mod would of saved a lot of time with rovers but I still have places to explore so it will get it's use now.
  9. Well if that's the case then I am just an idiot. haha I thought it would start to move right from the get go and didn't realize I have to actually switch from the vessel. My bad and thanks for pointing that out.
  10. Hmm ok then it's something on my end. I've tried this on two different rovers and while I can make a waypoint and have the mod activate, my rovers won't actually move. The mod seems to work in every regard except the actual movement part which is strange.
  11. Will this mod work with 1.4.3? I've installed it and tried it but it doesn't seem to be working. Not sure if it's a mod conflict or just not supported on 1.4.3.
  12. Well don't I feel foolish now. haha I totally forgot about changing resource type in VAB and when it's deployed. Guess I've been away from the game too long. I still wonder why it got reverted to dirt on Minmus in the first place but at least it's back to Gypsum now. Thanks for the help guys.
  13. Recently start playing my old save in KSP on 1.4.3 and noticed now that the pulse drill for my Minmus base and all the USI drills in the SPH and VAB only show them as being able to produce dirt. My base relied on mining Gypsum but I can only mine dirt now for some reason. Is this this an intended change since I built this base in 1.3 or am I missing something? I have latest version of all USI mods according to CKAN and couldn't find any info here when I searched so I'm a little puzzled. Any help?
  14. I'm in the same boat. Love the mod but it's like I'm playing with my eyes closed even with ambient lighting maxed out. Had to uninstall it to save my sanity. haha
  15. I tried this but it's still pitch black.
  16. This mod looks fantastic but unfortunately it's just to dark on the backside of planets for me even with the Zorg config.
  17. Will this work with DMagic Orbial Science? NM. I just went ahead and installed it to test it and it seems to be working.
  18. Recently jumped back into KSP to play around and noticed the J-92 Nebula visual effects seem to be wonky now. Didn't see mention of it on here but has anyone else noticed the blue jet wash effect now appears infront of the engine instead of behind?
  19. Just a little update. I did try messing with the Avatar tail again but I just can't get it to work properly. The issue is beyond my knowledge I think.
  20. Interesting. It does open and close animation wise but the coding for it doesn't look like it should be for a cargo bay which could be due to it not being completed like you say. It seems to be coded as a ramp and not a cargo bay which is why I think the shielding is not working.
  21. @JadeOfMaar I got everything working except the Avatar Cargo Tail. I just can't seem to get that to close the loop per say. I believe it has something to do with the ModuleAnimateGeneric module. It's different from any other cargo bay and I can't seem to figure out why or how to change it to work properly. I've run out of time for the night to mess with it but will have a go at it again tomorrow. Have a look at it if you get a chance and you will see what I mean. I made small adjustments to the following files to get them to work properly only editing DeployModuleIndex and closedPosition values as needed. Stail cargo bays needed no editing as they were perfect just the way they are. Only Humpback and Avatar needed tweaks. Files edited: OPT_c_6m_cargo.cfg OPT_c_6m_cargoTail.cfg (This one still needs work as it's the Avatar Cargo Tail and still not shielding from drag) OPT_l_6m_cargo.cfg OPT_l_7m_cargoTail.cfg I edited the files you uploaded and repacked it all with the appropriate changes so all the cargo bays will now work except the Avatar tail like I mentioned. They can be downloaded here *And the node changes you made did break craft files but building stuff is half the fun and it just forces me to come up with new designs.
  22. Yeah I figured that's why some of the nodes were huge. I thought it was just a bug at first till on the third restart of KSP they were still there and I was like ok this must be intended. Haha I finally figured out that if the big nodes were showing after you assembled the parts, then it wasn't connected right. The big node was a good idea so it's possible to know if it's connected properly. I will hopefully have it all tested out in the next few hours. I think I've got all bays shielding but wanna double check to make sure.
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