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KSP2 Release Notes
Everything posted by 123nick
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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.
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when in the SPH, the parts list too the side, and the rest of the GUI elements, flicker, but it seems dependent on where my mouse cursor is sometimes, and what category im on (like propulsion, utility, etc) here is the ksp.log file: https://gist.githubusercontent.com/321nick/1d314fb2f9776a2eee5ef96f229fd9be/raw/c00f5d99c102b37fe5e30875b7afae8f14c8f3ef/KSP.log and here is the mod list, if you need it: https://gist.github.com/321nick/2c03282a540020ccaabed004068416aa it may be a bit hard too read, but i have FAR, and alot of part mods, and b9 procedural wings, and pathfinder, and a lot of other part mods and gui mods.
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[Plugin][See active fork] B9 Procedural Parts Modified
123nick replied to 01010101lzy's topic in KSP1 Mod Development
hey im not sure the Pwings work, atleast im not sure for me they work. when i place them on a craft, they look the same as they do in the parts list too the left in the SPH, and pressing J while mousing over them doesent open up the usual GUI. edit: also, it appears that your plugin is a mere 100 or so KB in size where as the old procedural wing plugin is 900 or so KB in size, should this be used in conjuction with the old B9 procedural wing mod? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
123nick replied to bac9's topic in KSP1 Mod Development
thank you -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
123nick replied to bac9's topic in KSP1 Mod Development
sorry, i didnt realize it was there -
OMICRON - Flying Space Car Development Thread
123nick replied to Climberfx's topic in KSP1 Mod Development
are these for IVA things? i think someone already had too-scale kerbal models, somewhere, but i wouldnt know where. also, i am excited for release -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
123nick replied to bac9's topic in KSP1 Mod Releases
thanks- 4,460 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
123nick replied to bac9's topic in KSP1 Mod Development
is there a difference between the PSSM and PP versions on bitbucket? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
123nick replied to bac9's topic in KSP1 Mod Releases
ok, thanks. hey, do you know where too get the most recent fire spitter version? i heard the one at the fire spitter topic isnt the most updated, and is obsolote?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
123nick replied to bac9's topic in KSP1 Mod Releases
hey i have a bug where the HL cockpits IVA shows up on the bottom of the SPH, but ive seen it happen before and i know there is an easy fix but not sure what. also, with the dynamic B9 procedural wings, on the bitbucket page, what is the different wiith the PSSM and PP versions?- 4,460 replies
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hey, its summer so im just wondering, is development now more active?
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hey i have a suggestion. have u thought of scalable mk2 and other fuselage type parts? so you can scale how long they are, and maybe there crossections aswell, so you can have a mk2 that is twice the size of a standard mk2, and maybe also possible too adapt from mk2 and other fuselage types (maybe even modded) into other fuselage types, like mk3 and etc. and maybe also have some modded fuselages available too, maybe?
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hey, just something you might want too change or fix: it says it supports 1.0.5 when it supports 1.1.3
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i once had a similiar suggestion, i think, too convert all fueltanks too use MFS , modular fuel system, it allows you too choose exactly how much of any fuel or etc, too be in a tank, and with any number of fuels or resource types. im not sure it caught on.