Thourion
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[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
Thourion replied to tobyb121's topic in KSP1 Mod Releases
The scopes work but Im getting null reference exceptions spam, when i click the show galaxies button. In the galaxies.cfg file the url you have for the pictures does not include the files extension, dunno if your dll automatically recognizes the filetype though. Other than that, what is the purpose of the science lab? Its identical to the stock, only you have removed its crew capacity and the science modules. Im on 64bit, in sandbox mode btw, and the KSP.log doesnt show anything out of the ordinary, beside the exceptions. EDIT: I also saw this post while searching the pages here: Could that be related ?, since im using TAC as well. -
[tuto] A REAR small GEARBAY complement to Stock PART (0.24.2) v1.4
Thourion replied to stephm's topic in KSP1 Mod Releases
Very usefull, grabbing it now -
Make easter eggs movable
Thourion replied to Toshogu's topic in KSP1 Suggestions & Development Discussion
Oh yeah i like this concept. Other than architectural/landmarks etc like Javster mentioned, some collectible hidden artifacts would be nice addition. -
Not to mention, if you find a specific mission hard, because of the speed it needs, but you really want to complete it after all, just do it while diving. Go do your other/additional contracts if you like, on the way up, reach like 50km, or even orbit if its required for your mission, and then when coming back do the speed thing.
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Im surprised to hear people have problems with 64bit.. I didn't had no crash WHATSOEVER.. Are you guys on steam? maybe that version has its problems with the 64bit..dunno. I mean sure i had the occasional annoying bug or glitch (like with the need to stage by smashing space 2-3 times ) but no crash, or any other game-braking thing happening at all. PC is 8yrs old, Core2Duo, 5gigs of ram, win7 64 bit. Maybe you are running win 8, or something else? dunno if it plays a role. EDIT: And btw, i havnt updated to 0.24.2 yet, im still on 24.0, which could help me even more with the mentioned glitches.
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I wanted to drop by and say that the latest version, works just fine for me at 64bit. @Stealth17 You should post some more details, where exactly is your problem? Otherwise i dont think anybody can guess what could be wrong, right? A few tips out of my magic hat are : Try again on a fresh vanilla copy and see if it works (sometimes a mod we think is good is the culprit), make sure you install it at the correct location (sometimes haste makes these situations), last i can think of is making sure of the Jeb version you got. Quoting softweir from a few posts above, the Latest Dev Build is v2.3.0.266
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..damn it all .. i was about to take a break from the computer and relax ..arghh! Note to self: Dont look at KSP forum when you want to take a break
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I am using the TweakScale mod, that has its own KSPAPIExtensions.dll (both yours and that are same version) on its folder. So if i understand this right, should any mod that uses KSPAPI have its own seperate dll?
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Thourion replied to sumghai's topic in KSP1 Mod Releases
I also got the same problem. In my case they autoarm after the vehicle loads (as i see from alt-f12 log, and the blue icon in staging). Since the craft needs to go down for chute deployment, i see the msg that pops, talking about waiting for negative vertical velocity for deployment. Anyways, since it doesnt deploy yet, i keep going up, until near AP, where i eva a kerbal and disarm the thing. Afterwards it works as intended, as long as it doesnt deploy in the start. -
Oh man, i can't remember how many times i alt-tabed just to check a dv image. This is perfect thanks.
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Weird stuff with the artifact. I can only guess that it has to do with the texture or shader. Maybe you have a forgotten aditional material applied, or you used an incompatible shader, which looks ok in Unity but not in game. Or could be some bump texture problem? Some flipped normals in the mesh? Dunno im only guessing here. The cliping in the tracks, again i can only guess, is coming from the collider maybe? Meaning its size is to big so KSP clips the view like how it does it when you get close to another part normally. Only in this case its allot bigger than the model perhaps? Anyway im just mumbling my guesses here, i leave it to the pros. But one thing im sure of is i really dont like the white colored section, is that just for previewing the model without additional texture? Or do you intend to have it colored that way? (EDIT: BTW even if you painted the whole thing pink, i would still install it and enjoy, just saying )
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Cool stuff Dmagic. Just a quick question though, is it your intention to replace the custom BTDT part with the new Anomalous, or are they going to continue to coexist as two different parts? Meaning the BTDT will only do ScanSat stuff, and the new one do its own thing as described above, in which case i need both on a craft. I dont mind for them to be left as they are, reason im asking is just for planned SAT rover craft designs, before i launch them.
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[0.23] [Horizon Aeronautics] Zenit-3SLB [v1.2] updated 3/9/14
Thourion replied to stubbles's topic in KSP1 Mod Releases
You should leave the folder structure as it was in the compressed file. Meaning, in your installation, under Gamedata folder you should have the SmokeScreen folder as it is, and also the HorizonAeronautics folder. Inside that the other 3 folders FX, Parts and Sounds. Theres also the craft file inside the Ship folder, that you can copy/move inside your Ships/VAB folder. EDIT: Stubbles beat me to it. Insert Ninja pic here! -
[0.23] [Horizon Aeronautics] Zenit-3SLB [v1.2] updated 3/9/14
Thourion replied to stubbles's topic in KSP1 Mod Releases
Cool stuff, downloading it now. Heading for a Monday morning at its best, thats a rare site -
Horizon Aeronautics - Development Thread
Thourion replied to stubbles's topic in KSP1 Mod Development
Yeah jeb doing stuff when gimbal is on in 2nd stage. If you turn it off, either in flight or inside VAB, then all is good. Try it. About the 3rd stage, i dunno since i didnt encounter such a problem, but you could try turning off its reaction wheels, especially if you got others in the payload itself. Same drill, right-click profit -
Yeah i got an issue .. that change log made my eyes open waaay to much, and i cant close them. [list] [*]When Kethane is not installed, it is possible to force the use of resources. [*]Toolbar integration for the build window. [/list] Especially those 2, along of course with the two majors above the log, made my day. Happy holidays and thanks!
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Horizon Aeronautics - Development Thread
Thourion replied to stubbles's topic in KSP1 Mod Development
Whoa, i wonder how many cigarettes ill smoke till i have this smoking baby on KSP -
[0.23] [Horizon Aeronautics] Zenit-3SLB [v1.2] updated 3/9/14
Thourion replied to stubbles's topic in KSP1 Mod Releases
One problem that i see with this is, how on earth you take a part of this pure awsomness textured mod, and stick it with another part of a different mod, and yeah i know theres other mods that also look good out there, but really for me this baby is a one piece. And of course, i respect the need of anyone to mix and match parts, myself included, but even if we clear the Part list clutter and even the resources usage problems, then we should still have the Moders work in mind. It takes time to cut the parts, more time to properly UV them, and even if those are ok, you got more time to make the cfg's, node placements, "Unity brainjuice drain" etc shenanigans. And yeah i totally agree with junkie here, its a launcher. You want it to look sexy, you want it to look sexy, and you want it to not fall apart even while looking sexy , but thats it. All the rest of the time is spent on the actual payload, where to put the panels, what legs on there if any, an AIES probe or a stock one, an Orion pod from bobcat or a SDHI, etc etc. -
Im sorry, I dont get what you mean. If you dont have the time for it, just go sandbox mode and enjoy everything from the get go. Even better go grab a crazy engine mod that does whatever you want, and leave this one as it is, because it really is balanced. As for the impulses, we are saying the same thing. But if you had an engine that goes from 0.000001c to 50c then i really dont think you would need another engine, maybe a few RCS and a launch method, but still.