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Nuclear Energy Advocate
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The US of A
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Rockets, missiles, planes, jets, helicopters, rovers, space stations and satellites. If you can strap a nuke to it, that's even better.
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[1.12.x PlanetShine 0.2.6.6, Feb 22, 2022
UnhorsedGoose replied to Papa_Joe's topic in KSP1 Mod Releases
I am also seeing this pink square on the cockpit of my Blackbird, have Mk2 Expansion, EVE/AVP and Galaxies Unbound installed if that helps -
Alright, think I'll try that, thanks for info
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Greetings, I'm very interested in checking out this mod but unfortunately at the moment I'm running a bit tight on hard drive space. How big does the whole thing end up being after installation?
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UnhorsedGoose changed their profile photo
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Went in log, found the last references to "bluedog.solarAntenna", if you want I can upload the whole log file but here's the last thing it has before I Alt+F4ed due to a lack of progress for 5 minutes PartLoader: Compiling Part 'Bluedog_DB/Parts/Antennas/bluedog_solarAntenna/bluedog_solarAntenna' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) PartLoader: Part 'Bluedog_DB/Parts/Antennas/bluedog_solarAntenna/bluedog_solarAntenna' has no database record. Creating. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) DragCubeSystem: Creating drag cubes for part 'bluedog.solarAntenna' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Like I said, it stopped doing anything for a good long while when it was loading "bluedog.solarAntenna" so I decided I'd just restart, still didn't load after that
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Yes, I found that soon after posting in here Thanks for the suggestion nonetheless
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So after reading the most recent "KSP Loading..." post on Steam for KSP 1.10: Shared Horizons, it seems this mod will be made obsolete due to the addition of new Flag parts that are basically just this mod but slightly more fleshed out and are packaged with the stock game. Good to see this feature (finally) being added, and it'll mean you won't have to maintain this mod anymore! Unfortunately I'm not sure the new parts will have a 'Wide" version for extra long flags but I could probably make do with a few normal-sized flags.
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[1.9] Completely Non-Aggressive Rocketry - V2 Rocket Add-on
UnhorsedGoose replied to DylanSemrau's topic in KSP1 Mod Releases
Oh alright, thanks -
[1.9] Completely Non-Aggressive Rocketry - V2 Rocket Add-on
UnhorsedGoose replied to DylanSemrau's topic in KSP1 Mod Releases
I only have GameData/CNAR, I am going to futz around and will post my KSP.log in a bit (Also, you mean the KSP.log in my Kerbal Space Program directory or my Player.log in my appdata/locallow/Squad/Kerbal Space Program directory? Just need a little clarification) -
[1.9] Completely Non-Aggressive Rocketry - V2 Rocket Add-on
UnhorsedGoose replied to DylanSemrau's topic in KSP1 Mod Releases
Module Manager is telling me it's finding an error related to Tweakscale.cfg in GameData/CNAR/Compatibility/Tweakscale.cfg, is this a problem? or should it be fine? -
As far as I know, Space Division was probably an extra pack including some space-based weapons such as missiles/rockets with RCS thrusters capable of maneuvering in vacuum and likely some lasers. Although, keep in mind I really have no idea, just inferring based on the theme of the mod and name of the pack, as well as some assets included in the base version. Also, in reference to Daniel Prates testing the weapons, yes, PRE is certainly required, lots of times I've made sweet bombers and dropped my payload and seen a very small explosion instead of a big mushroom cloud and then remembered PRE and done the drop again with proper effects manifest afterwards.
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