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Shammyofwar

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Everything posted by Shammyofwar

  1. No. but there is an excellent version intTrekdrive
  2. Ty for posting this bug. When/if I start modding again I will have to look into this. If anyone wants to take over the development of this mod I'd be ok with it.
  3. I don't see any conflicts. Try removing KerbinSide Remastered & KerbinSideRemastered GapExtras as I suspect they may conflict as they change Kerbin drastically and may be causing a conflict with Galactic Trading. If that doesn't work try removing Galactic Trading to see if that is the issue,
  4. Locked access, please just " select all" + "copy" then "paste" them here in the forum reply.
  5. When I get a new pc and start modding again it will be a commodity, but nothing stopping anyone from having active weapons and using outposts to re-arm their ships. I would love to host a multiplayer server using this mod and Scifi Shipyards Redux, once both have bd armory intergration for some pvp fun.
  6. It sounds like you may be missing dependencies. Be sure to have
  7. The mod uses KK and WP Manager scripts found in the download. Should be ez to mod the mod =)
  8. Steam game overlay can't be loaded -I wouldn't concern myself with it, and KSP is ignoring it too
  9. and #1 . I would start with a fresh install of KSP with no mods. if you still have issues then https://help.ubuntu.com/community/MemoryTest#:~:text=Turn On or Restart the,%2C memtest86%2B%2C if one exists.&text=Allow the test to run,and view the report results. and https://www.cyberciti.biz/open-source/command-line-hacks/linux-gpu-monitoring-and-diagnostic-commands/ if it does work fine use https://github.com/KSP-CKAN/CKAN/releases for mod install uninstalls to avoid issues in the future with 16G of ram I suspect you should be able to run KSP with some mods without issues just don't go mod heavy. Your GPU isn't the strongest at https://gpu.userbenchmark.com/Nvidia-GTX-1050/Rating/3650 so don't try to run high graphics -hope this helps BTW my good PC dies I am using a crap bu from my closet Core I5 4750 10g ram RX580 8g with Linux Mint I am running [x] Science! Continued (xScienceContinued 6.0.2) 4kSP_Expanded (4kSPExpanded 0.2.1.7) Abort Packs (AbortPacks 1.0.2) ASET Consolidated Agency (ASETAgency v2.0.2) ASET Consolidated Avionics Pack (ASETAvionics v3.0.1) ASET Consolidated Props Pack (ASETProps v2.0.7) Astrogator (Astrogator v1.0.0) AT Utils (AT-Utils v1.10.1) AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.6.1) BDArmory Extended (BDArmoryExtended 1:1.3.9.1) BDArmory Plus (BDArmoryForRunwayProject 2:v1.6.11.0) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) Community Category Kit (CommunityCategoryKit v112.0.1) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Configurable Containers (ConfigurableContainers 2.6.2.1) Crew Manifest (CrewManifest 6.5.1) Crowd Sourced Science (CrowdSourcedScience v6.1) Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1) DE_IVAExtension (DE-IVAExtension v1.2.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Editor Extensions Redux (EditorExtensionsRedux 3.4.5) ForScience! (ForScienceUpdated 1.6.0) FreeIva (FreeIva 0.2.18.4) Hangar Extender (HangerExtenderExtended 3.6.0.2) Harmony 2 (Harmony2 2.2.1.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2) Human Colored Faces (HumanColoredFaces 17) JxFab Utility Systems (JxFabUtilitySystems v0) Kerbal Attachment System (KAS 1.12) Kerbal Konstructs (KerbalKonstructs v1.8.6.1) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-198) KSC Switcher (KSCSwitcher v2.1.0.0) KSP Community Fixes (KSPCommunityFixes 1.35.0) KSPBurst (KSPBurst v1.5.5.1) KSPCasher Continued (KSPCasherCont 0.3.0.2) Making History (MakingHistory-DLC 1.12.1) MechJeb 2 (MechJeb2 2.14.3.0) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) OrbitalColony (OrbitalColony 1:1.1.0.1) Physics Range Extender (PhysicsRangeExtender 1.21.0) Pure Electric (PureElectricEngines 1:1.12) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.4) Science - Full Transmit! (Science-Full-Transmit v1.1) Ship Manifest (ShipManifest 6.0.8.0) Simple Repaint (SimpleRepaint 0.4.2) Space Age (SpaceAge v1.3.8) SpaceTux Library (SpaceTuxLibrary 0.0.8.6) State Funding Continued (StateFundingContinued 1:0.6.18.4) TextureReplacer (TextureReplacer v4.5.3) Toolbar Controller (ToolbarController 1:0.1.9.11) Trajectories (Trajectories v2.4.5.3) TweakScale Rescaled (TweakScaleRescaled 3.2.3) TweakScale Rescaled Redistributable (TweakScaleRescaled-Redist 3.2.3) TweakScale Rescaled SafetyNet (TweakScaleRescaled-SafetyNet 3.2.3) WalkAbout (WalkAbout 1:v0.1.8.7) Water Launch Sites (Kerbal-Konstructs) (WaterLaunchSites 1.0.1) WaypointManager (WaypointManager 2.8.4.2) Waterfall, TrekDrive 1.05 , Scifi Shipyards Redux 0.6 , and Galaxies unbound stellar adventures and still get 60fps (restricted by settings) at 4k res -so that is why I suspect a system issue with your system
  10. Try doing a mem test when u 1st boot Ubuntu , also you need to either properly uninstall mods or reinstall them as they are throwing a bunch of errors .Also reinstall graphics drivers. I suspect a memory issue, do you have any issues doing anything else on the PC?
  11. Sorry you're having trouble.The building at your base is a "buy only" building, meaning you can only sell goods to it. Missions have not yet been implemented. As for other locations in the "read me" folder of the mod you will find a waypoint manager cfg file . Import that into the waypoint manager and you'll have the 17 custom waypoints then turn on the stock landing sites for every trading post. Please note there are numerous stock easter egg sites I used as well . Not all posts sell or buy all goods. For your convenience here is the waypoint manager cfg I hope this clears things up and I hope you enjoy the mod repost here if you have further questions.Thank you
  12. I totally agree but , I think they fear if they OS KSP 1 it will become way better than KSP 2 could ever hope to be!
  13. My coding computer died and my back up computer can not handle mod development. So development of this mod has been suspended until I can get a better computer - sorry
  14. My coding computer died and my back up computer can not handle mod development. So development of this mod has been suspended until I can get a better computer - sorry
  15. My coding computer died and my back up computer can not handle mod development. So development of this mod has been suspended until I can get a better computer - sorry
  16. My coding computer died and my back up computer can not handle mod development. So development of this mod has been suspended until I can get a better computer - sorry
  17. Further development of this mod has been suspended until I can get a better computer - sorry
  18. Do you have MOARdV Avionics Systems installed? Because the IVA in Trek Drive is awesome for NX
  19. Dodged a bullet not buying KSP 2 , I hope another studio will pick it up if it it is indeed canceled. On the bright side KSP 1 is awesome and with mods we are able to create many of the features of ksp 2
  20. This Open Alpha test will go on till July 29th 2024 - 0.7 release is planned for August 6th 2024.
  21. This is a remake/update of SciFi Shipyards By StarVision found here https://forum.kerbalspaceprogram.com/topic/34924-104-scifi-shipyards-discontinued/ and an Alpha release of https://forum.kerbalspaceprogram.com/topic/224484-scifi-shipyards-redux-06-beta-wip/#comment-4380724 I purposely left out the Phoenix, Enterprise, and Galileo Shuttlecraft as these ships are available in TrekDrive and are made well. I also left the "Photon Torpedo" as this will be released when I release the BD Armory integration. This is not just an update but an edit of all cfg files, updating them to 1.12.5 (will work on 1.12.3 too), and converting them to a modular system. All ships now have impulse engines and warp drives from TrekDrive.Each Ship is configured with an ability that no other ship in the mod has. This can be changed through the module system. What's changed from 0.6? All ships are now powered by new engines. Mod Dependencies changed. 7 Additional ships for the 0.7 release. All are functional and flying some may still need tweaked and are not optimized. 1 additional surprise ship early release ship- only available on Patreon to my members -planned for 1.0 release.. Includes USS Stargazer USS Voyager Borg Cube Doomsday Machine Tardis Flying Saucer UFO InvisoStruts - This Strut Connector is highly regarded by many spacecraft engineers as they help in constructing more stable spacecraft. Once both sides are connected, a structural beam is created to link both ends, allowing for sturdier (and heavier) construction without having visable struts. Republic Attack Ship USS Arizona -Excelsior Class KTagga Class Cruiser Klingon D32a Bird Of Prey Romulan Bird Of Prey The Federation Strike Fighter Galor Class Cruiser Some Flags And All 14 craft files with a Action Group set up for you AG # 1- Toggles Warpcore, and Bussard Collectors AG # 2- Toggles Impulse Engines (WarpDrive found by right clicking them click "Warptron 9000") AG # 3- Toggles Forward/Reverse Impulse engine translation mode. AG # 4 Toggles Landing/Take off Impulse engine hover mode. AG # 5 Runs Captain's log (Crew report) AG # 6 Opens Kerbnet AG # 7 Toggles Shuttle bay doors (Republic Attack Ship, USS Stargazer, and USS Voyager only atm) To Do: Ships are currently balanced with no uniqueness, this wil be adjusted to give each ship a unique niche- I hope to get feedback on how. Currently, ship customization via changing out modules is not available - this will be available for 0.7. The community Tech Tree patch isn't updated for the new ships. Known issues Doomsday Machine sometimes goes crazy and rolls around at launch but it is huge, easily fixed and control re-established by turning on SAS, RCS, and Impulse engine.- In rare cases, it explodes at launch please quickly save before launching this ship. I believe the issue is its size it's almost 1/2 the length of the level 3 runway and taller than all the buildings. Voyager is larger than it should be - If you want to shrink it use Tweakscale but you will need to use adjust tools in Editer as the Shuttle door and Nacelles won't line up right when shrunk. Tardis lights come on when charging warp coils - kind of a cool effect I think. Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path error has occurred a few times during Eva with SciFi Saucer - not sure if it my PC or the mod- please report it on the release thread if it happens to you. This is an Alpha Release and there may be other bugs or issues. If found please report them to me on thie forum post. The Federation Strike Fighter, USS Voyager, Flying Saucer UFO, and Republic Attack Ship landing gear must be assigned manually to the hotkey or gear button. Lights on/off must be assigned manually to the hotkey or lights button. Dependencies Click Through Blocker ToolbarController Module Manager Hanger Extender (It will operate without this but these ships are large) Recommended mods Any Planet pack- at warp speed quickly leaves the stock system. I use Galaxies Unbound Stellar Adventures but it's not available if you don't already have it TrekDrive Science - Full Transmit! (these ships can be tricky to land - Voyager and the Flying Saucer do have landing gear) Community Tech Tree (patch is included) BD Armory (integration coming soon) Hanger Conflicts None that I'm aware of. Credits Warp effects not showing up issue fixed by TheShadow1138.- Thanks again. StarVision created the original mod. The Internal Enterprise was given to StarVision to put into the original mod by Boogaman. This mod uses source code from TheShadow1138's TrekDrive plugin for the Impulse engines This mod uses Interstellar Warp Drive standalone By linuxgurugamer integrated in for warp engines released under Interstellar License. This mod makes use of the module manager mod by Sarbian and Blowfish.. This mod uses F14D iva, unchanged, from Nice MKseries Body by Kernowden Kerbin released under CC by SA DEED license This Mod uses Spaceport IVA , unchanged, from Hanger By allista for the released under CC BY 4.0 DEED Attribution 4.0 International Excelsior, KTagga Class Cruiser, KTagga Class Cruiser, Romulan Bird Of Prey, Republic Attack Ship, The Federation Strike Fighter, Galor Class Cruiser, and Imperial Class Star Destroyer Avenger models belong to Skunkworks mods from StinkyAce and used with his permission. This mod depicts crafts from Star Trek and Dr Who. Ship likeness and names are their property. Many thanks to all these people for all their work and thanks to Squad for the game itself. Released under GPL 3.0 unless otherwise stated above. Scifi Shipyards Redux Roadmap Beta 0.7 – Adding 7 ships from outdated Skunkworks mods from StinkyAce with his permission. This will be released when all 7 additional ships are functioning and flying properly with no/very few known bugs Republic Attack Ship Excelsior KTagga Class Cruiser Klingon D32a Bird Of Prey Romulan Bird Of Prey The Federation Strike Fighter Galor Class Cruiser Beta 0.8 - Integrate BD armory modules (BD armory will optional but necessary for them to function) such as Integrated radars, AI Orbital autopilot, and weapons control. There are also a bunch of custom weapons created in Skunkworks mods from StinkyAce that go with the 0.7 release ships. I would also like to see a multiplayer server hosted for this mod at this release, but I have neither the funds nor the bandwidth to host it myself. I will be looking for a volunteer for this at that time. I think it would be a ton of fun! Beta 0.9 – Add a few more ships, a few new interiors and make all ships FreeIVA compatible with ASET functionality. Release 1.0 – All release files will be localized, and any known bugs corrected. This Open Alpha test will go on till July 29th 2024 - 0.7 release is planned for August 6th 2024. Sign up at my Patreon for free to download
  22. There is also a 7-crew Voyager bridge- You can find them both in use on my current release. I am designing 3 new bridges - the one attached to the above footage has 6 seat stations on the bridge and another 35 seats throughout. There is going to be a 12-seat that has 6 on the bridge and another 6 down the hall in the ready room, I have both of those rough models (I didn't design them just converting them) Both of these require a lot of work and you won't see them for 8+ months. Lastly, I have a 4 person tactical fighter bridge which will make its debut in 0.7 in the Federation Strike Fighter. To get early access and alpha test stuff as it's "Flying" Join my Patreon for free.
  23. I am going to do the Excelsior in 0.7 and plans for Enterprise D - Galaxy. I already got the model and a new bridge for it. It is also going to be the first model to use but unfortunately, I am limited by time and resources so it'll be a while . My coding/modeling PC died so I'm stuck with a Dell. I ever get the $ for a new PC Development will speed up lol
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