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Supergamervictor

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Everything posted by Supergamervictor

  1. Autoreload is not activated. I ran a test, and popupwindow was the culprit. No idea why, but welding in popupwindow doesn't save. Nor does KSP.log update.
  2. Forgive me for my stupidity. https://drive.google.com/open?id=0Bx784tyxBaPcOUxxV0paWXBrRUk Sorry for wasting time. And now it magically works -_-. It might be popupwindow or advance logging. Please remove my posts, I feel stupid for clogging up this thread.
  3. I actually don't have it on, strange. Opps, forgot about that. Here : https://drive.google.com/open?id=0Bx784tyxBaPccmxhd3BQVUpIRkU Couldn't find that setting, so I edit the verbose_log to true. Hope it's the correct one. I welded two tanks again with the same results.
  4. https://drive.google.com/open?id=0Bx784tyxBaPcXzJFdmNrRTJ4b2M My log (which I took from KSP_Data). I tested both SPH and VAB. Neither showed up in my folder. It was strange however that when trying to weld the SPH parts (two stock fuel tanks), it gave a conflict message stating to replace a weldment that is not existent in my folder.
  5. Actually I've been doing some research on how to get an IR Cargo Bay to work BD Armory. I'm still not sure if ModActions and AGX can do something similar to this. Since BD Armory would identify a cargo bay and open it automatically to release payload, I'm not sure if it toggles an 'action' or only cargo bay modules.
  6. I read earlier about Ubio not saving the welding. I'm currently having the same issue, and tried changing the read-only (currently in a filled box) to non. It seems I'm unable to change the permission as it keeps reverting every time I try to apply. I'll try testing on a separate hard-disk (transferring now), but I think OP should take note of this in the Q&A. EDIT: Still not working. I don't think its a folder/permission problem. In fact, I tried welding a small piece and welding another, the Replace Message pops-up. But the parts folder is non-existent. No its definitely not hidden. EDIT2: Main cause : 64bit. Testing on 32bit, it made the folder.
  7. Its also found on Github as a bug, think Nertea is probably working on it. It is really irritating on my part, as I wanted to use corkscrew reversed for a craft I had thought of for quite some time. If anyone can make a temporary fix, I'd be grateful.
  8. Actually, it should also be implemented as a "Module Mocking". Meaning IR cargo bays will act as one when assigned. Or even a landing leg. This helps with automated mods like BDArmory to open a cargo bay made from IR. It does sound technically advance and complex however to implement.
  9. DISCLAIMER: 1# I USE INFINITE FUEL AND RCS TO MAKE SURE THE MASS DOESN'T MOVE (THE THRUST AND LIFT IS CLOSE PERFECT BALANCE) 2# I'M NOT A SUPER DESIGNER IN AIRCRAFTS 3# I DON'T CLAIM TO BE THE BEST WRITER, IF THERE'S ANY LANGUAGE MISTAKE PLEASE NOTIFY ME
  10. Hey @Azimech , I'd just like to ask, does your mod change the physics of KSP Water? The recent water update makes massive B9 HX Ships that I built float without sinking, which is really bizarre. I wish to use your mod to have my ships sink into the water realistically with adjustable buoyancy. However I'm concerned that, as it's stated in the OP, that ships sink without a certain part. I'm confused if it's all parts or just the mod. Not trying to offend, but I prefer my ships built using a multitude of ways, especially HX parts for massive ships. Still an amazing mod though, especially with many of the old mods like infinitedice are now gone.
  11. I'd also like to add, would they be destructibles? It would be strange for a cactus vs tank and the cactus seemingly wins by collision. Also would it be possible to edit a certain area, so that we can change the ground scatter amount for a certain area.
  12. Well actually, I tested an install just with BD Armory and with -dx9 and -popupwindow. It gave the same result every time I launched a stock craft. As you can see in the screenshot above, I hit 5gb of ram for this particular install that only has all the visual and sound mods with BD Armory. I have another install which runs at 6gb + on launch and 8gb after some time in game, but it didn't crash instantly or cause glitches, just overtime going in and out of the SPH crashing in the loading screen problem that also persist in 32bit KSP. I might look and test more in this, hopefull I can find a solution of sorts. But thanks for the info! Also, is there a manual somewhere that shows what each of the EVE cloud settings do? I'm trying to get thicker clouds with another layer of low altitude clouds, as well as increasing the distance of which the clouds appear, I hate to look at a flat layer texture of clouds everytime I fly, it sucks the immersion out.
  13. I later used a regular launch without -dx9 and -popupwindow, and it worked. Not sure why, but they cause the nullreference spam issue as above. So if you find this problem as well, launch KSPx64bit normally.
  14. Its seems BD Armory 10.0 hates 64bit. I can't even get the crafts to launch, it glitches the launch. The only other mods I installed are the expansions, not sure if they're the culprit. Haven't tested on 32bit, but I would like to see if you have any problems with it.
  15. I cannot thank you enough for this update baha, you've done an amazing job. Now I can finally do a massive dogfight scene I've been wanting to do for a long time but couldn't complete it because I needed the wingman module. The AI seems so much better now as well. I wish I could create my own additions to BD Armory (since I already have drawings of my ideas) but I don't feel like tackling mod development, for now of course. Again, thanks for the update.
  16. Is there anyway I can tweak the config files to adjust the uncontrolled joint pivotrons? I'm working on some complex designs and it would be infinitely easier if I was able to adjust their starting angle in the Editor. Also as a suggestion, a rotation-angle-converter (I totally made that up, since I can't catch the words) . Essentially, a pivotron of sorts that changes the direction of rotation. A much more understandable example is the demo you gave : http://gfycat.com/LateNaturalFantail Similarly, instead of using those uncontrolled joints and extendatrons to change the angle of the horizontal rotation, that whole mechanic is placed into a single part that acts as a pivotron that receives the rotation force from the base and uses inlaid gears to change the angle of the direction. Like a drive shaft, changing the rotation to 90 degrees. If that is still not clear, I'll post an image and what I'm up to right now.
  17. Without -popupwindow, it took nearly 20 mins to get running. Not sure if DX9 would be faster. Alt-Tab is not fixing the zoom. I'll do more testing tomorrow, as it's late on my side. Update: With -dx9 the loading was faster. I tried removing -popupwindow to see if that was causing the no scroll, but no luck there either.
  18. Windows 7 GeForce GTX 970 Intel i5-4430 CPU @ 3.00Ghz (quite low I know) 8Gb Ram Currently I'm using the -dx9 method along with -popupwindow. My original 64bit KSP folder following your guide reached near 100+ mods after I found myself on a mod downloading spree to try KSP 64bit. Surprisingly it ran! Albeit with a zoom glitch that prevented me from zooming with mouse scroll. Here's the thing I'm trying to get rid of : Above the horizon the black line and the subtle line in the middle.
  19. Wow, Thank you so much. I think I'll use AVP for space scenes and a separate install with volume clouds. Currently I'm trying make scatterer work. I'm getting the border/line glitch that appears on the horizon and onscreen when you zoom in. It sucks out the immersion and has done so even before the ocean update. I have been editing my nvidia settings but they don't seem to affect much. I'll see if I can get it to work cause I love the ocean shader.
  20. Hey @V8jester, I'm doing some testing for 64bit. I'm trying to get the visuals up and running by following your excellent guide.Currently I'm trying to get AVP to work using the kerbalstuff version you made. I installed the latest github EVE x86-Release without the x86 configs. I installed high res clouds, Aurora 4K with planetshine, SkytoneMapper, and Skybox. Launching the game, one thing immediately came to notice, the clouds were not moving and didn't have volume. Further on, there were strange cloud textures sticking to the ground nearby KSC and there were no auroras. I've tried using the older version of EVE (7-4) as well as AVP Interstellar V2 on 64bit KSP but it ended up without clouds (I also tried converting them to .dds). Have you encountered it? Has it been discussed about or is it a 64bit issue? Btw, excellent guide Jester. Your an amazing user in a now rather not-as-friendly forum (compared to a long time ago, I've been around for 3+ years), Thank You.
  21. Not sure if I need to say this as it may have been said already, but for those of you looking for the compatibility download by Nhawks17, put m*diaF*re before the /download. Mediafire is banned by the forums for ads, I'd recommend Joe to fix the links by asking Nhawks for permission to redistribute from another site. Btw Joe, Great Work. Your Contribution to the KSP community is very much appreciated and applauded for, Thank You.
  22. I found the issue, you should be selecting the GAMEDATA folder. EDIT : On a second note, I got the unfixer to work but I still have a nyan cat. I found the problem to be ModuleManager. Open the whitelist and remove ModuleManager and no more nyan cat.
  23. I'm just not satisfied with the new water physics. My mega HX B9 Ship can float on the first layer, instead of sinking a little for the turboprop to be inside the water.
  24. You have to download them separately from the other link. They have their own dependencies.
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