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nacoleptic
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Everything posted by nacoleptic
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[PLUGIN, PARTS][0.17] EPS - Electric Power Standards 0.3 (12.09.27)
nacoleptic replied to l00's topic in KSP1 Mod Releases
thank you so much, it worked. now im back in game... eps is so great. by the way, it came out modmanager doesnt like ressources... found some more perfect. -
[PLUGIN, PARTS][0.17] EPS - Electric Power Standards 0.3 (12.09.27)
nacoleptic replied to l00's topic in KSP1 Mod Releases
eps still does not work for me. if i use some kind of batery, the part gets on its place, but clicking sound does not stop and the part gets not placed well because i see its symbol is not right in place. also after this i cant select my command module anymore well. starting the ship is impossible at all. pleas help me, i need eps working again. used the latest mod-release and modmanager to load it without all other mods, bug still remains. -
[WIN] Plan-o-Tron = Mod Manager, Mission Preparation
nacoleptic replied to bernierm's topic in KSP1 Tools and Applications
nevermind, the bug has nothing to do with your modmanager... stopped using it... installed ksp new, about 5 or 6 times... if this bugs wont stop tomorow, i'll gona quit playing ksp until final... -
[WIN] Plan-o-Tron = Mod Manager, Mission Preparation
nacoleptic replied to bernierm's topic in KSP1 Tools and Applications
plan-o-tron works now almost fine, it starts ksp (and way faster than before) plus, after dropping the plugins manualy and your v1.4 update, saving and mod-functionality works, too. but a new, quet weird bug happens now: if im building a ship and taking a connected assembly of 2 or more parts of from my command module, i cant drag it anymore, instead, everytime i click on it, my commandmodule gets activated. also i was able to drag a part from the (transparent, not to the command module connected) assembly of parts. second bug is, if i load a ship, or leave to spaceport and go back to VAB, ksp finds no parts, even if the ship it self is loaded (but now transparent at all). also i cant leave the VAB after this, load new or use escape. the worst thing is, this happens now even if i start kerbal without the mod manager. -
[WIN] Plan-o-Tron = Mod Manager, Mission Preparation
nacoleptic replied to bernierm's topic in KSP1 Tools and Applications
thanks for this idea (and pointing me to my own stupidness), there was a single one folder structure mistake. got it now. will try it first with plugins inside mod-collection, if it wont work well i follow your further instructions... duna, im comming... -
[WIN] Plan-o-Tron = Mod Manager, Mission Preparation
nacoleptic replied to bernierm's topic in KSP1 Tools and Applications
Mabe you can help me, i got an issue when loading the "add-ins". they are unpacked and structured like this example: "ksp main folder" (also includes ksp game folder) ->"mod collection" -->"mod name" --->"parts/plugins/etc" ---->"part folder/plugin.dll/etc" Text i got from the error-console: Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately Index was out of range. Must be non-negative and less than the size of the collection. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException() at PlanoTron.AddInData.ScanAddInData(String kspLoc, String addInLoc) at PlanoTron.PlanoTronForm.ScanAddIns() at PlanoTron.PlanoTronForm.bnScan_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Plan-o-Tron Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/HansPHO/Desktop/KSP_win/Plan-o-Tron.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. -
i've got the feeling struts should be as short as possible. and if neccesary, try this construction methode (works even better in 3d) |\/| |/\|
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50th anniversary "We choose to go to the mun in this decade and do the other things, not because they are easy, but because they are hard, because that goal will serve to organize and measure the best of our energies and skills, because that challenge is one that we are willing to accept, one we are unwilling to postpone, and one which we intend to win, and the others, too." http://io9.com/5942554/watch-jfks-iconic-moon-speech-delivered-fifty-years-ago-today
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empty fuel tanks and my spacedock
nacoleptic replied to nacoleptic's topic in KSP1 Modelling and Texturing Discussion
sadly i found none of the tanks you mentioned, only hint for "maxfuel"was a post about an fuel-refill-bug, "startingfuel" was written zero times around the internet, except your post. maby you can give me a clue which tank you thought about... -
empty fuel tanks and my spacedock
nacoleptic replied to nacoleptic's topic in KSP1 Modelling and Texturing Discussion
nice, after the new solar-mining-plugin was shown, i felt like i realy have to try this... using the drilling unit is to easy, for using it permanent. -
hi, i'd like to ask, if it seems to be possible creating an empty or almost empty (rcs)fuel tank, only by editing the cfg. empty for example like, it is possible to refill it from other vessels by the fruel transfer mod. my idea is, using this tank to place it below the cargo module and refiling it via the fuel-transfer part from my Kethane mine powered gas-station. after this i could use the "deliver cargo" function, to pack the fuel back into the spacedock. i know it's possible to drill for fuel by the drilling-unit, but it would be great (and nice to watch) using my kethane farm for something actualy usefull. also neccecary for the effect would be for the space-dock to recognize the used fuel by its actual level not by its possible volume, but this is even more impossible to me, to find out without learning by doing.
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Hey guys, i so totaly love your mod. Atm i have a project, designing a micro satelit for extrem low mun orbit, and your new ion-engine seems to fit perfectly, except its way to big. i hopelessly tried to open your files, but after more then 4 hours of searching how to open or reimport from.mu files yesterday, i gave up the idea. So my question is, would you like to reedit your ion-engine to be smaler or equal than 0.5 m in diameter, also weaker in propulsion and wight. my micro satelites would be so thankfull...