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Thourion

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Everything posted by Thourion

  1. I havnt played as much as i wanted to with this mod, but on my little test flight with a craft similar to yours, although it has 3 verts and 2 horizontals. For the hover to work, i used 100% throttle, anything else and it goes lower. When the ship starts to go higher i could see the thrust power in engines right click to automatically reduce. So give it a bit time, and just take care of your ship's attitude (nose up/down, yaw etc etc)
  2. I cant for the life of me remember if having many nodes with the same name in a parts cfg, messes up stuff. I see the MainHull part, that's bugging me on the above post, and the IXSCommandModule parts having that issue with multiple nodes, can anyone shed some light? Ill go and rename the extra nodes, by adding a number at the end to differentiate them for tests first chance i get. EDIT: FIX For the node problem: In the IXSCommandModule folder, change the following lines in ixscommod.cfg From : node_stack_top = 0.0, 0.773, 1.334, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -1.268, 0.0, 0.0, -1.0, 0.0, 3 node_stack_bottom = 3.6, 1.677, 0.04, 1.0, 0.0, 0.0, 0 node_stack_bottom = -3.6, 1.677, 0.04, -1.0, 0.0, 0.0, 0 To: node_stack_bottom = 0.0, -1.268, 0.0, 0.0, -1.0, 0.0, 3 node_stack_bottom = 3.6, 1.677, 0.04, 1.0, 0.0, 0.0, 0 node_stack_bottom = -3.6, 1.677, 0.04, -1.0, 0.0, 0.0, 0 node_stack_top = 0.0, 0.773, 1.334, 0.0, 1.0, 0.0, 0 And in IXSstockMainHull folder change the following lines in MainHull.cfg From : node_stack_top = 0.0, 5.0, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -4.608, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 0.0, 0.985, 2.337, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.985, -2.337, 0.0, -1.0, 0.0, 2 node_attach = -5.9526, 0.985, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 5.9526, 0.985, 0.0, -1.0, 0.0, 0.0, 0 node_stack_top = -3.689, -2.160, 1.495, 0.0, 1.0, 0.0, 2 node_stack_top = -3.689, -2.160, -1.495, 0.0, 1.0, 0.0, 2 node_stack_top = 3.694, -2.160, 1.495, 0.0, 1.0, 0.0, 2 node_stack_top = 3.694, -2.160, -1.495, 0.0, 1.0, 0.0, 2 To: node_stack_bottom = 0.0, -4.608, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 0.0, 0.985, 2.337, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.985, -2.337, 0.0, -1.0, 0.0, 2 node_attach = -5.9526, 0.985, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 5.9526, 0.985, 0.0, -1.0, 0.0, 0.0, 0 node_stack_top = -3.689, -2.160, 1.495, 0.0, 1.0, 0.0, 2 node_stack_top = -3.689, -2.160, -1.495, 0.0, 1.0, 0.0, 2 node_stack_top = 3.694, -2.160, 1.495, 0.0, 1.0, 0.0, 2 node_stack_top = 3.694, -2.160, -1.495, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 5.0, 0.0, 0.0, 1.0, 0.0, 3 Basically, what i did here is making the correct nodes, the ones that are used when you first load that part, to connect to the others, to appear last in the cfg. The game parses that line last, and that fixes the problem with the vanishing node. Plus it does not break already flying crafts. Just for arguments sake, what it should be done, in the proper way, is that the node_stack_x 's should have different names, like node_stack_top1, node_stack_top2, node_stack_bottom3 etc etc, to prevent such confusions to the game code. If you do that though, it will break your already flying ships, or even if it doesn't break them, the changes will not apply to the already flying ones. Now as for the null ref error spam, they come from the engine. You can reproduce this if you just take a probe core, stack the engine and launch. That part is bogged down to hell if you ask me, since it points to model.mu (which does not exist), to an animation that cant be read from the model, and has a "ModuleTestSubject" Module, that i dont even wanna know what it does (although its on the stock part as well).
  3. I wanted to buzz in and say that it works just fine on me also, although im not using realchutes, or B9.
  4. There seems to be a problem with the IXS Main Hull part. During the craft build everything looks normal, but at some point, for example a game restart, if you load that same craft, and try to remove the Main hull, its top node doesnt exist anymore. Deleting the part, and placing another, takes us back to where we started. All ok, until a game restart. One thing to mention though is this occurs while one specific node of the Hull is occupied. In the above example, if you detach the part that is on that node, and reatach it, then the top node of the hull is working again. (The node is the front-right, as you look at the part in vab) Now of course, if that was the only problem, it wouldnt be much. But i noticed in my already in orbit craft, that im getting a hip load of Null Ref errors spam. I think the same bug happens here, where the node "vanishes", and the games goes ":confused:" I dont know what could be the culprit, but from the top of my head im suspecting a collider issue perhaps? or a node placement/naming error in unity. Final note is, that we dont get any errors while in the editor, even if the bug appears there.
  5. For some reason i remember using a mod like this, and then i remember saying thanks to that mods thread... Now either this one is a different mod, or its the right one but havnt said thanks yet .. Anyway thanks! So many ships flying around its a big helper when you need to check things without going back and forth.
  6. I dint have the time earlier to do this (RL stuff), but i just went and put this mod on a total clean installation. I was still getting the same errors. I spoted a bright blinking thing while in orbit at some point, while looking through the scope, and after i zoomed in (along with jkli controls), i was able to zoom and take a picture of what it seemed like a total white monolith lol, and the game text said it was the purple nebula.. Dunno, maybe its a 64 bit issue? Or something went loose with the latest update.
  7. 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.
  8. Ok we dont bite, you can show us your cargo bay filled with KSP neon signs now Seriously though thats a fun bug
  9. Oh yeah i like this concept. Other than architectural/landmarks etc like Javster mentioned, some collectible hidden artifacts would be nice addition.
  10. 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.
  11. 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.
  12. 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
  13. ..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
  14. 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?
  15. Dont forget to update the "Universal Docking Ports" link in the OP. Because it still includes the older AdaptiveDockingNode dll in spaceport.
  16. 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.
  17. Oh man, i can't remember how many times i alt-tabed just to check a dv image. This is perfect thanks.
  18. Yeah i deffinetly thought that you didnt put texture in the wheels, since they look out of place, anyways good to hear The above flat areas, yeah im not to fond of them, but they dont bother me that much.
  19. 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 )
  20. A) Only concern i had is if they were incompatible, or if you would merge the two. Since you are not, then i dont mind having both of them on, since they look great, and i like stuff on my rovers/probes as long as they are not doing the same thing of course Yeah i think i like this idea more.
  21. 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.
  22. Mine was locked as normal, like in Merendel's case. Maybe you got an older mechjeb version, or did some .cfg shenanigans with the tree or whatnot? Cant think of something else.
  23. 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!
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