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123nick

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Everything posted by 123nick

  1. hey, im just posting too say that ,removing the NF-E usi reactor patch seemed too fix it, and now it loads ok thanks for the help @FreeThinker
  2. yeah, but you seem too be building completely outside the vab for a ship that can fit in the vab. so if i remove NF-E's patches for the USI reactors, then it should hopefuly work?
  3. a question- why are u building completely outside the VAB?
  4. great, atleast progress is being made. also, i found that NF-E also has a patch for USI reactors, so maybe the 2 patches arent working well together, due too overwrites or something?
  5. did u start it with KSP-IE installed too? edit: NF-E also has a patch for the USI reactors, so thats something, maybe the 2 patches are conflicting? if that would be a problem?
  6. thats odd, why would near future reactors be erroring? is it something to do with your module manager configs or could it be something with NF-R
  7. it was the ksp not loading before, i posted logs and a rough modlist, but you liked the post so i assume u saw it.
  8. i dont mean too be pushy or annoying, but is there any way too fix this problem, or find out what it is? should i post in the technical support thread for modded installs, but i thought just posting it too the mod thread if its a specific mod is more in-line with forum rules.
  9. hey the FAR abbreviation on the forums, when moused over, says : aeronautics instead of aerospace, as the title of the mod actually is.
  10. i have FAR and other mods installed, and the rest of the UKS mods. also, this: is the mod that adds the reactors and kontainers, MKS just has it packaged with itself. here is a rough modlist: https://gist.github.com/321nick/bc9fecf3abfa5c4ba1bef5f6c26f3d16
  11. hey i think there is bug with your patches for the MKS reactors, the calculatedMass = false; , and it stops ksp from loading, so i changed it too calculatedMass = false (no semicolon), but it still doesent load correctly, although it fixed the boolean error that showed up. anyways, heres what i looks like loading up 1.9.6 with the most recent MKS reactors: and ksp.log: https://gist.github.com/b936b82ce884f8485b9c6fe6257b6c8b
  12. oh. the docking ports being welded though, they reduce partcount by like, a lot, like, more than 2 per docked module, right? so if you have too add one more part, with this mod you would still be reducing part count by 1, in a way, right?
  13. oh yeah, i guess you have a point with the initializing. but the hatch could be a seperate part that is placed onto the crew container, maybe? like how lack luster labs has a crew hatch that can be attatched too a crew part.
  14. on the forums using abreviations like COD , the forums allows you too mouse over it and show you what is being abreviated, see here: so its a joke.
  15. id assume the other 2 parts would be like, moved together, so they connect where the docking ports once were.
  16. cant you just have no IVA for the crewed parts? and with scaling them, scales the crew limit, too? if its possible?
  17. im excited too see how this progresses, seems like the perfect inbetween with realism overhaul and stock
  18. woah, physically pointing antennas? now THAT is pretty cool. im excited too see how this mod progresses, especially with how compatible it is with mods that add antennas and probe cores and etc.
  19. it sounds neat. how will this compare too remote tech? like, where does it differ and where is it similiar? it seems like a more stricter, hardcore version of RT.
  20. hey wasnt there a sort off predecessor too kerbal konstructs, that allowed the placements of objects and etc before kerbal konstructs, but then got outdated? i remember a video of a kerbal going into this underground cave thingy on eve, and it was made with the predecessor too kerbal konstructs? there was even something he could click on , inside the cave too make the actual terrain move, like the constructed models he placed move in a wierd way? too explain it better, its like animated terrain elements, like a opening cave door, but it wasnt in this case, it was another thing that was animated with the mod. i just forgot the mods name. edit: nvm i found the mod i was looking for, it was called "KerbTown" edit: here was the mod i was talking about:
  21. it looks GREAT. nice and compact too, which is unique for a interplanetary craft.
  22. you can always change the configs for crash tolerance and mass and etc.
  23. hey i think i have a bug with the reactorpack, ksp , when loading, stops loading but doesent stop responding at nuke_125. ksp log: https://gist.github.com/581406b66204014cff403602c4df513f mod list, : https://gist.github.com/bc9fecf3abfa5c4ba1bef5f6c26f3d16 i have KSP interstellar extended, if it helps. i think it may have a module manager config that does something too the reactor, maybe but im not sure if it does that at all, and it may not. edit: here is the patch for the MKS reactors located in KSP-IE , if it helps: https://gist.github.com/68e67b8596f5340bddfcef75a2f5d6d9
  24. here is KSP.log: https://gist.github.com/2d830ad9e4881e6eb720b2b03aba1f74 and here is modlist: https://gist.github.com/321nick/2c03282a540020ccaabed004068416aa the problem is that after a vessel crashes down and all parts are destroyed, the pause menu wont open up and the only thing i can do is close out of KSP. i can recover back too space center, however, if the option is available, and it works fine then. here is a screenshot when i tried too open the map after i crashed and the camera got froze (thats also something that happens when this bug occurs): then when i exited the map view my camera looked like this: also, i couldnt move it from this view either. i couldnt zoom in or out, or pan or rotate it.
  25. i am excited too see how this develops its similiar too LLL in nature
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