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Everything posted by 123nick
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u should add the WBI pathfinder mod, great for colonys, and the worskhop mod, too let u build parts onsite, and the extra planetary launchpads mod, to let u build ships onsite.
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good job! i like it!
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for some reason , ksp just stoped starting up for absolutely no reason. .dll files that used to work absolutely fine just stopped working, giving errors in the ksp.log . there was even a mod i dont remember, at all, adding in, and it had a .dll that stopped the game from loading up. now i fixed what appeared to be everything in the ksp.log file, but it still just doesent work. any help? here is ksp.log : https://onedrive.live.com/redir?resid=3315713F440A6017!297&authkey=!ALELOB0Osvv4NWY&ithint=file%2clog
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[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
123nick replied to strykersm's topic in KSP1 Mod Releases
hey can u make a 2 meter wide inline cockpit? or 3.75 meter inline cockpit? -
hey im having a REALLY wierd bug. im trying to run ksp, but it just stops loading, here is the more important part in the log: [ERR 19:12:43.852] AssemblyLoader: Exception loading 'Scale_Editor': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'TweakScale.TweakScaleEditor' from assembly 'Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. whats REALLY wierd is that this never happend before. ever! like, i was using tweak scale for decades, in many versions, with many mods, and the weirdest thing is that this bug never happened. i mean, the only thing i did was delete some other stuff stopping ksp from loading on ksp linux, and delete the 6 or 7 copies of KSP api extension .dlls in the gamedata folder, and delete this mod which i dont even remember adding, like, at all... but then it stopped working. is it something i may have enabled when running ksp accidentally? because i dont know what could cause this.
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thanks! and thats a pretty neat dish, although i was thinking of where you need to orient the entire ship, manually, so the dish was pointing in the right direction. but you probably got the idea
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I might be able to do it, even, but..... i assume someone will come about eventually, and they might be able to make me one.... hopefully
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hi i have 2 questions: will it be possible to configure dishes so, inorder to connect, you have to actually, physically point them at the target? that would be nice, and second: would it be possible to make a MM config that adds all unmanned command parts that DONT have RT: signal proccesor or whatever so that they DO have a signal processor or whatever, so that way parts without RT support will automatically have RT support, and thus require a connection, without unbalancing the mod too much? and will it be able to have it load last, so parts that are already configured with the module dont get it twice? thanks in advance
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thank you VERY much
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hey, is the option for death/despawn implimented yet?
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will there ever be tweakscale or, more. important ly RT support?
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thanks for doing this, now i can have some perfect RT dishes/antennas
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heh, it is a bit narrow, but im not the one who makes airplane fuselage sizes, now am i thanks
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FAR has a different module or something for fins, control surfaces, and wings. if you check around on the forums, you might be able to find the values needed, to add FAR compatability too the fins. although i cant help, you might be able to somehow copy the FAR values for stock fins, and maybe have them pasted over too your fins? maybe? idk, ask around on the forums. RT compatibility changes is easy, packaged with RT is a MM patch to change the stock antannes, and by copying the file and having it packaged with your download, with some slight adjustments, you can have some temporary, slightly unbalanced parts compatible with RT. its basically just assigning a range for antenna, and for dishes a range, and cone , and for both EC usage. not too complicated, i hope.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
123nick replied to KillAshley's topic in KSP1 Mod Releases
hey im using CRP and i landed on the small rock close to kerbin, it has a similiar orbit but i forgot what its called, and i tried to mine for resources there with a pathfinder stripminer, but it says there is no resources. is there a patch i need to use for CRP? -
FAR can be used with linux 64 bit, and windows 32 bit, but not windows 64 bit. but ok then.
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oh. so thats why my tanks arent getting more fuel when being scaled up. huh, ok then.
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hey is there something wrong with this and MFT? because im scaling fuel tanks up, and the actual volume of the MFT tanks arent scaling with it. im not sure if this is on tweakscale or MFT so..... any help? edit: nvm, found out MFT wasnt supporting tweakscale right now.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
123nick replied to Pak's topic in KSP1 Mod Releases
is this compatible with FAR? RT?- 2,351 replies
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can you add in some RT support, and maybe FAR support too for the fins?
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"a number of bugs" is a biiit of a understatement: although, this IS the outdated, non-patched version from the dropbox link, i just saw it in the mini-parts thingy, so yeah. although, how does one part even become THAT buggy? ill try the patched one from the dropbox link though. thanks edit: huh, i still seem to get the same bug. you install the files from the dropbox link, by simply merging the 2 oldparts folders together, right? replacing whatever is there with the contents of the zip file?
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
123nick replied to Gaalidas's topic in KSP1 Mod Development
no, make a new file, name it something.cfg ( no spaces) and in that text file paste @PART[*]:HAS[@MODULE[KFDustFX]]:FINAL{ -MODULE[KFDustFX],* { }} and it should work. that doesn't stop the bug though, least it didn't when i tried. -
Advanced Aircraft, Building Techniques And Help
123nick replied to V8jester's topic in KSP Fan Works
hey, where did u get the rotors on the V-280 valor? from this: https://www.youtube.com/watch?v=FBiZyTgpju0- 214 replies
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The Carp: The carp is a light MK3 cargoplane, with impressive handling and gliding. not only does it glide well, capable of gliding at 88m/s without stalling (with FAR), and maintaining speed un-powered, but it has 2 vectoring turbojets from the mk2 expansion mod, capable of assisting it in pitching, yawing, and to a lesser extent, maybe even rolling. not only does it glide, but it also has a front loading cargo ramp as its nose, with good aerodynamics. Mods used: MK3 expansion MK2 expansion generic inline cockpits adjustable landing gear B9 procedural wings B9 aerospace modular fuel tanks maybe more, if i forgot. Craft file: https://onedrive.live.com/redir?resid=3315713F440A6017!592&authkey=!ABn6LG_Iygl9hz0&ithint=file%2ccraft