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KSP2 Release Notes
Everything posted by fafeman
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
fafeman replied to BahamutoD's topic in KSP1 Mod Development
One question though. Does this work with your BurnTogether mod? -
Yeah, that works, thanks. I was using version 0.1, not 0.4, from the thread.
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Yeah, I have 1 DYJlibrary.dll, and I installed the mod to the game's source folder, with the DYJlibrary.dll in the GameData. Do I need it in the source folder?
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Hm, I'll try to do another reinstall, and see if I did it wrong.
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I was wondering if there was an alternate mod that uses the same model and source code, as it's outdated and doesn't work ingame.
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Recommended doesn't usually mean necessary, since it's only a recommendation to improve the game's experience. I don't like most of the recommended mods, so I didn't use them. I tried a reinstall with Planetfactory, retextures for making them look like the real planets, TextureReplacer, and That's it. EDIT: Here's what I have installed: http://gyazo.com/63d81f1ec2d131e0cb1b2450ea19f4c2 EDIT 2: Removing TextureReplacer does nothing, the game is still stuck halfway with only RSS and PF with retextures.
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I installed RSS, with no other mods installed besides BurnTogether and KWRocketry, and the game stops halfway into the transfer between initial load and menu screen. It crashes windows, and I can't interact with any open window without restarting my PC. Any ideas?
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[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
fafeman replied to BahamutoD's topic in KSP1 Mod Development
When you're done sorting out a lot of the bugs, could you add support for KSP Interstellar? This would probably fix the issue as stated with really long-range drifting by making the trip as short as possible. I know it's asking a lot though, with how the warp drives are coded, and all, but I think it would be really cool to have a large fleet of ships warp into Joolean space at once, as opposed to one ship, or all of them arriving several hundred kilometers apart. -
I know it's buggy and outdated and all, but my HUD won't display, like the button to name your craft, weld it, etc.
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Would it be possible to get a download of the ship that you posted on the welding plugin thread?
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As mentioned before, it lags the game out when having an object actually go up and down a cable visually. Instead, I propose that we use KerbTown to just set an object in a geosync orbit with the space center, as a launch pad. I'm currently looking into this. I'm also currently having issues with Kerbtown not letting my game object show up in the 'Available Assets' list when I boot up the game.
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Actually, if you calculate the rate of geo-sync orbit to the height, you can, effectively, use Kerbtown to have a static object synced with the SOI by default, and have it be realistic. Now, I'm trying to get this done currently with KerbTown, but I'm having a bit of an issue with Unity. Either way, I was almost done by the time I encountered it. For a less visually appealing objective, you could have 2 models, one in orbit with the elevator going up and down to a point, and one on the ground, going up and down to a point. At each of the points, however, it cuts off to preserve computing power, space, and time(for me). I have it animated and all, I just need some help with the manual's instructions. Could anyone help? If so, please tell me so.
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I want to keep my low orbit solar station pointed at the sun, so that it looks like it's supposed to. Is there a way to keep it pointed at the sun, with or without mods, as well as keeping it pointed in that direction when I'm not controlling the craft(I'm not sure if MechJeb keeps Smart A.S.S. enabled when controlling other vessels)?