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Mecripp

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Everything posted by Mecripp

  1. Is anyone esle getting a Null Error when launching a sat but manned are all good ?
  2. Still if every mod put's that folder in there mod how many times is it going to run ? That is a big problem with modders put like toolbar or MM in there mod folders, There are some people that can't install mod's that good and it's make's error's if people want them or need them modders can link and tell us we need them. Edit- And how does it get around squad rules he or she did cover 1 of them But still it is making a file outside of KSP.
  3. Then won't those engine's have just the stock FX then ? so then people will be posting the FX don't work ? can't both mods use ModuleEngines* ?
  4. Will it still work with out ModStatistics in ? Edit- 2 me it is just a wasted Resources and does me no good, And the game as logs sounds like to me it's just so some can have a big head not to be rude about it.
  5. For RSS yes don't know about 6.4x kerbal but here is 1 for RSS. http://forum.kerbalspaceprogram.com/threads/56399-DEVELOPMENT-SLOWED-RemoteTech-2?p=1215945&viewfull=1#post1215945
  6. You using RSS 6.2 ? Edit- For RSS 6.2 https://dl.dropboxusercontent.com/u/72893034/RT2_RSS.zip
  7. That's a bad install or missing file do you at less 1 ModuleManager *.*.* installed ?
  8. Look in your RealSolarSystem_v6.2 you see a folder RealSolarSystem thats the folder you need in KSP/GameData
  9. Leave there toolbar out of your install you don't need it there plugin looks for the toolbar plugin. and toolbar makes a backup in KSP/GameData <--folder toolbar-settings.dat.
  10. Sorry to jump in but yes all you need is 1 folder 000_Toolbar in KSP/GameData the rest delete it's like ModuleManager *.*.* you just need 1 but every mod thinks they have to put in there.
  11. There isn't 1 that, I know of guess there not going on EVA and that's why some changed to TAC.
  12. They both do Edit- And at Dragon01 found it's was how, I used MODULE FSanimateGeneric that gives me the null error why EVA is hanging on but ModuleAnimateGeneric can be set so the door stays open why going on EVA but haven't found away to use and open it in VAB or with kerbal. Edit-2 LOL @sp1989 think thats how he or she found less can be better.
  13. Can say the DEMV Mark 2 and MK4 RAT both work.
  14. i have alot of old mods finding them is 1 thing but did see the DEMV Mark 2.
  15. This just stock and MM and rover installed
  16. Would think most all have the Firespitter plugin and here, I posted how to set it so you can open it from EVA http://forum.kerbalspaceprogram.com/threads/81754-Release-BobCat-Ind-Space-Planet-products?p=1211575&viewfull=1#post1211575 And did your's not spam null when you got out of the rover ? Edit- I will do a new install to see if that helps.
  17. Some 1 picked it up, and posted it on forums with a link but a hate the forums search don't think it works that good it as it's times lol rare.
  18. You do know there is a mod like this you can look at think it was CT-AirBags. Edit- But all in all can't wait to see what you come up with.
  19. Your file or some1's Should look like this Sorry so long don't know how to make a spoiler or make it smaller.Edit- And by you use ModuleLandingLeg on the hatch it spams null why it's opening and did you get out of the rover when kerbal is on the side hanging on it's spamming a null error.
  20. Can you fix the Collider error with the rover wheels and the rover it self ? Edit- And, I post what you or some one left out on the rover wheels suspension.
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